#it took me years and many playthroughs to git that gud at dark souls 3 I must remember
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Man now I'm looking at my new game+ clips for bosses in dark souls 3 and it doesn't make me miss dark souls 3 so much as it makes me miss being this good at a souls game.
#look at me parrying gundyr and pontiff#me vs dark souls 3#getting epically owned by Malenia on my arcane build#if anything I want to play elden ring again#okay I fucked up one of these pontiff fights which is funny.#I really only had 4 main builds. Str/fth dex/fth pyro and int#and really I didn't do a lot of int bosses in new game+ because. Int sucks#it took me years and many playthroughs to git that gud at dark souls 3 I must remember#oh my first Lorian and Lothric fight...lmao.
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Sandman
I’ve tried a lot of sandbox games over the past year. Mostly driven by acquiring a PC and leaving my Mac to its scheduled obsolescence. Playing games on a Mac is like playing Doom on a calculator. You celebrate that it works, it actually works, but it usually fails to be more than a proof of concept. When I switched back to a PC I discovered an entirely new realm of stubborn design. At least it wasn’t getting slower with each update and it deigned to play all manner of toys. Being quite turgid for roleplaying games I set about catching up with every RPG the Mac had denied me and checked out some more for good measure.
A common feature I discovered in many of these games is what I call the Back Breaker. You lift the game up high, then crash it down over your knee, broken. You are now free to explore the game how you choose - all of its secrets are laid bare. A lot of people get very upset at the inclusion of Back Breakers in what they hope will be a game with an ever ascending skill requirement. The notion that the audience is primarily there to explore is an insult - where, they ask, is the game? Personally I like this feature, I like that the end game is to become a god. This is why a lot of you will disagree with my assessments.
Skyrim
The sticking point for many people with this one is the combat. It’s dour grey-brown landscape invites a comparison to Dark Souls (I’ll get to that one in a bit) so people like Matt Lees will remark that Skyrim is an inferior counterpart. If you’re looking for tight combat in Skyrim, then like a 1st edition iPhone 5, you’re holding it wrong.
It insists you take it seriously over an unskippable introduction to the most tired hook that any roleplaying game can throw - the prison break. After shaking your screen as hard as it can with an assault by a dragon you are thrown into a scant and confusing interface in a land of ugly robotic people who are super fussy about what time they’re willing to sell things. On my 1st playthrough it got dark, so dark I couldn’t loot the mages I was killing for their expensive robes. I quit and rerolled a khajiit, purely because the wiki told me they had nightvision. It wasn’t until much later I discovered that there were many means of creating light, some of them causing fantastic AI behaviour (I nicknamed the spell Magelight; aggro-ball). Some short way into the terrible main quest line I thought, “sod this”, and went in search of the mage college to learn how to blow things up like some of the monsters were doing. This haphazard adventure was some of the best gameplay I’d ever encountered. A scared lowly girl-cat, picking her way through a hostile landscape in hope of learning real magic. Typical that when I finally arrived at the college I encountered the first blatant design wall in the shape of an unclimbable pillar that the college sat on. I barely had the mana to cast the spell that would prove me worthy to train there. A few hours later I was the archmage of the college. It would take many more hours before I mastered glitch-riding: taking the cereal box collision space of my horse and rubbing it against the prettiest parts of the scenery until it yielded to let me ride vertical. Out of the many hours of play the only real low point was getting turned into a vampire, I had to look up a wiki on how to cure it and reload many times because the quest to stop vampirism is broken.
There are many Back Breakers in Skyrim - I chose twin dremora lords that I chain-summoned to lock up the AI. But truly it is Skyrim’s pretty mountains and their unresolvable collision meshes that are the best. Only after hours of play does one develop an art for sniffing out details that defy edge-case-programming. Skyrim is a perfect mess. I know why they keep re-releasing it, they got lucky. One need only play the Dragonborn DLC to see Skyrim at its worst. It is a hard game to recommend, for it is not really a game, it is a thing both ugly and beautiful.
% out of 10
The Witcher 3
“Stick with it”, they say. Few games deserve such an epithet as this one. The controls are fiddly. One’s inventory is so dense with options that I didn’t realise that my potions refilled themselves until I’d nearly finished the game. After which my character sported full-body-priapism as I quaffed every decoction available. The turning point from hating this game to loving it was a side quest where a character caught Geralt off guard when being subject to the witcher’s advice - the townsfolk declared him a freak not because he was like Geralt, but because they were intolerant of homosexuals. I then got drawn further into the man’s drama. Every single story this game presents is trying to be Not So Simple. It’s a manifesto that leaks into the game’s bestiary that tells you not only what a monster likes for dinner, but your best tactics for killing it. But then, it’s Not So Simple as killing a monster, there is always another layer to each story.
