dark souls/bloodbourne was a fuckin shitty hack and slash game with bloated artificial difficulty and the only reason sekiro was cool was because it ripped off so much from tenchu. this might be cool because it looks like it's going to rip off of zelda.
i'm sorry that you wasted so much time forcing yourself to play through shitty games, but you can emancipate yourself from the mental anguish of having to defend them now that the truth has been revealed.
(Jk art's subjective so this is as legit a POV as any I just wanted to add fuel to the fire :sicko-hair: )
naw it's truth. those games were lazily designed. even contra let people have access to the contra code. artificial difficulty is a real thing, and if you look at the gameplay mechanics from a developer point of view there's just not much there.
You have no actual analysis, just conclusions asserted as facts.
i'm sorry that you don't want to actually read anything and attach yourself so fully to a piece of software, enough to think that i'm attacking you by attacking a badly designed slog meant to extract capital.
Clearly you are unable to discuss this topic constructively, so it would be better to just pick topics you will engage with in a better manner.
i'm picking topics just fine, you're the one who is taking my points on a trash game personally.
but either way you should probably just get outside more (of you can do so without it being too dangerous, of course).
quoted to demonstrate your hypocrisy.
the gameplay loop was just repetitive nonsense.
the conclusion isn't an assumption, the conclusion is explained in the next sentence, that next sentence being ...
the fact that you have to ‘learn’ an enemies timing and moves, while dying so quickly and then repeating the process over and over again doesn’t make for a fun experience. it’s just annoying bad game design.
in addition to that, each comment in this thread works as a backup to a previous point, just as conversations typically go. you can combine my comments on this topic throughout this thread and it would form a small essay with various different points that all form together cohesively.
you don't need two different premises, you need a line of reasoning that explains a conclusion.
and there's multiple replies throughout this topic if you want to piece together the overall point that "dark souls and bloodbourne are bad games."
edit: i've even explained that i'm not against difficult games, but am against games that superficially extend themselves through artificial difficulty while still demanding a full pricetag for what is just a few hours of gameplay, bloated into an annoying repetitive experience.
sekiro as i've stated is a difficult game, but it's an entire game that isn't based solely around a single gameplay mechanic. if you were to look at this through the eyes of a developer you would see how barren the experience is.
flappy bird may have been a hollow simple experience but it didn't present itself as some sort of epic experience, and you would be pretty hard up to find people who played the game and defend it as such against fair criticism.
this is like saying you can't say red is a color you have to say red, orange, yellow, green, blue, indigo, and violet make up the rain bow.
the point i was making was that it's repetitive garbage. you seem to be asking me for more reasons that it's not a good game, even though I think that being repetitive garbage is enough to make it bad on it's own.
sekiro was harder than dark souls. it's not about difficulty, the issue is about artificial difficulty used as a mechanic to extend an over simple game.
Ditch the shield mentality, anticipate, learn the patterns, get in there and dance like you've never danced before, become Miyamoto Musashi
the gameplay loop was just repetitive nonsense. the fact that you have to 'learn' an enemies timing and moves, while dying so quickly and then repeating the process over and over again doesn't make for a fun experience. it's just annoying bad game design.
dying after a couple hits works better in a game like bushido blade. dark souls is just a dredge.
sekiro alleviated that by adding in way more exploration and abilities, similar to a metroidvania.
smash brothers and street fighter are multiplayer focused, as you say 'fighting' games. basically arcade style.
there's a social element there, and the single player elements of those games are not the main focus of the game, nor what is hailed as the standard experience as is with dark souls.
focusing on smash, smash in single player is rebalanced and aimed towards entertaining the player, basically with checkpoints, etc.
let's talk about a game that's highly difficult like celeste . each screen towards the end of the game is about timing and mastering the game, and if you die, you immediately start right back at that screen. for masochists who want to have to restart from the beginning of the level if a single error is made, you are still rewarded, though just barely, with a different colored strawberry/statue, and this behaviour isn't really celebrated like it is in dark souls which seems to want to punish their players, but in actuality are just embracing a lazy gameplay mechanic designed to lengthen a short and simple game.
sekiro was great. no doubt. it was intended to be a tenchu game, and i actually liked the difficulty because the checkpoints weren't annoying. the final boss was ridiculously difficult, but that's the final boss.
as for the rest of them, they were just a slog. look at a no hit play through, the entire dark souls series takes 9 hours. botw if you were going for a no hit run takes like double that and that's a single game. it was just bloated artificial difficulty and most of the people that defend it are people who got trapped in the slog and want to justify forcing themselves to play through bloated bullshit.
because it's artificial bloat. if you do it perfect there's only 9 hours of gameplay throughout three games.
the entire point i'm making is that they're making you go back to the beginning every single run, it's like an NES game. NES developers openly talk about how they made their games incredibly difficult to lengthen gameplay time.
for a development studio that made millions of dollars off of the game to barely put any actual content into it is just unjustifiable.
i'm not talking about any %, i'm talking about playing through the entire game.
We're you born wrong or did you become wrong through vigorous practice
i had lots of time to practice because i wasn't trapped in a simplistic gameplay loop with a masochistic feel forcing me to repeat a meaningless existence over and over again as in that movie groundhog day.