schaft0620
Banned
I'm shocked that nobody on here is crying about the game being woke and that the mouse isn't sexy enough.
This game sounds interesting but I'm a bit concerned about it being too difficult for me to enjoy it?
Decisions, decisions...![]()
A few questions after the Thorne fight at the very beginning of the game.
1. When you die, is it a chance to lose bones? And can you get them back from the enemy that killed you?
2. Where do you go after the Thorne fight?
3. Can I access the trinket shop or does that open up later?
Given the massive success of games like Elden Ring and Silksong, I don't think that's the case. The game is not even that difficult once you get some upgrades. I think the GBC presentation will be the main element that prevents mass appeal. Personally I'm loving how the game looks, and I don't even like this kind of style usually.Do you think the difficulty will turn the mass audience off?
Maybe here on NeoGAF or in user voted categories.It's a shame that it probably won't be taken seriously in the game of the year conversation
Game is not really that difficult anyway, and I heard it has lots of accessibility options (have 't checked them).Do you think the difficulty will turn the mass audience off?
You need to anticipate the enemy moves well in advance, it helps to keep some spacing between you and the enemies. Also there are trinkets and sidearms that help with mobility, like Brisk Brew or Mist. I think a lot of people are sleeping on sidearms, they make a huge difference during combat.The game is starting to get on my tits.
I really don't like the dodge mechanic. It's irritating.
The game is starting to get on my tits.
I really don't like the dodge mechanic. It's irritating.
It's not dumb, the game wants you to git gud at platforming, otherwise you could just power through it with vials. In case try to use some trinkets, there is one that lets you heal a bit even if you don't have any plasma stored up. It's called Primed Vial Pouch, you can find it in a house in the Southern Outskirts.Also the healing is pretty stupid the more I play it. If they wanna go the souls route where it takes longer to use you vitals or whatever, that's fine, but I hate having to build it up. It's just a dumb mechanic where you can die because you can't heal, yet have 7+ vitals in your inventory lol.
Do they always attack the same amount of times in a row? The time they use for attacking could be the key to approach them and get some hits in.there are these rodents with blue staffs that attack like 5-6 times in a row, home on to you and move faster than you can run and I'm unsure of the counterplay
You can actually burrow under most enemies, it's a key part for certain boss fights which are big and fast. Usually bosses have just enough telegraph time that you can jump and burrow under them.The game is great so far but the difficulty is frustrating me because the gameplay systems feel cheap sometimes. In the very early game, there are these rodents with blue staffs that attack like 5-6 times in a row, home on to you and move faster than you can run and I'm unsure of the counterplay (you can't jump or burrow to dodge them). Same with a giant rodent enemy in the same southern city area that can two shot you with lv 2 health. Thank god that I started with the hammer weapon which allows you to i-frame roll and hit flying enemies without jumping because the game would be even harder without it.
Then the Soulslike leveling system pours fuel onto the fire because if you die two times, you lose all your leveling progress. I've already lost probably almost 2k in skulls only 3 hours into the game and you need alot of them to buy any sort of character progression. The problem is, in a Souls game, if you don't want to lose your souls, you can just refresh the enemies with a bonfire and farm until you hit the next leveling point so you don't waste souls by dying. In this game, your "life flasks" and orbs don't carry over between deaths nor can you refresh enemies to farm skulls. You basically have to git gud and progress through an area without dying to avoid losing tons of leveling progress.
I wasn't expecting this game to be the Cuphead of 2D Zelda-likes. I'm unsure why this game needed to have Soulslike progression loss in the first place. It would be just as good without it.
I just want to add that when you level up, you get all your Sparks back. So if you have no Sparks left and have a significant amount of bones you risk losing, cash out your stored bones in the Underlab to level up and get your Sparks back.For the orbs, when you die you still have the bones and can use them to level up (for example if you have enough bone dust to level). You only lose them if you die twice without using them.
I know.Got 6 generators repaired, now it's time to clear the final dungeon. I don't think I will go for 100% completion, but I want to get 90%+ at least. I already have all trinkets (at least before the final dungeon), I still have a couple of places I need to check out, but I think I explore mostly everything. Using screenshots to remember places I couldn't solve before was a huge help.
It's really amazing how the main path does not require any special ability or gimmick to complete, but they still manage to keep things fresh and interesting nonetheless. There is never a boring moment, they keep changing things up and they are careful to never let things overstay their welcome.
You need to anticipate the enemy moves well in advance, it helps to keep some spacing between you and the enemies. Also there are trinkets and sidearms that help with mobility, like Brisk Brew or Mist. I think a lot of people are sleeping on sidearms, they make a huge difference during combat.
Then the Soulslike leveling system pours fuel onto the fire because if you die two times, you lose all your leveling progress. I've already lost probably almost 2k in skulls only 3 hours into the game and you need alot of them to buy any sort of character progression. The problem is, in a Souls game, if you don't want to lose your souls, you can just refresh the enemies with a bonfire and farm until you hit the next leveling point so you don't waste souls by dying. In this game, your "life flasks" and orbs don't carry over between deaths nor can you refresh enemies to farm skulls. You basically have to git gud and progress through an area without dying to avoid losing tons of leveling progress.
Why don't you try experimenting with different weapons, sidearms and trinkets? You have tons of options on how to approach combat, which isn't "attack once and burrow". Maybe that happens the first couple hours, but even then you could just buy the Casket and start parrying.I should add, my issue with the combat is it's simply a case of attacking once and then burrowing out the way.
There's so much good in the game, but as you suggest, some of the screens are just nonsense.This game is making me angry in a way that only From games managed to in recent years.
The most irritating thing is how the balancing is way, way off. You may get a screen or two with seemingly infinite gauntlets featuring hectic platforming while you're absolutely swarmed by enemies left and right, then suddenly, the next screen is a cakewalk.
Even so, it's infuriating how common mobs have what feels like a million HP each and it's far from rare to get gangbanged front, back and sideways while also trying to not fall into a pit or five, and jumping over spikes and burrowing under obstacles at the same time.
Not a few enemies can shoot/hit you through obstacles, while your attacks always get conveniently blocked by a waist-high barrier.
And don't get me started on gargantuan bosses that all too often get completely out of your range of vision, and can hit you in a dozen different ways while you have barely the time and room to move away.
It's the From Software rulebook, line by line, word by word.
The person who thought it would be a good idea to put you into battles with enemies that can pulverize you in three hits, while being accompanied by an NPC who randomly throws bombs that cover half of the arena and that of course can hit you with friendly fire, is now my most hated person of the year so far. Or how about NPC friendly fire in the dark, while trying to find your way over narrow platforms, in a game that when you fall into a pit takes you all the way back to the start of the room? Top-notch gameplay if I've ever seen it.
Literally every idea from the "Most obnoxious game design ideas ever" book seems to have been implemented here because fuck you, that's why. Losing your money would be mostly OK if you could just recover your "soul", but of course if you get killed by an enemy, you have to kill it to recover it. And since you already have limited HP recovery items, why not also force the player to be aggressive in order to be able to heal more? Yeah, it's absolutely genius to make you recover less energy if you're in deep shit. Big brain decision, all right.
How about balancing your game better, instead of putting in dozens of "modifiers" to make it that little bit more balanced (and - imagine that! - fun) while also implying that whoever uses them is a pussy?
The Souls culture cannot die soon and fast enough.