It took at least three score hours of gameplay before I started skipping some of the many cutscenes. One of them was the infamous sex-on-a-stuffed-unicorn. It was a fault of the main storyline being so lackluster. I never really cared for Ciri, I found her even more fiddly to control than her tutor. But the extra layers that surround it: the Bloody Baron, stupidly shagging Keira Metz, the numerous detective scenes - they all carry this game. It is a shame it takes a few hours for it to reveal itself.
I must commend the map design for being sensible enough to be broken into several parts. You first explore a tutorial village before moving into war torn Velen and its haunting soundtrack. Here you work until you can gain passage to the north, the islands, and your home. Many sandboxes simply give you one map to conquer and contort it to stop you wandering into the final challenge. It’s refreshing to move on to a clean map, full of new challenges and surprises.
I couldn’t be arsed to play Gwent.
Trophy out of Archgriffin
Zelda: Breath of the Wild
This game has three stages: Delight, Depression, and Exploration.
Delight
Oh wow, there’s so many things to do. And so many things interact with one another. The sense of discovery comes not only from reaching new locations, but also finding new ways for elements to interact. Of course wood burns. Of course burning creates an updraft. Of course metal conducts electricity. Even after many hours of play there are still new things to find. So strange that the game is as dense as it is... empty.
Depression
Ugh, I don’t have a horse and I’m in yet another blank area. Ugh, I lack just enough stamina to climb this mountain, I’ll have to start all over again. Ugh, I can’t stay in this area because I take damage and the food I eat to stop it only lasts ten minutes. Ugh, I complained about all of this online and everyone keeps saying, “I don’t have a problem, the game works fine for me, Git Gud.” As often as I meet people who have played this game in excess of 100 hours, I also meet people who have played it for less than 10. If you are unlucky, if you don’t make the right connections, if you don’t stumble upon the right thing, this game is truly depressing. Made more so by the amount of people who cannot fathom why anyone would have trouble with the game. And yet there are many that do. It is not really that they need to be better at games, it is merely because they have not found the Back Breakers. Or worse, they do not appreciate them.
Exploration
After needless hours of collecting (grinding) you find yourself in possession of armour. You upgrade the armour again and again and suddenly the cloud of depression is lifted (if it was ever there). You are free to explore any edge of the island, you simply need to wear the right threads. At this stage of the game you have found many secrets but still keep finding more. Korok seeds, the OCD baiting puzzles, become a delight to find. It’s hard to remember the game ever being frustrating, but it remains in the back of my mind. Zelda BotW has a hump, a hump that some people will feel very aggrieved to surmount. Do not be surprised when you hear of someone bouncing off this game - it really is torture for people with precious little play time or patience.
Perhaps I should say something about the shrine dungeons or the 4 beast dungeons. They exist. There, I said it.
96 out of 120
Path of Exile
I tried this many years ago on my Mac using some sort of Windows executable wrapper. It did not work. I tried again when I got my new PC, I was underwhelmed. I tried yet again two weeks ago - holy shit this is the best action RPG I’ve ever played. The fact that it’s also free is sort of a weird blessing. You can only buy cosmetics and extra slots, so it even has a total lack of pay-to-win going for it. At least they get to keep expanding and updating it, which is probably why my recent play through was so smooth.
Diablo 2 is one of my all time favourites. It’s a concise loop of murder, loot, sell. But not without flaws. It has cruft, tedium, and imbalance in spades.
Path of Exile shuffles the formula and bets the whole thing on loot. Skills are loot. Money is loot (you pay with scrolls and item modifying tools, no gold). Equipment is loot. Yet playing it like Diablo is quite a silly thing to do - you get almost nothing from items you try to sell to vendors, so you no longer make trips back and forth with junk items. Leveling up is spent on a massive passive skill tree shared by all the classes, so the game sees no need to forestall leveling because it’s not the gatekeeper of mechanics. The items are. This occurs by way of gems that you socket into items, a bit like Diablo 2 and 3, but instead of boring damage bonuses you get entirely new mechanics. If you play with several characters in the same league they can share these items as well (providing they are strong enough to wield them). A mere ten levels into the game I had a full on rave of undead surrounding my witch character like she was the hottest new DJ at a halloween party.
I refrained from playing on hardcore because the game is online only and my internet sucks, but the game does boast a challenge that is mandatory hardcore. A multi-part dungeon that rewards you with a new section for your skill tree. Complete it without dying and you get to specialise. This is further complicated by deadly treasure rooms you must salvage keys from in order to unlock the many chests at the end. This was quite an exciting challenge with real stakes and real swearing when I let my greed get the better of me.
