![]() ![]() ![]() Spider-Man: Miles Morales looked great, sure, but when you're throwing magic down a corridor in Souls, the light effects shine on every section and every texture in a much more beautiful and realistic way. On a design note, Demon’s Souls is the prettiest game I’ve played on the PS5 yet. But it also forces players to simply learn the game, like all those retro titles before it. By not doing well, you completely stunt your ability to get better through in-game power-ups. It's an addicting gameplay model, and a cruel one. ![]() It stunts your growth, and the further you get in the game, the more souls it takes to level up and buy gear, forcing players to stay alive longer and hold onto those precious souls to get stronger. ![]() If you die again without reclaiming those souls, they are gone for good. When you die, the souls you gained by killing enemies are held by the enemy who killed you, or put on the spot where you died to be reclaimed. The Demon's Souls remake expands on that vengeful nature with the souls-echo idea. The Souls titles just require similar determination as the retro era, where losing doesn't make you feel defeated but rather invigorated to get better, to fight the bastard who killed you. Yet the gameplay still gets misconstrued. It’s no secret that the Souls series was heavily inspired by Castlevania. You were forced to do run after run, and that repetitious practicing of combat, platforming (or whatever gameplay style it was), enemy and trap placement, and secrets helped create both exponential difficulty and replayability. Most retro platformers and Metroidvanias saw you dying and replaying to learn the levels. The similarities between Dark Souls games and retro titles is, I think, drastically overlooked. ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |