We've been hearing this for only 10 years now.The fall of From Software is near.
Are you saying there's nothing wrong with releasing literally the exact same game for nth times?
If each iteration is greater or on the same level as the previous one then I don't see a problem.
- improved hitboxes
- jumping
- no rolling
- stance breaking
- horse mount + mounted combat
- stealth + stealthy weaponry
- map + markers
- crafting
- finisher attacks
- martial arts not linked to specific weapons
- summons build
- 6+ classes of magic
- huge world + improved lightning
Yeah, I guess the game doesn't bring anything new to the table. /s
Edit: Actually no fall damage is the thing that annoys me the most.
Sword Saint is From's Best Final Boss™ for me, and the fact that he exists in a game with some of From's best designed bosses made it even better, so I'm interested how they can be topped. Mind pointing out which of the best boss fights in the Shinobi games worth the attention?delivering probably the best set of Boss fights in any melee action game ever.
*Laughs in Shinobi franchise*
FTFYI wish people would stopcalling this ausing the term "souls-like".
The people who are making this game referred to it as "a game like Dark Souls", maybe you should ping them to correct them.I wish people would stop calling this a souls-like.
An open-world game with a map, quest compass, a horse, and crafting is not a souls-like.
Woah, that'll cost you far more than 5,000 XP.But then again, I wish people weren't retarded.
The game itself looks good, but in the end, me getting it depends on if I'm in a "Souls" mood
There could still be some fall damage despite the godmode trailer. Most gravity deaths in the series come from falling into bottomless pits/instakill past a certain height where your character starts screaming -not direct fall damage- so those should still be in anyway. None of the trailer drops would kill a full health character in previous games either. Those huge drops/barriers you see all over the landscape could also be special cases. The trailer doesn't show this but they could still act as barriers to limit areas/zones during multiplayer much like white fog did in previous games. I doubt they'd have an invader chase the host across an entire open world map.Re: Fall damage
This is actually what I talked about when I say that From is beginning to streamline their game a bit in Sekiro. In there, you won't die immediately falling into the abyss, you need to fall multiple times, or at least fell when the 'fall damage' is enough to deplete your HP. Although I actually forgot if there's even fall damage in Sekiro, or that you can take fall damage from absolute extreme heights but the damage is diminished compared to in Soulsborne, it kinda make sense since Sekiro is a shinobi.
I'd say no fall damage in an open-world game wouldn't really do it any better, in fact it would do much worse. Part of what makes exploring a world crafted by Fromsoft fun and exciting is navigating an environment that's already hostile in and of itself, regardless of the presence of hostile living entities, so taking away fall damage would make it so that you wouldn't even have to worry about the environment as much as you would in Soulsborne.
But I can't get over how bland that open world lighting looks, like something is missing.
The people who are making this game referred to it as "a game like Dark Souls", maybe you should ping them to correct them.I wish people would stop calling this a souls-like.
An open-world game with a map, quest compass, a horse, and crafting is not a souls-like.
Dark Souls 2 all over again, huh? Dammit.
Mood is a thing for cattle and loveplay!The game itself looks good, but in the end, me getting it depends on if I'm in a "Souls" mood
Women and their moods.
I don't care what anyone says, this is why I want Bluepoint's Demon's Souls and Bluepoint's rumored "remastering" of Bloodborne on PC. From Software's porting abilities and/or engine are dogshit.Bah! Still 60 fps limit on PC.
Sword Saint is From's Best Final Boss™ for me, and the fact that he exists in a game with some of From's best designed bosses made it even better, so I'm interested how they can be topped. Mind pointing out which of the best boss fights in the Shinobi games worth the attention?
Magic was quite boring in all the previous soulslike games imo so we'll have to wait and see if it's fun. Generally soulslike magic is just shooting different levels of lasers/fireballs at people or out of combat heals with the occasional spell that useful for stealth. As well as temporarily enchanting weapons so that they can do as much melee damage as a physical build. There are a few buffs but they're generally weak and mostly ignored. This has been the case since Demons Souls, hopefully they expand it in this game. (And archery since it's primary use in the previous games was cheesing enemies with poison arrows.)is magic fun in elden ring
is there magic
While I mostly agree, there are some pretty interesting spells here and there in the series, like Power Within (big damage buff but drains your HP), Fall Control (can be used rather creatively at times, mostly to skip difficult areas), Guidance (displays hidden developer messages, leading to secrets on some occassions) and the PVP spell whose name escapes me that turns you into inanimate objects (used to hide in plain sight from other players). Nothing on the level of D&D spells, though.Generally soulslike magic is just shooting different levels of lasers/fireballs at people or out of combat heals with the occasional spell that useful for stealth. As well as temporarily enchanting weapons so that they can do as much melee damage as a physical build.
True those are all cool. Imo a big issue is that offensive spells are all generally cast in the same way, which is just tapping the use button. Whereas even a game with terrible magic like skyrim had an offensive spell that you hold to deal damage, one that you tap, an exploding rune that you scrawl on the floor, a buff that deals constant elemental damage around you, elemental walls. None of these are too interesting or creative but just having a slight variety in offensive spells will go a long way. Later Souls games attempted to do this, but while the effect of the spell is different the way it's cast is completely the same, and in an action game having tactile variety for different spells can add a lot. There have been rumours that in Elden Ring you can "charge," spells by holding the button to consume more mana and deal more damage which would already go a long way to making magic feel more interesting.While I mostly agree, there are some pretty interesting spells here and there in the series, like Power Within (big damage buff but drains your HP), Fall Control (can be used rather creatively at times, mostly to skip difficult areas), Guidance (displays hidden developer messages, leading to secrets on some occassions) and the PVP spell whose name escapes me that turns you into inanimate objects (used to hide in plain sight from other players). Nothing on the level of D&D spells, though.Generally soulslike magic is just shooting different levels of lasers/fireballs at people or out of combat heals with the occasional spell that useful for stealth. As well as temporarily enchanting weapons so that they can do as much melee damage as a physical build.
Man, what would I sacrifice for Fromsoft to take notes from Dragon's Dogma on how to do spells in a medieval fantasy/D&D-esque settingTrue those are all cool. Imo a big issue is that offensive spells are all generally cast in the same way, which is just tapping the use button. Whereas even a game with terrible magic like skyrim had an offensive spell that you hold to deal damage, one that you tap, an exploding rune that you scrawl on the floor, a buff that deals constant elemental damage around you, elemental walls. None of these are too interesting or creative but just having a slight variety in offensive spells will go a long way. Later Souls games attempted to do this, but while the effect of the spell is different the way it's cast is completely the same, and in an action game having tactile variety for different spells can add a lot. There have been rumours that in Elden Ring you can "charge," spells by holding the button to consume more mana and deal more damage which would already go a long way to making magic feel more interesting.While I mostly agree, there are some pretty interesting spells here and there in the series, like Power Within (big damage buff but drains your HP), Fall Control (can be used rather creatively at times, mostly to skip difficult areas), Guidance (displays hidden developer messages, leading to secrets on some occassions) and the PVP spell whose name escapes me that turns you into inanimate objects (used to hide in plain sight from other players). Nothing on the level of D&D spells, though.Generally soulslike magic is just shooting different levels of lasers/fireballs at people or out of combat heals with the occasional spell that useful for stealth. As well as temporarily enchanting weapons so that they can do as much melee damage as a physical build.