So what of its flaws? It takes a few goes to shake off the Diablo conditioning, so it’s not until you hit act 2 and try again from scratch that you figure out a strategy for building a character. The passive skill tree has a handy search feature and after I typed “minion” into it I was determined to carve a path through the best parts. If you don’t plan your route, you miss out on your mana rocketing back to full, your health restoring, or in my case: zombie disco. It’s online only and if you insist on playing over the weekend it can be a very choppy experience. The chat is a sewage pipe, a stream of edgelord douchebaggery. Go into the options and turn it off. I’ve yet to meet anyone that wants to form a party and every time I look at it I’m certain I don’t want to. There’s little to say of the story, it’s not bad though. I appreciate that it doesn’t try to get in the way like Diablo 3′s did. Perhaps if they had taken their loot thesis a step further they could have buried it in the game’s items. Then all this hoarding would have expanded into something like an archaeology dig. A missed opportunity.
O-O-O-O-O-O-O-O-O out of Shiny Armour
Shadow of Mordor
It’s quite cool and exciting to begin with. We’re in Mordor with lots of grim orcs and cool cutscenes, and... is that a bush? Oh okay, it just popped into existence. Nevermind. Well at least sneaking around is fun... my finger hurts a lot though because they want me to hold down the trigger button for ages. Yeah, ganking orcs is cool, it’s real fun shooting them in the head... oh, I have to do these crappy sword fights where I only press two buttons throughout the whole thing.
This game is like someone who seems fascinating and pretty from afar, but soon as you talk to them at length you begin to realise that they’re quite boring. They just say the same thing over and over. It’s a sausage party that gets slowly more off putting as I play. The developers don’t even seem to know that women exist outside of being trophies or reasons to be angry about stuff. The main draw in this game is apparently the battles with the orc leaders, which I found to be the most boring part of the game. I hated the sword combat and it kept dragging me back to it. After doing every arrow and dagger challenge I could find on the map I left the game and never played it again.
Gollum out of Mordor
Dark Souls
in my game Ending I structured the second level so that the player would step forward and get a slap to the face in the shape of an unfair death. This was my opening salvo, death is your education. So after persisting with Dark Souls I’m somewhat nonplussed. I get it. By repeatedly killing the player they form a mental map of the area. By repeatedly killing the player they encourage experimentation.
Except that this doesn’t always work. There has to be some investment on the behalf of the player or this magic completely fails. If the player feels like they can walk away, they will. And they do. It’s why I believe Dark Souls is such a hit with game reviewers, they are beholden to persist, and in doing so the game makes a believer of them.
I on the other hand couldn’t care less. A tedious march through the same janky fights to get to the same boss I still don’t understand is nothing more than that. I tried a variety of combat techniques, from trying to interrupt attacks, to blocking, to evading, all of it very unsatisfying. What little progress I made illuminated the premise, to internalise the map and hone my skills, but I was not impressed. I enjoyed not one second of it, I only endured. I experimented and I explored, but never was I delighted.
The very worst thing that Dark Souls has given us is complacency towards killing the player. I have heard designers remark that it didn’t matter that the player died in that spot in their game because Dark Souls kills the player all the time. It makes me want to shake them. Dark Souls does not kill you all the time, it kills you for a specific reason. See, I get it, I get Dark Souls, I just don’t enjoy the combat.
Soul out of Estus
Divinity Original Sin 2
I had the worst time with Divinity Original Sin. My two characters insisted on bickering and ruining every conversation - no matter how many times I reloaded a scene they would find a way to trash it. I eventually found myself locked out of every quest in the game and unable to fight my way past monsters higher than my level. I was playing the game to forget about a failed relationship where my ex would find excuses to start arguments. It was about as bad an experience playing a game I could ever hope for.
To say the sequel is an improvement is true. To a point. Somehow I’ve done it again and gotten trapped in an area with no quests to advance and monsters too powerful to fight past. I’ve muddled my way past some really irritating quests with obtuse requirements that I’m told can be solved in many ways. Except that when you fail to chase a particular lead it’s really frustrating to have to try a dozen different tactics to shake out a solution. It feels like I’ve picked up my PC and I’m rattling it over my head until the game agrees to let me move on. People keep telling me I can solve situations in dozens of ways, but all of them seem very specific and very intent on being a dick about it.
