Deflowerer
Arcane
- Joined
- May 22, 2013
- Messages
- 2,088
Nah, it should be mostly read as "I suck at the game."
Probably something that kills you in one hit, has almost no wind up or tell and you can only learn how to deal with it after getting hit and be forced to restart the fight.What would even be artificial difficutly, and how does it differ from normal difficutly?
Probably something that kills you in one hit, has almost no wind up or tell and you can only learn how to deal with it after getting hit and be forced to restart the fight.What would even be artificial difficutly, and how does it differ from normal difficutly?
Probably because it would be more of a knowledge check that gets you the first time instead of something that truly test your skills, kind of like a desperation attack at the end of a boss fight but one that happens almost instantly without warning. Just talking in an hypothetical caseWhy does that make the difficulty "artificial"?
Oh, don't get me wrong, I do love "getting gud", I'm just throwing my two cents of what could be considered artificial difficulty. Quite honestly I consider the use of the term bullshit in almost every case, including Porky's. Sekiro is in my opinion extremely fair and tightly designed. Hell, I would argue that the complain about requiring reflexes is invalid too. They help you win early, but if you learn a boss's patterns and tells you don't need to react fast, with practice you can win all fights.Probably something that kills you in one hit, has almost no wind up or tell and you can only learn how to deal with it after getting hit and be forced to restart the fight.What would even be artificial difficutly, and how does it differ from normal difficutly?
So basically you don't like the idea of having to get gud.
I'd agree. Also, it might have been patched, but I remember the parry window to be very forgiving compared to, say, the usual invicibility window of rolls in other games.Hell, I would argue that the complain about requiring reflexes is invalid too. They help you win early, but if you learn a boss's patterns and tells you don't need to react fast, with practice you can win all fights.
A cheap hard game, sureIt's not hard to make an hard game (lel)
Please make one (1) example of artificial difficulty in Sekiro. Just to understand what you mean by this term.Getting too old for these artificial difficulty bullshit games.
So they make a flawed combat system, so flawed that they don't need to decorate it with story dialogue and exploration (sic) ?Real difficulty would be just having an in-depth combat system, and having the player learn and master it, and then be able to apply it in every fight. Games like KCD and M&B come to mind for great examples of that. Of course with a combat system like that, you can't build the entire game around it, god knows, you might have to add some actual story, and dialogue and exploration, but who needs that when you can throw together a game after game after game where none of that shit matters and you can just around from Boss to Boss, mastering each Boss's BS.
The point is, real life combat cannot work like it does in FS games. Imagine if you practiced some martial art or sword fighting system all your life, and then every time you ran across a new enemy, you would die 20 times because it fights in a completely artifical way different from every other enemy. Obviously no one would survive in such a world.
So the essense of FS combat is you always suck. You could master all the previous bosses and die 400 times to the next one. And the entire game is built around that. You just run from boss to boss, and die a bunch of times to master it. The truth is... that's a pretty boring approach to video games. At least in DaS1, they created an interesting world also, but by ER/Sekiro, the world is just a backdrop for boss runs...
The point is, real life combat cannot work like it does in FS games. Imagine if you practiced some martial art or sword fighting system all your life, and then every time you ran across a new enemy, you would die 20 times because it fights in a completely artifical way different from every other enemy. Obviously no one would survive in such a world.
So the essense of FS combat is you always suck. You could master all the previous bosses and die 400 times to the next one. And the entire game is built around that. You just run from boss to boss, and die a bunch of times to master it. The truth is... that's a pretty boring approach to video games. At least in DaS1, they created an interesting world also, but by ER/Sekiro, the world is just a backdrop for boss runs...
The point is, real life combat cannot work like it does in FS games. Imagine if you practiced some martial art or sword fighting system all your life, and then every time you ran across a new enemy, you would die 20 times because it fights in a completely artifical way different from every other enemy. Obviously no one would survive in such a world.
So the essense of FS combat is you always suck. You could master all the previous bosses and die 400 times to the next one. And the entire game is built around that. You just run from boss to boss, and die a bunch of times to master it. The truth is... that's a pretty boring approach to video games. At least in DaS1, they created an interesting world also, but by ER/Sekiro, the world is just a backdrop for boss runs...
