Mass Effect 2. I liked the first game and I really wanted to like the second game. I loved the world and characters, but the gameplay was so shit to me that I just couldnt finish it.
Wow. IncredibleI like difficult gameplay. I've put a lot of hours in mastering some rather hardcore rhythm games, danmakus, some incredibly tough levels on precision-based games like TrackMania, I even used to be tournament-level at Unreal Tournament once upon a time. Difficulty, when done well, is amazing. My main gripe with Dark Souls is that a lot of the difficulty comes from trial and error, bad design, disappointing technical elements. If a sword misses you by 20cm but your hitbox is still somehow hit, that's bad design. If an enemy one shots you from a dark corner in a way you were not supposed to know about, that's bad design. If you're allowed to go hours in a certain direction only to realize you can do jackshit there and you were somehow supposed to know that was not the way to go, that's bad design.
The difficulty comes from the fact the resources are scarse: you die with 2-3 hits, you can land only like 2-3 shots before you get hit yourself or your stamina runs off, every wrong step is some mortal trap or fall into the abyss, and so on. The game expects you to die a billion times to things you can not know in advance, until you exercise enough to pull the dance off. This is absolutely unlike the hardest levels in, say, Super Mario, TrackMania, Touhou or something: there, what you need to do is fairly obvious, what you need to do is find the ideal path and actually perform it correctly. Dark Souls' difficulty does not come from this, it comes from overcoming enemies and level designs intentionally hampering the player until he/she can abuse it someway, like making the enemies fall off a cliff, hitting a boss from a mile away to damage it beforehand or making yourself absurdly powerful by grinding an area.
I tried the game for a fairly lengthy amount of time, but the accomplishment of finally getting through an area was largely diminished by the game's faults. Improving at the game did not feel fun because the game would continously spam you with (initially) unavoidable deaths, which forces players to replay sections they already mastered just because they have no idea what comes after that will probably one-shot them until they figure out how to counter it. To me, this is not good design nor it is fun. I insisted with the game because the lore was fascinating (hence I proposed this game as my pick for the thread), but I had to realize that the 90% of my playtime was not about having fun, it was about replaying tedious sessions where I had to perform the same basic attacks many times without fail to move on.
The Surge actually delivered this concept in a much more enjoyable way, for my tastes anyway, by introducing better shortcuts, less random traps or enemies in unseen locations, rules that are more clear, chances of getting better gear by taking risks but without a way to overlevel yourself, etc.. Ironically, The Surge's lore was nowhere near as intriguing as Dark Souls. If only the two things could be combined. Granted, after my so-so experience with Dark Souls 1 I did not play the sequels, so it's entirely possible the sequels fixed a lot of my issues with the first game (from what I saw in gameplay videos, that probably is not the case, but I don't want to judge those titles without having tried them).
The right one.
Dark Souls: the thread. The gameplay has a great concept but the execution is incredibly janky with horrible hitboxes, wonky animations, stupid physics, laughable AI and various badly designed areas. What surrounds the gameplay is a lot more interesting than the actual gameplay experience, and I think it shows on the communities as well: 99% of the talk is about the lore and the difficulty, few praises go towards the actual act of playing the game.
Any and all reason to take this post seriously went out the door right here.
First of all, it's an opinion. As such, it's no more wrong than the various other unpopular opinions in this thread. In my experience in this game, I had tons of situations where my character's animation and hitbox was rather wonky. I lured enemies into killing themselves in pits a billion times. While some areas were well-designed, others felt like fairly generic corridors with the occasional pathway. The game gets various things right, otherwise I wouldn't have played it more than 30 minutes. But I walked away disappointed that despite all the praise, the game has a series of very jarring problems that made it difficult, for me, to properly enjoy it. And I don't think I'm wrong in my experience that most of the talk about Dark Souls is in the difficulty and the crazy lore, while the actual gameplay was only truly praised from Bloodborne onwards as far as From games go.
I appreciate many things about the game. Gameplay, ultimately, was not one of them. And it's not even a matter of hating the formula as I enjoyed The Surge and other soulslikes to an extent.
And you claiming that the game has bad hitboxes, an aspect that is frequently praised, to the point of even having articles written about it, shows that there is no reason to take your opinion seriously. That, or you don't actually know/understand what hitboxes are. The theme of an area or the enemies walking into pits and dying has nothing to do with the quality of the games hitboxes and hit registrations.
And I don't know where you get that the gameplay wasn't/isn't praised. The praising of the gameplay was what got me to try the original Dark Souls in the first place. Hell, to praise the difficulty is to praise the gameplay itself, so you're already contradicting yourself.
And to act like people play the Souls series only for the lore is also laughable.
That is what lore is most of the time, though. The exact reason for the thread, as well. The lore of Destiny is fantastic and design decisions don't change that.
I came to say this. Although I've definitely enjoyed my time with the game (spent a good month or so playing it) I find a lot more enjoyment out of their short comics/stories/animations than I do out of playing the game nowadays. Aside from the occasional event I come back for - I would much rather just digest an entire comic series, series or movie.Not exactly lore, but I'd say Overwatch is one those games that fascinates me with its characters, their personalities and their charisma. I with Blizzard/Activision made a single player story driven game with someone there.. probably Tracer as the main character; I really love the comics and the shorts they release, but I have no interest in a competitive FPS online.
Why playing if you can have the lore by an other medium? Can you just read a book?That is what lore is most of the time, though. The exact reason for the thread, as well. The lore of Destiny is fantastic and design decisions don't change that.
Very good example. The player-driven political machinations that took place in that game during its prime are legendaryit's not necessarily lore, but I do enjoy reading about those massive EVE online battles. I'll die before I end up playing that game tho. I can't wrap my head around it for the life of me.
Why playing if you can have the lore by an other medium? Can you just read a book?
But it takes a special kind of decisionmaking to put the lore outside of the actual game.
Or a terrible kind of release schedule forced on you by Activision which prevented you from doing what you actually wanted to do.
There would be a ton of games I prefer watching a walkthough of instead of playing. I'm actually doing it a lot for several reasons.
A big example for me would be Devil May Cry. I can manage, but the gameplay is just not my genre. Nevertheless I'm unhealthy obsessed with the twins.
They also fired the guy in charge and redid the whole story at one point, iirc. So the blame is with Bungie to an extent.
That's a really curious answer because DMC has like the thinnest of lores that changes as the games demand it from moment to moment but excels at gameplay. But what little lore we have is pretty good at least, for the most part.