4 ms·
there seems to be a lot of misplaced praise out there for the trial-and-error, but this part of the game really just sloppiness. I have to disagree. I thought
by zerohm 13y ago
there seems to be a lot of misplaced praise out there for the trial-and-error, but this part of the game really just sloppiness.
I have to disagree. I thought the "here is the whole map, figure it out" aspect was brutal but brilliant. Dark Souls is the modern equivalent of Zelda for NES. You immediately have access to paths you have no business entering at the start of the game. But that makes it all the more gratifying when you come back later and concquer that path.
With ever advancing quest logs, way points, and real time navigation arrows, it's nice to see game designers go with the opposite approach.
- roarroar 13y agoSo what's your argument? You think it's kind of like Zelda? So what? Did you even read what I said? It's problematic in Dark Souls precisely because of how big and complex it is. Demon's Souls is cut out of the same clothe - but it is smaller and simpler, so these things don't become a pressing issue. None of the qualities you list, e.g. having access to deadly areas, are against what I'm saying. It has nothing to do with "guest logs, way points and real time navigation". None of that is necessary to fix the game. I can't play games like Skyward Sword where there's some asshole computer jumping out of your sword dropping the most ball-achingly obvious hints. What's needed are carefully placed clues, of which there are very few. I think it's fair to say that the game is deliberately counter-intuitive in ways that serve only to waste your time.