My favourite Devil May Cry moment is when Dante is impaled with his sword and then rips it out of his chest to power it up. Totally not retarded.
Also, since I haven't played them much because the first was so dumb, while looking for an image of this retardation, I learned that this happens in every game in the series. ... I think liking this shit is actually an IQ test.
Is not much of a difference, and the game's plot is dumb, just an excuse for action, but if the moment you are speaking of is the one I think, he isn't powering the sword. The sword itself is a demonic entity with will of its own, he survives the hit that would have been mortal for a human and then takes control of the weapon. The weapon itself is magical, Dante isn't really doing anything special besides using it.My favourite Devil May Cry moment is when Dante is impaled with his sword and then rips it out of his chest to power it up
Is not much of a difference, and the game's plot is dumb, just an excuse for action, but if the moment you are speaking of is the one I think, he isn't powering the sword. The sword itself is a demonic entity with will of its own, he survives the hit that would have been mortal for a human and then takes control of the weapon. The weapon itself is magical, Dante isn't really doing anything special besides using it.My favourite Devil May Cry moment is when Dante is impaled with his sword and then rips it out of his chest to power it up
I guess is similar to Sekiro obtaining the Mortal Blade. The weapon kills anyone who tries to use it, the main character just happens to have powers that let them cheat this inconvenience away.
You have to remember that back then 3D was in it's infancy. Your two decent options indoors were basically fixed cameras or first person. It took quite a while for the over the shoulder style popular these days to not be total dogshit. Even as recently as Dark Souls the camera would very frequently do shit like clip into objects and render you blind, or bounce off something and make your character take a 90 degree sharp turn off a cliff. Games with a movable 3rd person view tended to only take place outdoors, like dynasty warriors or Armored Core, where there was nothing for the camera to collide with.Actually the first hurdle right now is the camera more than anything. Such a strange way to navigate through a game. Never understood it but i seemed to be a thing back then on the Playstation.
I'm surprised you're not a fan of roguelikes. Those two things are basically half the core elements.Even as a little kid i never cared much about keeping a score, i liked games that challenged me with their mechanics right off the bat.
I also got used to the idea of having to redo something "over and over" because that is how arcade games worked for the most part
I think liking this shit is actually an IQ test.
QEDI think liking this shit is actually an IQ test.
Sorry you flunked.
it's bad if the player can read what a boss is doing and react to it naturally.
I'm surprised you're not a fan of roguelikes. Those two things are basically half the core elements.
Then your perspective is wrong. These are not even remotely comparable. Music can be listened to in its entirety from start to finish regardless of how much or how little you understand it. The song does not stall out because you did not get the last verse, it also does it restart to the beginning, nor does it stop you from enjoying any of the other songs in the album.From my perspective, this is the equivalent of saying prog rock or classical music etc shouldn't exist because it's bad to have a kind of music that cannot be understood instinctively and requires constant listening and training before you can even get close to grasping what's going on.
Good prog rock and classic music doesn't require "training" to enjoy, unless by "training" you mean pretending to like something subpar to look smart solely from consuming media other people rarely want tosaying prog rock or classical music etc shouldn't exist because it's bad to have a kind of music that cannot be understood instinctively and requires constant listening and training before you can even get close to grasping what's going on.
Then your perspective is wrong. These are not even remotely comparable. Music can be listened to in its entirety from start to finish regardless of how much or how little you understand it. The song does not stall out because you did not get the last verse, it also does it restart to the beginning, nor does it stop you from enjoying any of the other songs in the album.From my perspective, this is the equivalent of saying prog rock or classical music etc shouldn't exist because it's bad to have a kind of music that cannot be understood instinctively and requires constant listening and training before you can even get close to grasping what's going on.
Elden ring and videogames (in general) however do all of those things. If you cannot get past certain bosses you are either locked out of entire chunks of the game or gear pertinent to your build. Neither of which is exactly justified when the requirement for "getting it" is to first die several times to unpredictable moves.
Good prog rock and classic music doesn't require "training" to enjoy, unless by "training" you mean pretending to like something subpar to look smart solely from consuming media other people rarely want tosaying prog rock or classical music etc shouldn't exist because it's bad to have a kind of music that cannot be understood instinctively and requires constant listening and training before you can even get close to grasping what's going on.
