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Posted by Shambler on 2016/04/15 15:40:23 |
Edited thread to cover all soulslikes including but not limited to:
Demon Souls
Demon Souls Remake
Dark Souls 1
Dark Souls 2
Dark Souls 3
Bloodborne
Nioh
Nioh 2
The Surge
The Surge 2
Sekiro
Jedi Fallen Order (soulslite)
Remnant
Mortal Shell
Part shameless self-indulgence, part recognition that a few #funcers are very hyped for this. I think maybe we should have more distinct threads for hyped releases (like the Doom4 one), should have done it for FO4 and W3 too. Not sure what's next? Dishonoured2? Deus Ex5? Anyway...
So, DS series, you know the score, console-oriented, 3rd person, very dark fantasy, malevolently-situated, uber-difficult RPG. Convoluted layouts, ominous and gritty atmosphere, sporadic save points, respawning enemies, ludicruous boss battles, and legions of dedicated fanboys who spend hundreds of hours learning the combat mechanisms and then discredit any of their passion and promotion of the game by waving their inflated e-penii around and waffling on about "git gud" and other such cretinisms.
DSIII has perhaps the broadest appeal as it has apparently a proper and full PC version and combines the methodical gameplay of earlier DS games with the faster action of BB. Such hype, so wow, so discuss....
Edit: As czg has wisely pointed out, also a useful thread for tips / tricks / tweaks / spoilers / questions / answers / etcs |
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Man, This Is Interesting.
#176 posted by Shambler on 2017/02/23 13:27:37
You're wrong, but this time you're wrong in a non-macho, non-bullshit, and discussion-worthy way...
Level design actively works against you with regular mobs whereas the boss arenas usually give you plenty of room to move around the bosses.
Level design actively works FOR you with the regular mobs as you have a lot more of the actual level to use, and you can use the scenery against the mobs. It works AGAINST you with the bosses because you're locked into a flat arena with little cover, no elevation changes and no escape.
AND WITH MOBS YOU CAN ALWAYS RUN BACK TO THE FUCKING BONFIRE.
I mean, don't tell me you found the Cathedral Knights on the rafters in the Cathedral of the Deep easier than, say Deacons of the Deep or the Curse-rotted Greatwood.
That's an unsuitable comparison because you're trying to compare one of the tougher mobs in the game to the absolute very easiest bosses.
FWIW those knights were a bit tricky because of the rafters but I got them to fall off more than I fell off.
Even the crossbow + undead doggos gauntlet at the start of Cathedral of the Deep before the Chapel of Cleansing is harder than the Crystal Sage boss that was just before it.
I can't even remember them. Crystal Sage was quite well balanced though.
For Me the game became practically unplayable in terms of difficulty after the Dancer.
For me, Dancer was almost unplayable, as was Dragonslayer, Pontiff was close, Champion Gundyr was unplayable (I did him solo after 60 attempts, that is not gameplay that is stubborn stupidity), Dragon and Butt Of Fire too.
The Knights after that are fought with as multiples and theres the assholes that heal them. I had to do a suicide run to the next bonfire (I had quit the game for about a month due to the difficulty spike)
Yeah Lothric Castle is really difficult. The Dancer of the Boreal Valley is a very tough boss with very hard-to-read patterns. Then you have the whole castle chock full of hard enemies and then you have the fucking Dragonslayer Armour which packs a punch and was one of the hardest bosses on my first playthrough, just because it's so aggressive. And that's not counting the upper levels with the archives and all.
You guys are kidding right?? By "multiples" you mean two at once, assuming you take down the weak healer ASAP. Again almost all of these areas you have a lot of space to run away or scenery to use.
Yeah a lot of these are tricky. The Lothric Knights, the Black Knights after Pontiff, the Fat Angel Knights. But I can't recall a single section of those that took me near 10 attempts, let alone 10+ that the tougher bosses took.
On the occasions they took lots of attempts, it's because I wasn't taking them serious "only a mob, I'll be casual", which is obviously shoddy playing. Whenever I focused on mobs, they were playable. Whenever I focused on a boss....time after fucking time....they were IMBA hard.
Also another thing to consider regarding my 'success ratio' with bosses is that I usually fare much better against beasts and demons than humanoids, mostly because I'm awful at timing parries.
I never parried, I guess the lack of parrying can't make the mobs that much harder?
The bosses I found the hardest in DS3 were Pontiff Sullyvahn, Dancer of the Boreal Valley, Dragonslayer Armour, Nameless King, Champion Gundyr and Soul of Cinder. They're all humanoid.
Also, they are the fucking hardest ones in DS3, which is why they're hard. Tough, huge attack ranges, deadly attacks, sometimes impossible-to-predict "patterns", and a lot of fucking graphics shit getting in the way. And all in completely unfavourable arenas.
Ringed City DLC What Are We Saying??
