Silva
Arcane
Scarce resource management? You have infinite healing refills and nothing else matters. There's no resources to manage in a souls game, just optional items you may want to use but are barely worth it outside of elemental resins.Their previous, "legacy" gameplay had me 100% focused on careful exploration of tightly designed levels while minding scarce resources in a tense, survival affair.
Man, when will you admit you never really played these games? It's clear you just keep regurgitating crap from your fave Tik Tok. Sigh..
But I'm a good person so lemme educate you:
See, in the early years of the series when only DS1 and DS2 (and Bloodborne) were around, there was this subtle resource management element to the design in the form of humanity, estus, weapon degrade, consumables, spell charges (with their Vancian system), etc. that made conquering every inch of the "dungeon" (level) a tense affair, usually presenting the player with the dilemma of pushing ahead just a little bit even if low on resources but risk losing everything you got so far - with the added tension of no easy teleporting out of the situation - and making every bonfire found (or new shortcut leading back to one) a big fucking relief. This is what makes a first playthrough of DS1 so tense and memorable, besides giving Lordran such a sense of place rare in the hobby these days, as this design forced the player to familiarize with each level in order to survive (well, at least until you get Lordvessel in the last third).
Fast forward a few years and DS3 is released, and this aspect of gameplay is watered down to pointlessness due to bonfires inflation, easy teleporting out, and focus on fighting more than exploration.
Fast forward a few more years and Elden Ring comes out and, sadly, keeps this DS3 trend. THAT's my point.
The class was free this time. You're welcome.
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