Melmoth
Educated
- Joined
- Mar 18, 2012
- Messages
- 82
DeS bosses don't hold up in 2020. A lot of the design and atmosphere however does which is why FROM spent four games rehashing it every way they could.
I guess this is one of the reasons Sekiro is refreshing is that its less beholden to formalizing the environment/encounter design from DeS. Bloodborne feels like a failure in this respect. Even though the RPG elements have been rationalized further they cripple it from being an action game, and simultaneously the increased player mobility is not realized enough. The rally mechanic encourages poor choices but the alternates are awkward. Dropping flask for limited regen is thematically consistent but would also be degenerate if not for the rally mechanic (basically back to DeS grasses). Taken together you have an attempt to formally incentivize the player into treating engagements aggressively but the only extra tool given is the DS3 quickstep. The design is muddled and experimental by comparison to Sekiro, which is almost pedagogical the way every encounter imparts information. Once you are confident enough with the systems, you can use this information and the game is exhilarating. Bloodborne is 'dumber' in this respect, the attempt to produce greater or compounding dynamics by incentivizing player aggression works except when it doesn't. It's clear why FROM experimented with inverting this mechanic for Sekiro (deflect nullifies damage but is active as it decrements enemy posture gauge) and also why doing so swept away the RPG elements that were not compelling.
I hope they keep this shit up, as I think they have refined their state of the art immensely in just one leap. I doubt Elden Ring will be as ambitious from the way its being discussed, but maybe they will again do something cool on the side.
I guess this is one of the reasons Sekiro is refreshing is that its less beholden to formalizing the environment/encounter design from DeS. Bloodborne feels like a failure in this respect. Even though the RPG elements have been rationalized further they cripple it from being an action game, and simultaneously the increased player mobility is not realized enough. The rally mechanic encourages poor choices but the alternates are awkward. Dropping flask for limited regen is thematically consistent but would also be degenerate if not for the rally mechanic (basically back to DeS grasses). Taken together you have an attempt to formally incentivize the player into treating engagements aggressively but the only extra tool given is the DS3 quickstep. The design is muddled and experimental by comparison to Sekiro, which is almost pedagogical the way every encounter imparts information. Once you are confident enough with the systems, you can use this information and the game is exhilarating. Bloodborne is 'dumber' in this respect, the attempt to produce greater or compounding dynamics by incentivizing player aggression works except when it doesn't. It's clear why FROM experimented with inverting this mechanic for Sekiro (deflect nullifies damage but is active as it decrements enemy posture gauge) and also why doing so swept away the RPG elements that were not compelling.
I hope they keep this shit up, as I think they have refined their state of the art immensely in just one leap. I doubt Elden Ring will be as ambitious from the way its being discussed, but maybe they will again do something cool on the side.