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Cake day: July 4th, 2023

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  • I’m still deep in the Withering Rooms trenches - almost literally now (although I can’t say more without spoilers). The game is just absolutely excellent, and I am even starting to get used to the janky and clunky combat. I’m in Chapter 4 now and starting to get some kind of idea of a possibile endgame, although I’m sure there are plenty of more mysteries and secrets and twists to uncover. I also know there are multiple endings, but I am still unsure what decides which one you get as I’ve just been playing blind and I don’t feel like I’ve locked into anything yet.

    I know it’s a completely different game and a completely different vibe, but this game’s exploration is giving me almost similar vibes to back when I was first exploring Dark Souls 1. An interesting and dangerous world, weird ass NPCs, distinct art direction, mysteries and secrets, world building and story in item descriptions, locations that connect through shortcuts and link back to previous areas… It’s just great.

    Next on the agenda is exploring the extremely cursed attic, but I think I might need a dedicated gear loadout for it as my default set gets overwhelmed by curse damage after just a couple of seconds in there. After that’s it’s the endgame, I guess? Can’t wait to see how it ends.



  • There is definitely an arms race happening that is not necessarily to my liking. Ultimately I think both styles should be able to coexist, and faster games like Nioh and Khazan that start bordering on CAG territory but with stamina can be released alongside slower and more tactical Soulslikes.

    But the pace is only one thing, the actual moveset design is something I dislike more I think. This escalation of fakeouts and infinitely delayed attacks with increasingly small reaction windows is just not to my personal taste, and one of my major gripes with modern Fromsoft design. I understand that between their attachment to their image of creating really hard games and their audience getting more skillful over time they feel the need to escalate, I just don’t enjoy this particular aspect. These delayed attacks overemphasize memorization of patterns, which while it does add to the difficulty stand in the way of me being able to play in a flow state.

    I also think the punish windows are getting too small, and sometimes it feels like you have to roll for like a minute straight for every time you earn the right to press R1 once, but I guess that is a separate issue.










  • Pope also said he was more wary of releasing a major new game now because he enjoyed such critical success with Papers, Please and Return of the Obra Dinn that he doesn’t want to let players down.

    “There’s also the sense that I was pretty happy with Obra Din and Papers, Please and I don’t… you know, maybe I can’t do it again, kind of thing. Do I really want to maybe just go out on a high note? Why drag my myself down with the next thing that people may not like?

    You know, I feel him there. I can’t even imagine how to make a successful follow-up after two games that were not just smash hits, but brilliant and unconventional too. Everyone is basically expecting a piece of genius (me included). Not to mention the step up from Papers to Obra Dinn was so huge in terms of production and scope that it’s easy to expect another escalation.