On the other hand, I’ll be curios how far Steam Input integration will go. Assuming these don’t self-destruct every few weeks like the original Joy-cons, these might make a neat portable controller.
Hardware being changed up makes sense. Feels funky that MS would pull a bait and switch for a game project, but its hard to say if that was MS or Molyneux being funky since they both have a history.
The device was supposed to handle the movement analysis on its own with an internal processor, but they cut costs and had it processed by the console instead. Causing a lot of extra load on it, and because of that kinect games probably performed a lot worse than they could have, and were probably simplified quite a bit.
Stop Skeletons From Fighting has a good video about kinect : youtu.be/MmJ3LICVtsY
Of course, Molyneux is Molyneux, and just because of that, even with the superior kinect prototype, I’d call bullshit on almost all of the Milo demo.
The difficulty is not a problem for me so much as the very slow movements. It takes like 2 seconds to swing a sword. Meanwhile the opponent is still attacking. Just can’t figure these games out, myself 😮💨
have you swung a melee weapon before in real life, like maybe a baseball bat? Does swinging the bat happen instantaneously, or do you have to wind up the swing for momentum? Would a bigger, heavier bat be faster or slower to swing?
Souls games have slow melee attacks compared to something like Devil May Cry, but the speed is intended to be more realistic compared to those kinds of speedy action games. Just apply real life logic to it, and it should make more sense. If the weapon you are using is too slow for you, find a smaller, lighter one that would be easier to swing in real life. If starting out as a regular dude and then becoming more powerful is not appealing to you, or if realistic fights are not exciting to you, then maybe the Souls games just aren’t your bag.
That is a really odd comparison because in real life, even 2 handed longswords are very fast and souls like games slow them down a lot. They are not meant for realism at all. A baseball bat is also not made for fighting but for putting as much force as possible into the ball and is very top heavy whereas a sword is balanced close to the guard and very quick, meant to outmanoeuvre the opponent
in souls, the 2-handed longswords that are a realistic size are realistically fast when you wield them in 2-handed mode. the ones that are slow are more anime sized.
baseball bat was not the best metaphor, i went with that because most people (including souls fans) haven’t swung an actual sword in their lives.
Every time I see someone say that most people haven’t swung a sword/ shot a gun/ been in a fight/ been in an accident, etc, I always wonder if I’m the one in the bubble or if they are.
I still disagree. I’ve done longsword fighting for multiple years and in the time a souls character does two hits with a bastard sword i probably do about 6 and that’s fine. Souls games are designed so that you can react to attacks and not for realism. A falchion in souls is about as fast as a longsword meant for 2 handed irl if not still a bit slower
interesting. I was watching some videos comparing the two yesterday, and honestly i came away still feeling like Souls combat speed is fairly realistic. This bloke makes fair points about the true practicality of a huge greatsword, and swings at a speed that is maybe two swings per second. A DS1 claymore has similar swing speed, particularly in two-handed mode. The DS1 Zweihander is right on that line between “realistically-sized” and “anime-size”, and I would agree that they make that thing look heavier than a real zwei.
On the flip side, the longsword is barely any faster than the claymore, so I could see that feeling unrealistic. I guess my brain just likes to rationalize that sort of thing away, like “yeah that seems slow but maybe I would fight carefully like that too if I was fighting multiple people that were actually trying to actually kill me”. Do you disagree with that? Do you feel like you would still swing a longsword at two or three swings a second if you were in a life-or-death fight?
Especially then. What souls gets realistic is the sizing up the enemy before clashing. Our flights usually were: pace back and forth together waiting for an opportunity/bait with an opportunity. Then execution of each person’s plan was over in a flash and either one landed a hit or you separated again, going back to pacing. But a plan of a person usually was not a single hit unless you were just probing for their reaction.
For example my favourite thing to do, was lowering the point of my sword (you usually start with tips touching uwu), baiting the opponent to attack the opposite side of were my tip was moving, the snapping the tip back up to hit the opponents incoming sword close to the handle, transferring a lot of kinetic energy into a fairly static part of their blade, thus moving their hands and influencing their whole arc such that their blade passes over me. Now i have to be very quick to attack them while repositioning into a new defensible line towards them to not get hit by their hit after recovery. This whole interaction would take about a second or less maybe.
Then there’s also the thing not really represented in souls at all which is driving your opponent through the hall. So if you attack and your opponent does only manage to block, you sometimes keep going to not give them the time to counter attack, and each swing carries you quite far which causes them to have to walk backwards very fast, to keep in blocking distance and not get into grapple range. This phrase usually has 3-4 hits a second and is quite tiring but being the one attacking usually is the winning move while the defending person has to get creative to get back into the attacking position.
I now realize that talking about sword fighting in English is quite tiring as i don’t know the terminology outside of German
And the opponents wait for 2 seconds after finishing their attacks. Soulslikes are all about learning the patterns and finding the opportunities to hit between dodges, not about mindlessly hack-n-slashing your way to victory.
And different weapons work for different people, I have some I’m absolutely useless with because I just can’t work with their movesets.
Bloodborne actually gets pretty easy once you understand the parry timing. If you ever feel brave enough to give it a shot, just focus on learning that mechanic and you’ll do well.
I might get this just to support that they’re doing this. Been abused by “git gud” bros and their gatekeeping for far too long when it comes to difficulty.
Game is too hard, so I want to beat the game at a more comfortable difficulty level. If I like the game enough, I will then try to beat it at the harder level. Why is this such an abominable concept to those people?
If, for example, the PSN store let you refund a game that you tried for a bit and gave up on I’d be more sympathetic to their argument, but it doesn’t. It, in fact, won’t let you refund a game you’ve only partially downloaded.
There are only two ways a difficulty setting has ever been used, and only one would be good for a game like this.
Either the health and damage (and possibly speed) is going to be adjusted so easier difficulty means you take less damage and deal more, while harder difficulties turn enemies into sponges that absolutely destroy you in 1 or 2 hits.
Or they re-do every encounter, 3 times, adding, removing, or re-arranging the mobs so they are easier or more difficult by actually tweaking the challenge and not the just the “numbers.”
Almost every game chooses to do the former and not the latter because it’s cheap and easy to do. Takes literally no effort to adjust some numbers by a percentage. It actually takes some thought and planning and time to actually present different tiers of challenge, naturally.
Imagine if every boss took as long to kill as that one giant dragon in Elden Ring that doesn’t even move because it’s too big and would crash the game if it actually did even when you’re completely maxed out in every stat.
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