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To be honest, there are very, very specific tropes that are specific to 'anime', 'manga', and Japanese fiction in general, that're distinctive from other cultures.
I wouldn't say the references between Dark Souls and Berserk are vague. They're extremely explicit. Berserk has influenced a lot of things in the dark fantasy genre.
I mean, I can probably find a few tropes that apply specifically to Berserk, or at minimum, artistic choices utilised in Berserk that are common with other seinen manga, or creations within that genre. I don't know if I'd refer to Berserk as 'not a traditional anime'. I mean, what is a 'traditional' anime? OG Dororo?
There's absolutely loads if you delve into manga of the time. A lot of it wasn't popular enough to warrant adaptation.
I feel the complete and absolute opposite of everything you said, so much its almost uncanny.
I feel like Ds bosses were very very veeeery much way more fair than anything this dlc provides. Lets take the famously harder DS bosses to compare, first roadblock i would say is capra demon, which can be "git guded" if you wish to learn the patterns but is hard because of the arena and the 2 dogs, you can use the terrain tho to kill him if you are smart about it. Then Smough and ornstein is the next real threat and while fighting both is very tense they can either be "git gudded" so you dodge everything or you can again use the terrain in your favor and hide behind pillars, kiting smough who is sluggish and focusing on ornstein. Then lets take artorias who i believe is the hardest DS boss. It has a lot of combos and is the most technical one in the whole game but his combos are mostly overhead, which means positioning matters, dodging to one side over the other makes a difference.
Now this dlc tho, how many of the bosses DON'T have either sweeping attacks, or just humongous hitboxes? I don't remember being able to roll under an attack to hit a boss from behind at all, most of them either do a 180 in the air and hit you or land in a massive AOE.
Also most of them are placed in completely empty circular arenas, so no terrain advantage for you.
You know in DS you were able to really dodge attacks, in the sense that even without rolling you could position yourself in a way that the attack would not hit you, in elden ring you can't. Dodging a boss in ER means using the i-frames on the roll to avoid damage.
They are completely different design philosophies but i do really feel like in DS/borne you had a lot of gameplay options while in ER while you do have more equipment and build variety the gameplay loop can't be anything other than i-frame dodge into quick punish, which, yes, is better than it ever was in any prior game and might feel awesome for people who played soulsborne like that already, but not everyone did. And that's what i think most people aren't realizing, This WASN'T at all the only viable way to play, now it is.
Not to mention why do you lump all the 'dark' shows together as if they are all of the same genre sharing the same tropes. All the shows you mentioned are completely distinct from one another, the only thing they might have in common is the target audience.
And in the grandscheme of things these shows with dark themes you're talking about don't make up a fraction of all the anime produced back then. Anyway, why do you think taking inspiration from an anime means you have to present your inspired work in an anime-like fashion? If a souls game dropped today and berserk didn't exist, would you still call it an anime game?
At that point I didn’t even care. I downloaded a cheat engine and proceeded to spawned in enough hero runes to bring America’s GDP in the positive. The game is way too big with too many items locked behind quest lines or areas you won’t see until endgame.
Sure, I might have ruined the experience by going from level 50 to 160 with everything I needed; but what’s the alternative? I work full time and don’t view grinding 6 hours just to beat one boss is fun. This isn’t “get gud” rant—this game’s progression system is just genuinely horrible. It worked with previous souls games because it was designed linearly, they didn’t drop 100 km of nothing between POIs and expect you to follow the same logic as their previous titles. I walked around the dlc area for a bit before completely losing interest of exploring another empty space with content scattered throughout the map and quit once I killed the Elden lord
Honestly I feel bad for the creative design team because their visually beautifully world gets overshadowed by the sheer amount of nothingness in some areas. It’s so bad that I had to rely on fast travel more than any game I’ve played. Maybe I’m getting old, but I want to play a game, not a second job. It’s a shame because I genuinely wanted to enjoy an open world souls game, just not this one.