#177 posted by Shambler on 2017/04/02 11:34:56
Installed, spawned in the first area, (accessible from Sister thingy in the Painted World DLC), looks cool and bonkers so far. Seems to continue direct after the end game, sort of?? Then some giant smoke penis ghost slug dildo monster killed me....
#178 posted by negke on 2017/04/02 14:06:59
Surprisingly large, many areas to explore, cool shortcuts, good style, at least in the actual Ringed City bits. Properly infuriatingly hard in parts. Four bosses in total, plus a bunch of what could be called mini-bosses/encounters. First two are fine; optional one only tried briefly, possibly annoying; final one seems like a real dick. Some nice armors; not sure about the weapons. Cool enemies, fun to fight individually, but tricky in hordes (only one location where this gets a bit over the top, though).
I Really Enjoyed The Laser Angels.
#179 posted by czg on 2017/04/02 20:27:43
Haven't killed the demon brothas yet tho :(
Possible Spoiler.
#180 posted by Shambler on 2017/04/11 23:31:13
#181 posted by Shambler on 2017/04/13 18:26:38
Surprisingly large, many areas to explore, cool shortcuts, good style, at least in the actual Ringed City bits. Properly infuriatingly hard in parts. Four bosses in total, plus a bunch of what could be called mini-bosses/encounters. First two are fine; optional one only tried briefly, possibly annoying; final one seems like a real dick. Some nice armors; not sure about the weapons. Cool enemies, fun to fight individually, but tricky in hordes (only one location where this gets a bit over the top, though).
Spot on! Although I'd say the art style in the Dreg Heap is pretty damn cool too. And the first boss is hard, second is - randomly - very easy Embered, last is hard again. Some of the NPCs are hard too. Didn't try the dragon because dragon reasons.
Very impressed with this DLC. First one was good, this one is great. Worth twice the price.
Pity...
#182 posted by Shambler on 2017/04/13 18:27:52
....that you don't get to go in the seperate tower in the Ringed City though. A spiral around up to that would have been ace.
Hellpoint.
#183 posted by Shambler on 2021/01/07 19:42:21
Tried the demo, was a bit weird but liked it.
https://store.steampowered.com/app/1243140/Hellpoint_The_Thespian_Feast/
Played the game, was a bit weird but liked it.
https://store.steampowered.com/app/628670/Hellpoint/
The demo is actually a small segment of the final game and gives a perfectly good flavour of it, except a relative lack of exploration / complexity compared to the main game.
Honestly though, I think it sneaked in to my Top 3 GOTYS 2020 after Control and Metro Ex, just booting Jedi Fallen Order out. Despite the theme being still slightly jarringly empty / abstract, the properly soulslike non-linearity / exploration / convoluted progression / secret hunting / route unlocking was as good as usual and it kept me motivated the whole way. Bosses were mostly not that terrible apart from the final couple (first one glitched on my so I essentially cheated it, second one I didn't bother with). The most frustration was some thankfully optional jumping puzzles miles from the previous bonfire.
So yeah. Give it a try!
Thence I Got Sekiro On Sale
#184 posted by Shambler on 2021/01/07 19:42:41
No doubt there will be rage.
Deathbound
#185 posted by adib on 2021/01/13 01:03:55
Some shameless propaganda here. I'm making the levels for this:
https://store.steampowered.com/app/1277130/Deathbound/
Sekiro Fucked, Help Needed
#186 posted by Shambler on 2021/01/13 14:39:24
Nice One Adib
#187 posted by Shambler on 2021/01/14 20:43:57
Nothing to be ashamed of, good on you. Looks a bit stylised and cartoony which could be interesting, movement looks very janky but I'm sure that can be smoothed out and refined. Hope it goes well.
P.S. Hydd / Orl helped me fix Sekiro - I had to edit a graphics settings XML file and set it as read only to override the game not saving windowed mode. THEN I could use a borderless mod.
Finished Lords Of The Fallen
#188 posted by Shambler on 2021/01/29 21:31:57
Good fun once I worked out what you have to do (follow the main path, meet the blacksmith, upgrade with runes, BEFORE even thinking of going through the Cellar or Catacombs which are accessible but totally gashbalanced before that point). Once that little issue was resolved I got into it and had a good time. A LOT more compact and a bit less exploratory than a typical Soulslike but still nice in it's own way.
Just noting here for future reference, the final boss combat was properly hard by the game's standards although not as ridiculous as the worst DS3 / Remnant broken bosses. But with some trial and error I found quite a successful way of dealing with him.
For most of the game I was running a cleric / brawler build with fairly equal strength and faith, and relying successfully on gauntlet projectile + poison rune, single handed axe + poison rune, Ram prayer, light armour, and a lot of dodging.
