this post was submitted on 22 Jun 2024
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[–] slumlordthanatos@lemmy.world 17 points 4 months ago (2 children)

Let's not forget how blatantly the bosses read your inputs. FROM bosses have always done this, but it's never been so obvious; it kinda breaks the "tough but fair" illusion.

My take is that since players have gotten so powerful, bosses had to adapt...but the only ways to make them stronger have upset the balance between "tough" and "fair". Hit boxes for attacks have gotten larger, which hurts readability; attacks that you used to be able to dodge now land, even though it didn't look like it. Bosses hit harder, combo their attacks, and they can even cancel into different combos now.

All of this happened because bosses are balanced around Spirit Ashes and the new insane weapon arts. It's harder than ever to SL1 the game, because if you don't have a good Ash summon or a crazy weapon art or didn't grind for upgrade materials, main quest bosses are stupidly hard. If you did do all of those things, they're almost trivial.

It's weird. The bosses used to be the highlight of Soulsborne games, and now they're the worst part because they're just not fun anymore. Dragonlord Placidusax is my favorite fight, and it's not even close. I either trivialize my way through the rest, or just wanted them to be over. The satisfaction of fighting a worthy opponent is gone, because it's almost always just unfair for the player, or unfair for the boss.

[–] darthelmet@lemmy.world 13 points 4 months ago

Yeah that's basically how I felt. It was binary. The game was unfairly and frustratingly hard when I was trying to play fair and take the game on its terms. And then when I went to cheese everything it was so trivial that it felt empty. Sometimes I think about going back to the game to try to get the "real" experience, but then I remember the frustration and just can't bring myself to do it.

Although part of my reluctance to replay the game has less to do with boss difficulty and more to do with the repetitiveness of the open world. Without the sense of exploration and discovery you get on the first playthrough, the world becomes a checklist of places you need to go to grab stuff for your build with little desire to go replay the other content because so much of it is copy pasted filler. Even going through the DLC now, with it being smaller in scope than the full game, but still pretty huge, I'm already seeing a lot of repeat content.

As much as I appreciate the attempt at putting a twist on the formula, I think the open world was a net negative for the game. The flaws in the reward systems of the previous games were exacerbated by the structure which led you to explore all the boring repetitive stuff on a first play-through because you don't know if the thing you need might be in catacomb #20 and then on subsequent playthroughs you just skip vast parts of the game which aren't relevant to you.

It also just doesn't seem like they have the content output necessary to fill an open world with content that is of a comparable level of novelty and quality to what we'd come to expect from their level design. There's a good dark souls game in Elden Ring, it's just that it's spaced out and everything in between is padding.

The funny thing is, despite all of that, Elden Ring is still one of the top 3 open world games alongside the 2 Zelda titles. But I think that says as much about the state of the industry and genre as much as it does about the skill of FROM's and Nintendo's designers.

[–] Maalus@lemmy.world 1 points 4 months ago