Iām gonna finish the article Zoo, but, and to take his words, you only get to make one first impression, this
Kind of makes me not want to finish it because itās making an assumption about me the reader that he has no insight into, and imo, comes across as patently false. As a pretty heavy Souls players I absolutely remember my experiences as a new player and how much the game kicked my ass, or I got lost, or stuck, or whatever else.
Everyone was new to something once, and I would bet dollars to donuts that most people remember their first time playing something that was really tough.
Ok Iāll finish the article now, I just had to get that off my chest, it bothered me.
That article really just boiled down to āGame wants me to commit to decisions, and punishes me for making bad ones, and the check points are too far apart, Itās just not for meā Which is fine, but not particularly insightful or anything. I think the most interesting point in the article is the complaint about Check Points. I think Checkpoints and how to use them well within a game is a really interesting conversation point when it comes to modern gaming. I havenāt gotten to play Bloodborne yet (I read this thread EXTREMELY cautiously, and greatly appreciate the use of spoiler tags) and I have noticed people even in this thread say the Lamps (Bonfire equivalent) are quite far apart. I wonder if this was a decision made from the begining or in a āvacuumā or if peoples response to Dark Souls 2 had anything to do with how far apart the Lamps are. It was of my opinion that in Dark Souls 2 there where WAAAAAAAAAY too many fucking bonfires in Drangliec. They are fucking everywhere and death become a super trivial matter because your blood stain was always a hop skip and jump away from where you respawned. The the fear of losing, or the desire to plan out how to get back to your blood stain (Or special tricks to keep it from disappearing should you fail to get back to it) have no place in Dark Souls 2 cuz there are very few locations where you werenāt within breathing distance of your blood stain when you respawn. Too many check points.
Dark Souls 1 does have a few Bonfires within spitting distance of each other but they generally tend to be hidden bonfires like the Chaos Sister Bonfire and the Bonfire right after it leading to Ceaseless Discharge but in this case the Chaos Sister Bonfire is a hidden one.
So yea, I mean itās not really something I can comment on further until I play Bloodborne, but I have a feeling the Lamps tend to paced in relatively the same manner as in Dark Souls 1, meaning pretty far apart, and I think that does this series a big favor, in Dark Souls 2 putting them everywhere diluted a good chunk of the experience of just dieing.
I guess Iāll end this with the note that unlike Super Meat Boy and FTL, Death tends to be a massive theme in the Souls style games from FROM, and that devaluing the players death devalues the theme of death for the whole product in general.
Edit: One last note, I don;t think FTL has a very good sense of difficulty, a good difficulty is one where your death was caused by some kind of bad choice, but FTLs system is completely random, and the game forces forward progress because a big red wall is coming up behind you that will insta kill you pretty much, so youāre not really allowed to make intelligent choices in FTL, youāre simply moving forward and hoping for the best with your fingers crossed. FTL became a lot more fun when I installed the hack that removed the chasing fleet. You still had the random factor with the encounters but where now allowed to make intelligent decisions about your exploration choices because there wasnāt a āwall of lavaā chasing you forcing you to make jumps that you couldnāt possibly be prepared for 90% of the time.
Also I could be completely wrong here, but after a good deal of time with the game Iām pretty convinced itās impossible to finish the campaign scenario with certain ships, especially the starter ships, and thatās bullshit. Thatās not difficulty. Thatās planned obsolescence. Meh.