Nobody here is talking about simplification, only you.simplification of games
There is a massive difference between having to learn something and having to "trial and error" your way through an encounter. Technically both are classifiable as "learning" but are hardly the same. Falling once into a lava pool to learn its instadeath and having to die 10 times to a boss to learn his whirlwind attack is undodgeable are two very different processes and experiences. Even if the resulting end knowledge is technically the same.learn something in order to progress thorugh the game
No, you cannot. Reaction windows and level design are two fundamentally different areas of game design and do not operate on the same level nor do they test the same skill/capability.You can apply the same logic to complex level design. What if somebody gets lost in a level and aren't able to make it out?
As it stands From's combat isn't about challenging the player with mechanically interesting choices
It's about playing Guitar Hero: Prepare to Roll Edition
Paradoxically I enjoyed Lies of P combat more than Elden ring specifically because it played its cards straight. The tutorial actually covered the expected playstyle and the game clearly signals what action is expected of the player. Hence even though I died to the police boss more than I would have liked it never felt half as bullshit as most ER bosses because at no point was I stuck questioning whether I am too slow, using the wrong loadout or something else.So @Lyric Suite seems like you are in agreement with DJOGamer PT then.
It also sounds like you would really like Lies of P combat, which I found to be even more annoying than ER combat. While do enjoy some of the music that requires active listening, I do not want combat in action games to be equivalent of that.
Paradoxically I enjoyed Lies of P combat more than Elden ring specifically because it played its cards straight. The tutorial actually covered the expected playstyle and the game clearly signals what action is expected of the player. Hence even though I died to the police boss more than I would have liked it never felt half as bullshit as most ER bosses because at no point was I stuck questioning whether I am too slow, using the wrong loadout or something else.
There is a massive difference between having to learn something and having to "trial and error" your way through an encounter.
Technically both are classifiable as "learning" but are hardly the same. Falling once into a lava pool to learn its instadeath and having to die 10 times to a boss to learn his whirlwind attack is undodgeable are two very different processes and experiences. Even if the resulting end knowledge is technically the same.
No, you cannot. Reaction windows and level design are two fundamentally different areas of game design and do not operate on the same level nor do they test the same skill/capability.
A boss whose moveset has reaction windows that are consistently brushing against the limitations of input lag is a test of patience, not of learning or understanding capability.
You simply have to know the exact animation tell and mash the button with borderline frame perfect accuracy otherwise you are done.
This means that any boss designed in this way inevitably comes with a "mandated minimum failure rate" before the player can realistically respond to what is even happening on screen.
No player will catch the tells in the same amount of time and some may simply never.
That's a very strange defense. "Yes the game is insufferable but it's honest about it!"Paradoxically I enjoyed Lies of P combat more than Elden ring specifically because it played its cards straight.
Yeah, the IQ test that Elden Ring players have failed.My favourite Devil May Cry moment is when Dante is impaled with his sword and then rips it out of his chest to power it up. Totally not retarded.
Also, since I haven't played them much because the first was so dumb, while looking for an image of this retardation, I learned that this happens in every game in the series. ... I think liking this shit is actually an IQ test.
Wrong. On pretty much every level. The amount of "knowledge" Elden ring demands of the player is about the same as any action RPG, maybe even slightly less if you want to be pedantic and include games like morrowind into that category. The problem is the level of pedantry in acquiring said knowledge. You do not need to learn only if a attack is dodgeable but also the exact angle and frame at which it is dodgeable. This linearly increases the amount of time wasted figuring this out and would be under any other context considered hollow filler.The only thing that is different about Elden Ring is that it's more difficult. That's literally the only distinction. And the fact there's more to understand about the game, whether it involves more trial and error or not, means there's more to "learn".
First off a problem being applicable to more than one game does not stop it from being a problem. Second most games are not so tight with their timing that input lag would be a factor. Even games like Bayoneta, DMC or GoW have more lenient timing for their dodges and parries than Elden Ring does.So?
Your last point about input lag is both irrelevant (you can make the same argument when it comes to other games) and false (FromSoft games are designed for console hardware, which is fairly standardized).