The combat is as amazing as it is chaotic. Environmental effects are at the fore, making it feel very D&D-like as you slow people down with oil and then ignite the oil and so on. The story I felt was okay, but the tone is all over the place, making it impossible to give a shit. Some nice touches with elves gaining visions from eating flesh and anyone can choose perks for talking to animals - but I found it more infuriating than cute after searching an entire island to solve a riddle, only to have a rat explain to me that I had to talk to some NPC again in order to shake, shake, shake out the solution. For every ounce of fun I got two ounces of frustration and misery.
1 out of 2
Dungeon World
Out of all the table top roleplaying games I’ve tried, this one was the most robust for casual play. Especially seeing as roleplayers are the most unreliable people on the planet. The resolution system it employs forces a plot twist every time you use it, so it’s impossible to plan anything. It’s not for everyone, you end up with a very gonzo story without the fiddly depth that other roleplaying games manage. On the other hand it’s a dream to be the Games Master and watch a story unfold instead of meticulously planning it and seeing a conclusion land that tears apart your ideas instead of adding to them. I wrote a full guide of how I run this game over here. The campaign is effectively a sandbox, I let people explore and fill in the map as we go - which is why I mention it. I’d like a computer game that approached it this way, not like Dwarf Fortress where a randomly generated overworld is dumped on you. Instead I’d like a piecemeal discovery of the world, one that reacts to the tensions you’ve created. Perhaps I’ll have to do it myself.
Story out of Players
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Dark Souls versus Nioh
TLDR: I played Dark Souls 1-3 about 18 months ago and yesterday I abandoned my first ever Nioh playthrough halfway through. I compare my experiences and declare them both winner and loser at the end of the day.
Today after waking up I was greeted on Discord by a public message of one of my mods which had me typing frantically in a matter of seconds: so Nioh went the same path as every other soulslike game ? Final call on it matt? ( wich mechanics where new wich ones where even more frustrating and wich ones where a welcome change from the other soulslike games?) I wanna clarify that I played a couple of “soulslike” games over the past 2 years and rarely left one of them unbeaten, so his first line had me somewhat confused about what exactly he meant, given that I had abandoned my Nioh playthrough halfway through only the day before. The games I had played (and I am aware of the fact that some rather important ones are missing) were the three Dark Souls games, Salt and Sanctuary, Dead Cells, Titan Souls and now Nioh. I usually want to beat these sort of games even if I don’t enjoy them, and be it only so I an criticize them without sounding like a whiner who simply didn’t git gud enough. Useless gamer pride, I know. But while I sat there, talking about how I had beaten all the other games before this one, I knew what he was probably talking about - which was me not liking the game. I also didn’t like DarkSouls 1-3 that much, and back when I streamed them it was usually me versus my chat as I tried to win the unwinnable argument of convincing fans of a game why it was clearly and “objectively” bad. Or at least not as good as everyone wanted me to believe. But let’s look at Ashtaks actual question. At first glance, Nioh does a couple of things which had me praising it as soon as I encountered them. Inventory indicators for what you had picked up since you last looked into your inventory. A clear path to follow. Storytelling that looked like actual storytelling for a change. I was sure I would like this one! But the longer I played, the more I noticed the glaring flaws that were worked deep into the games core, and which became even more apparent given how those flaws were mostly absent from the soulsgames I had worked my way through back then. The linear progression was nice in comparison to the at times random and unintuitive nature of Dark Souls, where I only managed to find the painted world of Ariamis after my chat had given me step by step instructions on how to find and enter it. But at the same time the missions soon started to feel same-ish, another temple, another batch of yokai that had corrupted something vengeful spirits something save that village something hope you dont mind taking a look at my yard while you are there Anjin Sama please make sure I didnt leave the window open. The storytelling had me intrigued for about as long as it took me to realize that the narrative was meaningless and bland and that it didnt make much sense up to the point I had reached in my playthrough. There’s a villain and he wants to gather that ressource Amrita that the game had introduced you moments before, now he stole your guardian spirit which you apparently had all along and that seems to be the only spirit in the world that can detect that Amrita stuff even though you are collecting it left and right as quickly as you can because the next levelup will require another 78 000 units of it because, hell, gotta keep you grinding, am I rita? The inventory indicators were good at least. Sorely needed in the trash collecting simulator that both Nioh and the games in the Souls Franchise are, too! But while it made sifting through trash a lot easier and more practical, it didn’t really change the fact that I was collecting trash 99% of the time. At least in Dark Souls you didnt feel like losing out if you left that stuff lying on the ground because you couldn’t exchange it for souls as easily, if at all. (I don’t exactly remember.) But while I’m listing pros here just to pluck them apart right afterwards, I wanna say that weirdly enough I felt like I enjoyed Nioh more, on a surface level. Sure, the story was weirdly uninteresting, but at least it was there, right? The game was reusing the same enemies for mission after mission, but at least it didn’t give me bullshit like the Anor Londo archers or the Tomb of the Giants, or that fucking disgusting curse mechanic in the canalisation of dontaskmewhatthatareawascalled. At least I had my sense of where to go and my inventory indicators for newly picked up equipment, right? And finally some proper tutorials! Yes and no.