For the final boss I had to switch this up to using a double handed pole sword with double poison runes, and the Rage prayer. Crucially the pole sword has a very quick poke attack even on the heavy attack. I found this boss ALWAYS got in a ground slam when I tried to attack following his combos with the axe, but the polesword was much better.
So....
His charge and jump attack - BLOCK with the polesword, it's almost impossible to dodge.
The very common triple combo (two swipes then a slam), dodge these, heavy attack his butt, then immediately dodge (not possible with axe / gauntlet). With poison I was getting 400 damage over time.
All other attacks ignore and dodge, although the double combo (swipe then ground stab) can also be followed with your attack.
When he starts summoning, cast Rage ASAP then rag on him with normal attacks (and infinite stamina). When he disappears, do NOT do what online guides say and try to kill the summons and dodge his fire attack, far too difficult. Instead just hide in the doorway under him. After the second fire attack (out of 3) cast Rage again. When he jumps down rag on him senseless again, he'll get a lot of health steal from the remaining summons BUT you'll take a lot of that off (I was getting maybe 1000-1200 damage at least).
Rinse and repeat. It took me 2 goes once I'd worked out this precise tactic (about 10-15 failed goes before that).
ELDEN Fucking RING
#189 posted by Shambler on 2022/05/18 10:37:33
Okay so Elden Ring is clearly massively flawed:
- PC port is bolloxed as usual with inadequate key rebinds, and very clunky menus.
- Mouse movement is also bolloxed, being cripplingly slow on highest settings, then if this is overcome in Window's settings, the horse riding is nauseatingly jerky and bow-aiming is near-impossible.
- The game runs really slowly, partly because the graphics scalability is woeful (i.e. still looks amazing on lowest settings, and could have been scaled down further).
- "Invisible monster" bug took months to be fixed.
- The lore and story is even more utter gobbledegook and before, managing to simultaneously be tediously generic and off-puttingly incomprehensible. It's like FromSoft put "generic epic fantasy cliches" into an AI text simulator, then translated it to Japanese and back to English using Google translate.
- The copy'n'paste dungeons and re-used monsters / bosses are blatantly lazy filler design.
- The open world can be a bit dull and tedious with too much empty wandering and lack of design.
- The aesthetics and splendour sometimes rely too much on BIG for the sake of BIG and overwhelm the viewer by size rather than purpose.
- The general aesthetics of the open world areas are a bit bland / chromatically jarring with the endless rocks and trees being a bit tiresome.
- As usual some of the progression / exploration can be just as obscure as the lore with quests / areas requiring specific actions that are easy to miss / bugger up, and/or outright obscure secret-hunting.
- The monster design is quite variable in quality from mundane (endless zombies and oversized real world critters) to OTT and bonkers (without logic to the combination).
- In short it's a weird mish-mash of open world, tight but basic dungeons, and more conventional souls-like interconnected maps, almost certain to annoy both open-world RPG players who will get frustrated with the bosses / difficulty / FromSoft obscurity, AND traditional Soulsborne players who will get fed up with some bland emptiness and endless wandering around picking flowers and mushrooms.
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#190 posted by Shambler on 2022/05/18 10:38:45
Okay so a few minor things I like:
+ quality-of-life tweaks are great: no stamina use outside of combat, open world mobs refill health flasks, all merchants buy almost all stuff so all collecting has value.
+ accessibility tweaks are great: almost all bosses are optional, bonfire spacing much closer, bonfires / stakes closer to bosses, coop / spirit ashes for all bosses, easy to explore / grind / level up
+ combat seems to give the player lots of valid options depending on playstyle preferences, with added bonus of spirit ashes and ashes of war
+ amount of exploration is as good as any open world RPG, plus loot selling makes it generally worthwhile
+ as usual some of the monsters are completely bonkers and very cool
+ the larger legacy dungeons are great in classic Soulslike style
+ the underground world is also great and atmospheric and almost an entire game in itself
+ the ambient music is really nice (i've unusually turned it back up from 20% that I usually set game music to)
+ occasional combats between other groups of enemies is a cool touch
+ the scenery and backdrops and vistas of the world as shockingly, anal-wart-poppingly, stunning in many and various ways. I've actually been laughing out loud about how ridiculously spectacular it looks in some areas.
+ the changing of the weather, day/night, and related ambience is a great touch.
+ the whole vibe of the world is a bit darker, a bit creepier, a bit WTF-ier than the open world average which provides a strong and gripping atmosphere
+ in short, I'm 140 hours in and I don't want to leave it
...
It's a direct mixture of a Souls game with an open world RPG game, and everything that entails (very open-ended, lots of exploration, sometimes little interconnectivity, fast-movement option to compensate for size, plenty of crafting and resource-gathering options, the ability to avoid a lot of bosses, etc etc). It is exactly Dark Skyrim, or Elden Scrolls, and in that context... It's not the best Souls game around. It's not the best open world RPG around. It IS by far the best Open World Soulslike (released this spring).
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