Fatigued Souls (Part 1)

That would be amazing, but I excluded voyage to arcturus from my hypothetical Appendix N because it would kind of override any other influence with how engrossing and memorable it is

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Tulpa you know just what to say to a feller

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I started a replay of Dark Souls 2 yesterday as Deprived and made it to Ruin Sentinels. It’s my first time playing SotFS and I haven’t touched it since doing two playthroughs when it came out in 2014. I’m enjoying it a lot. It’s still bad in all the ways that I vividly remembered (flatly lit, disorienting, boring lore and NPCs, barebones enemy attack patterns) but that also hasn’t mattered to the overall experience much, so far?

The soul/item economy, routing and tactics in DkS2 are engaging in a way that they usually aren’t for me when replaying a Soulslike. Instead of breezing through the early game running circles around everything I find myself mobbed by lots of quick little dudes who obstruct narrow paths or interrupt me from behind when I try to cross fog gates. To pick up the Fire Longsword I couldn’t just run in and open the chest: I had to clear out the little valley and then throw a firebomb at the turtle guy obstructing the path. It’s not generous with Estus shards so I have to decide when it’s worth using lifegems. The Pharros Lockstone/Fragrant Branch economy adds a lot of additional risk/commitment points to the routing, as does the fact that you can choose one of three early-game bosses to skip. Overall I always felt actively engaged with planning for what to do next.

Some of that is SotFS being fresh to me, but the idea of having a mod-like “reshuffle things to spice it up” expansion is also a good idea unique to DkS2.

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It’s hard for me to remember the original item positions as I’m used to Scholar at this point, but I think for example the ember you get at the start of the Lost Bastille was originally hidden with the area’s blacksmith in a secret room. Considering that you need the ember for weapon upgrades I would definitely consider this a good quality of life change. But other than that much of the changes are as you say a reshuffle.

It will be interesting if/when developers will acknowledge how much pc randomiser mods etc extend their games’ life and potentially include their own mod style options in game. I know a recent update for Bloodstained included a randomised mode option.

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my favorite little change in the Scholar version is early on in Forest of Fallen Giants when you climb a ladder after the first bonfire into an open two-level arena. In the original version, three soldiers immediately rush you and chase you around while a fourth stands on the second level and shoots arrows at you. It teaches you crowd control while under fire, a valuable skill in this game but i didnt like the way they threw you into it. In the Scholar version, the archer is replaced with a bomb-tosser who has less reach, and there are now dozens of soldiers “playing dead” all over the arena floor who only attack when you come close. It adds some atmosphere to the area (since you’re in a battle-ravaged fort full of zombie soldiers) and is a less severe version of the challenge that allows a less methodical player to get in trouble on their own.

my least favorite little change is in the same area, there used to be a passive Heide Knight, but they’ve all been relegated to Heide’s Tower of Flame (except one who i guess did some serious crimes because you find him in Sinner’s Rise). I think that was a mistake, it was cool to run across all these wandering knights chilling in the wild and have the option to challenge them.

You can find posts in this very thread where i bagged on it but 2 is one of my favorites in the series now! Scholar version helped, but its specific jank and design interests grew on me a lot. I kind of think of it like, all of the games are spiritual successors to King’s Field, but DS2 feels the most like a direct sequel.

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playing Bloodborne, just wanted to vent about how this is my favorite soulsborne game from an aesthetic/plot/setting perspective while being my least favorite mechanically

im up to the one reborn fight which is supposedly very easy but always pisses me off to an embarrassing degree it’s where the issues with the game come home to roost. annoying run up to the boss, repeats a gimmick from a previous game (tower knight) but it’s omg harder git gud lol!, it’s an ugly mass of limbs where i can’t even tell what’s hitting me half the time, does a fucking stupid amount of damage per hit, can attack rapidly from all angles completely neutering the quickstep dodge, and if i try to run around the arena i run into the most fucking inept stupid mechanical choice Fromsoft has ever made in putting “jump” and “dodge” on the same button

i stall out at this part of the game more than any other. don’t enjoy mergo’s loft, never beaten ebrietas, only completed the dlc once because I hate fighting Ludwig (who has a lot of the same problems!)

cool game but i just flat out do not enjoy most of it from rom onward. Gonna push through this time and then it might go back on the shelf for good tbh

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OR is a joke once you’ve downed the projectile-spewing whatever-they-ares in the upper sections of the arena, but it’s been awhile since I touched the game last so I may be missing something here (?)

