i don't think FromSoft has ever had any interest in terms of emulating action games like DMC
That could've been true, had they never made Sekiro
I do not buy this notion there is a way action games "ought" to do things
I guess you also do not buy the notion that there is a way role-playing videogames should do things?
That there are fundamental characteristics it should try to respect
least of all with using DMC as the metric to use.
So does this mean that from now on you'll never use Doom as your metric whenever you talk about fps?
don't want FromSoft combat to turn into turbo twitch arcade mode.
It already is
The difference is it lacks the mechanical intricacy of the best arcade games
Even Sekiro didn't go that way
Yes it did
Sekiro was pretty much Fromsoft's MGR
You didn't have this problem with Sekiro
DMC is flashier on purpose because of its scoring system focuses on style
But when comparing to the other games in the genre, Sekiro isn't that far off DMC, it seats neatly on the spectacle figther niche
part of it is this aspect of complexity in performing the action which just doesn't have any lure for me.
Very few are the moves in DMC are actually complex to perfrom
The complexity comes from the moves mechanical design (their properties and purpose)
But even for figthing games where the action is complex to perform in and of itself, I honestly fail to see why it's a lesser design approach as opposed to defeating enemies by way of sheer memorization
In fact, the other way around makes more sense: it forces players to analyse the moment and the action he wants to take, it reinforces the component of mastery and the higher disparity of risk/reward makes the action more intense
I tried Nioh 1. Not a bad game but i also wasn't particularly impressed by the combat system.
Not enough rythm autism I wager...
And you don't need to go to NG+ for the game to "get good", the game is good from the start
Don't mistake "difficulty" degree for "mechanical design" quality
Overall, the more we discuss this the more it consolidates the opinion that you don't like figthing gameplay
You like the particular strain of simplistic action mechanics with little depth and restrictive "simon says" enemy design, that FromSoftware has settled for
And it doesn't matter how much exaggerated these design elements become with each subsequent installment and much how much they clash with the design fundamentals of fighting gameplay, because ultimately you don't like the latter and think the former is more engaging