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A stamina bar?
Dodging
The story is semi-cryptic and needs to be learned?
It's not wildly hard, but it's pretty much puzzles and dungeon based
This baffles me too. Demon's Souls didnt do anything groundbreaking except its online message system. It was just a really well done action rpg. I think many younger peoples first action rpg or adventure game was a Souls and so they see it as inventing everything.
Also, gonna unsub from the thread, since I'm not up for debating with Souls fans (you know who you are) on how this game isn't one, or "what makes a souls game", because that's a pointless topic and deconstructive/reactionary towards anything said about Souls.
What Demon Souls did was be published at the right time in the right way. It was considered to be a very badly designed game by the publisher and reviewers, until western audiences were introduced to it by let's players, who took it as a challenge, which in turn helped it to be seen from a different angle.
But yeah, the mechanics and the difficulty has existed before Demon Souls, as FPS games existed before Wolf3D and Doom.
And for what makes a "souls like", it seems that the main ingredients are:
-deterministic attacks (as in, when you start an attack, you either finish it, or are interupted)
-The previous applies to enemies too
-evasion mechanic, often with block and parry on the side
-Stamina management
-well telegraphed enemies and patterns
-not losing "progress" as much as losing "experience points" (usually with a custom name)
-"bonfires"
-respawning enemies on "checkpoints"
-usually associated with "fair difficulty", however, this part is often misunderstood by devs
Source: I generally pulled it from my arse, to be fair, but these seems elements seem to gravitate game to be called a souls like.
i've seen reviews on RTS games that mention its souls like.
I've seen people say games are souls like because you can choose classes. oh its souls like you can choose your class...
please come up with a new trend. rofl.
The thing is, these are all elements that existed for generations before Fromsoft even dreamt up Souls. If its your first experience playing something with those traits, it doesnt mean it was the actual first. It's so limiting to try and classify art is such a small number of boxes/labels.
Anyways outside of bosses, most of the enemies are trivial and more of the game has been about puzzles and piecing together hints. This feels more Zelda ish to me
It's on GamePass if you want to try it. I'm glad I didn't buy it as I don't especially enjoy games which are needlessly cryptic and annoyingly difficult. In short, if you like Souls games then you'll probably like this. If you like Zelda games then stay well clear.
I don't find it particularly fun nor immersive to be flopping around on the ground all the time in combat encounters. As a random aside this is why I could never get into the Witcher 2/3 after loving the first one too, went from a rythmetic and methodical timed melee system to a dodgespam I-frame fest
Seems it's the route *a lot* of games are going these days sadly. I miss going toe to toe with something, or even the classic Assassin Creed days of perfect parrying and blocking to perform stylistic counters compared to darting across face first into the dirt a dozen times per fight.