I think Sekiro is trying to simulate the differences in fighting different opponents/styles, like a fighting game would.
This is key, because just earlier today, I was thinking abnout FS games, and basically they ARE becoming fighting games. They are not RPGs or Action-Adventure games anymore. All you do is basically fight bosses, learn their tricks and get better at that, and there is not much around that. I think their earlier games were different, more on the RPG/action-adventure side. And I for one, have no interest in fighting games, so that's why I am feeling burned out.
Forgive me Porky, but it's impossible to take you seriously when you're playing a game in a series that has been doing this since day one and then complain about it. That's how these games work, why would you play them expecting a combat system that accurately imitates how real life fighting work? It would be like going in the Monkey Island thread to complain that puzzles don't make sense because real life doesn't work like that. It really sounds like you're butthurt about dying a bunch of times and just want a reason to complain.Bosses that have multiple phases are artificial difficulty. Bosses that have some stupid gimmick that you must do to defeath them, e.g. jump up to reflect lightning. Bosses that have infinite stamina, attack 4 million times, seamlessly switch between melee, ranged, magic weapons, have some stupid magic attack out of nowhere to "test" you, etc. Bosses that have a unique moveset that you must memorize by dying to them 40 times. Basically FS games are built around artificial difficulty.
The point is, real life combat cannot work like it does in FS games. Imagine if you practiced some martial art
Yeah, I was there too You should mute yourself whining about Sekiro on your first playthrough.The point is, real life combat cannot work like it does in FS games. Imagine if you practiced some martial art
Are you saying you actually believe martial artists can do real life combat?
It's ok dude, the game made you buttthurt and you need a break from it, no need to invent retarded reasons for why you are mad. I also played like shit and was plenty butthurt at Sekiro on my first run.
None of these things are inherently badBosses that have multiple phases are artificial difficulty. Bosses that have some stupid gimmick that you must do to defeath them, e.g. jump up to reflect lightning. Bosses that have infinite stamina, attack 4 million times, seamlessly switch between melee, ranged, magic weapons, have some stupid magic attack out of nowhere to "test" you, etc. Bosses that have a unique moveset
If the combat system alone is indeed great, then you can very well build an entire game around itReal difficulty would be just having an in-depth combat system, and having the player learn and master it, and then be able to apply it in every fight. Games like KCD and M&B come to mind for great examples of that. Of course with a combat system like that, you can't build the entire game around it
The point is, real life combat cannot work like it does in FS games. Imagine if you practiced some martial art
Are you saying you actually believe martial artists can do real life combat?
Forgive me Porky, but it's impossible to take you seriously when you're playing a game in a series that has been doing this since day one and then complain about it. That's how these games work, why would you play them expecting a combat system that accurately imitates how real life fighting work? It would be like going in the Monkey Island thread to complain that puzzles don't make sense because real life doesn't work like that. It really sounds like you're butthurt about dying a bunch of times and just want a reason to complain.Bosses that have multiple phases are artificial difficulty. Bosses that have some stupid gimmick that you must do to defeath them, e.g. jump up to reflect lightning. Bosses that have infinite stamina, attack 4 million times, seamlessly switch between melee, ranged, magic weapons, have some stupid magic attack out of nowhere to "test" you, etc. Bosses that have a unique moveset that you must memorize by dying to them 40 times. Basically FS games are built around artificial difficulty.
And that's literally not what "artificial difficulty" means. Keep crying as much as you'd like, but PLEASE FOR THE LOVE OF GOD stop misusing terms like a random game journalist.
The point is, real life combat cannot work like it does in FS games. Imagine if you practiced some martial art
Are you saying you actually believe martial artists can do real life combat?
It's ok dude, the game made you buttthurt and you need a break from it, no need to invent retarded reasons for why you are mad. I also played like shit and was plenty butthurt at Sekiro on my first run.
It's like FS fooled gamers into thinking this kind of "suffering" gameplay is good, when it's really not. These games are not fun at all, people just play them to brag to their friends or whatever.