Strange Fellow
Peculiar
- Joined
- Jun 21, 2018
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- 4,241
But Souls games also allow you to go elsewhere, level up, and return later. The ratio of gitting gud to leaving and coming back later was about the same for me in Souls and ER.
What you just described is the difference between open-worlds and linear/interconnected games.The open world structure makes it fundamentally different from Dark Souls and its clones.
Whereas DS is all about getting good and overcoming the challenge ahead of you, while navigating a tightly interconnected world, Elden Ring allows you to explore an open world, go elsewhere, level up, and return later if you meet a roadblock. This changes the entire structure and approach to challenges.
Demon's Souls, the originator of the Souls-like sub-sub-genre, does not have a "tightly interconnected world" but rather five worlds entirely separate from each other, as from the Nexus. Each world has three levels (or four for the first world with the mandatory initial level) that must be completed in order, and every level must be completed. The individual levels can be quite substantial, with various shortcuts, sometimes enough to consider an individual level "tightly interconnected", but each level can be reached via teleportation from the Nexus at the beginning and (upon completion) the end of the level; the only connections between levels occur at the end of one level that forms the beginning of the next.The open world structure makes it fundamentally different from Dark Souls and its clones.
Whereas DS is all about getting good and overcoming the challenge ahead of you, while navigating a tightly interconnected world, Elden Ring allows you to explore an open world, go elsewhere, level up, and return later if you meet a roadblock. This changes the entire structure and approach to challenges.
Try, die, repeat.What is the intended way to play blindly here?
I think, originally (Demons' and DAS1) the intention was for the player to fight very defensively, focusing on rolling, blocking and running away until you understood all the ways the boss was attacking and could exploit openings. Think of stuff like the spider fight in DeS or various DaS bosses you could basically run away from all day without trouble. Later entries however, ruined that by giving the attacks weird timings and hitboxes, making most of the bosses hyper aggressive with conditional followups, weakening shields and generally just overly punishing defensive play. In anything from DaS2 onward you're basically incentivized to just run in and attack wildly, hoping you luck out and stagger the boss before dying, chug some estus and repeat. Actually figuring out how the boss behaves is left to youtube videos or people with broken builds on a third playthrough that can test what the boss does when you dodge left vs right without dying each attempt.What is the intended way to play blindly here?
I have a general Soulsy question and perhaps this is a decent place to ask it:
In general gameplay you are given a lot of freedom to pick and choose your fights, you are punished for overextending and being overconfident.
Why then, does the boss mechanic lock you into fighting to the death against something that you have no way of predicting the power level of.
What is the intended way to play blindly here? Thinking about it I've encountered the same thing in Wizardry so it might go back to the games influences.
Also, poll is missing Darksiders 3. Yet another lame souls clone
As someone already said, Darksiders 3 is absolutely a soulslike. At least much more so than Nioh.Added Enotria
Demon's Souls, the originator of the Souls-like sub-sub-genre, does not have a "tightly interconnected world" but rather five worlds entirely separate from each other, as from the Nexus. Each world has three levels (or four for the first world with the mandatory initial level) that must be completed in order, and every level must be completed. The individual levels can be quite substantial, with various shortcuts, sometimes enough to consider an individual level "tightly interconnected", but each level can be reached via teleportation from the Nexus at the beginning and (upon completion) the end of the level; the only connections between levels occur at the end of one level that forms the beginning of the next.The open world structure makes it fundamentally different from Dark Souls and its clones.
Whereas DS is all about getting good and overcoming the challenge ahead of you, while navigating a tightly interconnected world, Elden Ring allows you to explore an open world, go elsewhere, level up, and return later if you meet a roadblock. This changes the entire structure and approach to challenges.
Moreover, even Dark Souls introduces teleportation between bonfires about halfway through, and teleportation between bonfires is present in Dark Souls 2 and Dark Souls 3 from the beginning; the number of bonfires notoriously increases to a ludicrous quantity in Dark Souls 3 as well. From the beginning, the Souls games permitted the player, if encountering an obstacle to forward progress, to leave that level/zone for an alternative, returning later with greater power and experience to overcome the earlier roadblock. Elden Ring differs in that it is both an Open World RPG and an Action RPG (of the Souls-like sub-sub-genre), but one does not preclude the other; it's a combination of both.
This thread is a very useful resource, thanks.Added Enotria to the list. Unfortunately, one of the lowest scores, 67%.
Black Myth: Wukong and Stellar Blade don't quality as soulslike, but they both had average score of 88%.
The DLC areas in Dark Souls 2 is From Software's best level design and frankly it's not even close.Demon's Souls, the originator of the Souls-like sub-sub-genre, does not have a "tightly interconnected world" but rather five worlds entirely separate from each other, as from the Nexus. Each world has three levels (or four for the first world with the mandatory initial level) that must be completed in order, and every level must be completed. The individual levels can be quite substantial, with various shortcuts, sometimes enough to consider an individual level "tightly interconnected", but each level can be reached via teleportation from the Nexus at the beginning and (upon completion) the end of the level; the only connections between levels occur at the end of one level that forms the beginning of the next.The open world structure makes it fundamentally different from Dark Souls and its clones.
Whereas DS is all about getting good and overcoming the challenge ahead of you, while navigating a tightly interconnected world, Elden Ring allows you to explore an open world, go elsewhere, level up, and return later if you meet a roadblock. This changes the entire structure and approach to challenges.
Moreover, even Dark Souls introduces teleportation between bonfires about halfway through, and teleportation between bonfires is present in Dark Souls 2 and Dark Souls 3 from the beginning; the number of bonfires notoriously increases to a ludicrous quantity in Dark Souls 3 as well. From the beginning, the Souls games permitted the player, if encountering an obstacle to forward progress, to leave that level/zone for an alternative, returning later with greater power and experience to overcome the earlier roadblock. Elden Ring differs in that it is both an Open World RPG and an Action RPG (of the Souls-like sub-sub-genre), but one does not preclude the other; it's a combination of both.
While i have yet to play Demon's Souls and Bloodborne, so i can't comment on those, i'll say Dark Souls 1 from start all the way to the end of Anor Londo (Painted World included) contains the best level design FromSoft ever did. The whole stretch (which is what, 60% of the game? More? I maybe inclined to include the Catacombs in this, minus Pinwheel obviously lmao) is the closest thing to a 10/10 in terms of layout, pacing, enemy placement etc and was never topped by anything else FromSoft ever did.
And that this is specifically the stretch where they didn't allow teleportation might be relevant. Not that the lack of teleportation is what made it good in itself, but i think they understood what they had in their hands and the whole design of the world in the game was deliberely trying to be a "step up" to what you are describing from Demon's Souls.