Andnjord
Arcane
I might be wrong, but to me the Nyark Nyark sounds terribly French and straight out of Naheulbeuk or Les Reflets d'AcideYet it's called the Tower Of Return, implying a voluntary travel; it's not called the Tower Of Nyark Nyark Nyark Now You're Trapped Motherfucker!
But about its real name, I always assume the world around you is hostile and was never meant for you the player in a Souls game, hence all the crazy convoluted parkour you have to get through to actually finish a level. So when I see Tower of Return I instantly assume it's not meant for me and I'm somehow intruding there. At least there you meet a 20 foot tall giant, so conceptually it feels a lot more acceptable to be one shot by him than by the dino dogs at the shack in Dragonbarrow that are inexplicably stronger than their cousins 50 meters aways.
But it's funny you mention that one, as it's one of my favourite traps in the game. It gives you a glimpse of things to come without the attached risk of players deciding they should totally tackle the capital at lvl20 since you can't get out of that tower.
In an age of handholding easy games it sure does show that there is a place for mainstream, big budget difficult games provided you announce to the world that yes, this is meant to be a difficult game, you'll have to get used to the controls, the timing of the movements, the systems and be patient and methodical to conquer the game, in short Git Gud. Goes to show how much more patient and tolerant of difficulty gamers can be if you're honest about what the game expects of them.More, this is a game—or series of games—whose very fame was beget by its supposed difficulty. And that further muddies the already troubled waters of perceiving said difficulty. This is precisely what caused so many players to wander into the graveyard or descend into New Londo in Dark Souls 1, then bash their heads against the wall until bloody between the ears—because the game was supposed to be hard, and they were having a hard time, so it made sense.
Now granted, it's likely that this dynamic between marketing and player expectation has led the souls games towards a more "can you survive this one encounter?" rather than "can you survive this entire level?", and on that point I agree with you that I prefered the older approach. Souls games are at their best in my opinion during the long, tense crawling through long stretches of dungeons with narry a checkpoint in sight, something that at least From has had the good sense to recognise isn't usually feasible with the lethality of Elden Ring encounters. Hence why the Leyendel underground is my favourite dungeon on a mechanical and level design level.
I can absolutely relate to that. There is still enough in the game for me to enjoy to outweigh the negatives, but the Demon Souls level design philosophy still remains the clear and superior option for me too.I don't know. It's silly because it's a truly massive success, but, selfishly perhaps, I just hope they don't go the Elden Ring 2 route. It's exceptionnal that one studio can consistently create titles I want to play and replay again and again, but it's coming to an end and it honestly saddens me, because I don't see myself playing an Elden Ring 2.