For me personally everything past the DLC clocktower fight is a slog; from the sewer sharks to the whale detritus that stomped me for hours just for the sole glory of saying I’M THE BEST and then wondering why I didn’t put that time into something else

This resonates with me except Vicar Amelia is my stalling point. Just horrible camera and no clear strategy indicated by the pattern of the fight. The world and creature design is neat but a lot of the best stuff comes very late (Nightmare of Mensis, Cainhurst Castle)

Bloodborne has so many cool weapons but they’re all locked behind the midpoint of the game. You cannot make a reasonably distinct build until you’ve already committed to one of the earlier weapons and playstyles. What is the point of having a different build at the beginning when it will barely matter until you’re 10-15 levels in at the earliest any way? It seems designed around community-made character builders and preparatory knowledge about what your route through the game and item locations are going to be.

I also never found the chalice dungeons engaging because PCG levels that are divided from the main game are not what I come to Souls-likes for.

Rally is a decent mechanic but the parry felt really weird and unintuitive to me. Logarius was a cool boss.

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This is a problem they’ve always had and never solved, torn between giving weapon types as loot and an economy built to hammer you with its scarcity. They’ve consistently moved towards plenty; each game has had easier access to non-max-tier crafting resources.

Some bad fixes could be:

  • Allowing easier respec (damages the weight of player build choices and the permanence of XP)
  • Unlocking more weapon types on a post-complete New Game file (only serves players who are already working around this)
  • Allowing more weapon selections from the start (they’re beyond a reasonable build selection count in the Dark Souls games already, and it destroys their reward economy)
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See i like Amelia because the strat for her is dodge to get behind her, and exploit her weaknesses (flame, serrated, numbing mist). but eventually the game starts developing ways to make getting behind the enemy unviable. because Fromsoft’s project since 1994 has been “make an action game where you can’t just win by circle strafing” and they apparently only figured out with Sekiro by making the pro strat “stand still, unless you need to walk over to where the other guy just jumped”

Rally is a cool idea that effectively just stops working once enemies get to that point, because you can’t tell where a hit is coming from, and everything does so much damage.

and while i’m on one, why the hell cant you respec in this game? That should be like making cutscenes skippable or providing a camera sensitivity setting at this point, if you have a skill point system that could lead to an unwinnable game you provide a respec option. Even if it’s a limited one. DS2 lets you do it like 6 times in one playthrough if you want, it’s great!

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the games are all certainly flexible enough that you can’t get yourself in an unwinnable game re: stats— bloodborne most of all, even

i like not having respecs! i wish it was harder to do in ds3

Harder to do than a hidden area/npc with an extremely limited item you can only practically get in pvp. ok

i sincerely dont know how anyone who’s not a gaming superhuman can play through Bloodborne successfully without dumping at least 30 points into vitality it feels mandatory

i dont like that Fromsoft turned to hyper balancing and limiting player options to extract difficulty. make the game hard but breakable and let players impose their own challenge, imo. That’s why the first 3 Souls are my favorites

The longer the series has gone the more I’m convinced Demon’s is the one that’s aged best. Sound design, tone, weapon movesets and boss design have just never been beaten in subsequent Souls.

I liked Sekiro a lot although it’s more of a Tenchu/Rhythm Heaven mashup.

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Demon’s Souls has some real lightning in a bottle energy. there are a lot of little things you could “fix” about it (and the sequels did to varying degrees) but none of those things get in the way of it being excellent

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…oh yeah you’re right lol, i thought i remembered being able to do it a whole bunch of times. forgot how hidden the place was too

i do think i wish you couldn’t do it at all, but…

I guess like, i found the idea of putting too many points into resistance funny back when i first played 1, but as they get harder and don’t provide an escape hatch for your bad build like the drake sword or respec, it’s less funny

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I think Bloodborne is a step towards a lot of Sekiro; they gave up a lot of RPG customization to make a tighter action game – it’s always easier to make enemies faster, harder, meaner when you have a better picture of what the player will be able to do, how they’ll be able to dodge, how fast hey run, etc. Maybe Bloodborne gives the player just enough rope to hang themselves – certainly I don’t get anything out of an ‘Arcane Build’ that relies on consumable ammo to fool yourself that you’re a mage.

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