Something related to gameplay, lore, story - whatever.

I dislike the huge onus that new soulslikes put on difficulty. Dark Souls was notoriously difficult for people new to the genre, and it definitely is punishing and difficult, but not to such an extent as players and media make it out to be. It’s a pity that difficulty is what most contemporary soulslikes focus on, disregarding storytelling and level design instead. I enjoy the challenge for sure, but at some point, it just gets tedious to be stuck on a boss for multiple days. You’re just glad it’s over when it is.

What about you?

  • keimevo
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    8 months ago

    I really liked the last Soulslike I played, Wuchang: Fallen Feathers, because it improves precisely on many of these issues.

    A bit like Elden Ring, it offers many ways to “solve” bosses, so if you’re not mechanically perfect you can try in another way (there are many, many viable builds, not all requiring perfect reflexes). For huge bosses, the camera zooms in and out almost seamlessly according to size and distance. You can save anywhere.

    I also hate features that punish you for fighting and dying (beyond losing souls/echoes/whatever), like losing max hp in Dark Souls 2 or dragonrot in Sekiro. Trying many times is the only way to learn boss patterns, and punishing the player for doing exactly what the game requires is awful. Wuchang handles that in a very graceful way, as dying raises Madness, which in turn raises damage done both by you and by enemies, which makes it more of a risk calculation than a disadvantage. There are even builds based around skills which activate once you reach 50 or 90% of Madness. Also, you can clear it easily if needed.

    Sadly, the last controversy (political/historical self-censorship) in patch 1.5 of the game makes it harder to recommend, though for me it was a 8/10, maybe even a 9, before this patch.

    • Jumbie@lemmy.zip
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      8 months ago

      More times than not, I see the term Soulslike and I back away in horror.

      Nope.