While Nioh comes with a metric shitton of improvements that Dark Souls would have desperately needed back then, while it looks great and plays smooth and overall does everything I wanted Dark Souls to do back then, it lacks the inspiration and credibility to actually make it all work for me. On day 6 I encountered a bossfight that was somewhat similar in tone to the Sif encounter in DarkSouls. You know, sad music, the boss was kind of a good guy, this time it was a cat spirit instead of a giant wolf, but yeah, you get it. All it accomplished was making me realize that I never cared much for that feline companion of mine in the first place. Sif, in comparison, had never been my companion. He(?) had never tried to be loyal or helpful to me. Weird how I still ended up caring so much more for him than for my own weird cat buddy that I had never really gotten to know all too well, but... at least he was around? I guess? Must have been the missing limping animation. Another thing that always struck me as unpleasant about the Souls games was that there were no proper tutorials. Here, you are in a cell, now go die. Again, Nioh delivers where Dark Souls fell short, several nicely spaced out tutorials to show you the ropes, how to switch stances, how to use skills, how to take a dump behind a tree. But while Dark Souls would have had me confused about many things if not for my chat, Nioh locks tutorials behind mission progress and usually ended up teaching me things only after I had figured them out on my own. And weirdly enough, those tutorials managed to both make me feel as if they were holding my hand too much as well as(!) if they weren’t clear enough on things. How do you even pull that off? Sure I’m learning in detail what I already know, but I still need to do the tutorials for the rewards and it has me standing there unsure about why it is not continuing because I already did what it wanted me to... I think.
And then there is all the stuff that is missing, at least up to the point that I reached in the game. While Nioh does a somewhat good job of fixing DarkSouls’ flaws (Seriously, that inventory indicator, how could you not have that, Dark Souls. I mean what the actual fuck.) it took things that were good and working and just left them out. Basic stuff, like leaving messages for other players, complex and intriguing things like covenants, boss weapons. Incredibly vital stuff like secrets! Dark Souls is full of them and while I was sometimes annoyed by a bonfire being too well hidden, or another entire area being hidden behind a random wall segment in an even more random wall, Nioh feels like it is incredibly afraid to hide anything, or give you a glimpse of a later boss in the distance, or leave any sort of mystery as the story progresses. The bad guy? Yeah, he stole that spirit to collect amrita. That spirit? Yeah, it has been with William since he was a child. That mission? Yeah, seemingly the kids were turned into yokai, or the shogun (or whatever he was) blew up his castle but he also broke his teaset and that teasets name was “flat spider” in japanese and because he broke it the boss of this level is a giant spider. Oh, that character you didn’t really care for? Here is an entire page of exposition for you if you wanna learn his role in all of this. Considering all of this and more (incredibly uninspired and therefore often confusing leveldesign, to name one of several things I’m not gonna go into too much detail here) I would already come to the conclusion that Dark Souls is a way more interesting and mysterious game than Nioh. Wild, reckless, interesting. Stupid at times, and fuck the tomb of the giants, what an embarrassing fuckup of modern game design, but still, a wondrous and intriguing journey overall. Personally I liked Dark Souls 2 best. But still I would have considered calling Nioh the more solid game, in a casual, gamey way. It plays well, you progress through it, you probably have somewhat of a good time anyway. I’ve always considered Dark Souls, especially the first and probably most iconic one, as more of a weird art piece than an actual good game. But Nioh was too hard for me. Yes, harder than Dark Souls, and not in a good way as far as I’m concerned. The sheer number of times I was literally oneshot with full hp because I didnt dodge this attack or that combo in time is just too damn high. Many deaths in Dark Souls came from intricate traps or simply stupidly falling to my death (because fuck swimming or holding on to ledges, right?) but while Nioh does that sometimes as well, the sheer damage that enemies deal with each attack and your characters morbid fetish for being stunlocked made what could have been at least casual fun into a frustrating mess over time. And I used a spear, the only weapon that scales with the hp stat anyway. I might just be bad, or not patient enough to die through yet another 20 bossfights until I figure out how to dodge enough attacks to barely succeed. But then again, I might just have had more fun dying in Dark Souls than I had dying in Nioh.
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