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- Feb 10, 2019
And surprising absolutely no one, game journos are bad at the medium they discuss.
And I'm late.
FML.
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The tutorial is annoying. The constant text boxes were unwelcomed and reminded me of Mega Man X5. The constant interruptions of the story I didn't like. Once again, I'm weird, I don't care about the story in games. Just let me play. Let me skip through the bullshit. That's another reason why I like Souls because there's very little of it but if you care enough you can find it in the game's world.
Most of the Shinobi arts are completely worthless. The Ax you use a handful of times. Same with the Shurikan. Same with the Flame Vent. The Spear looks cool and I've heard it's good but... Almost every single enemy, especially bosses, just blocks or tanks through your bullshit. The Firecracker is maybe the only great Shinobi art because it can stun nearly every single boss and is great for mobs.
It’s weird knowing that guys who actually know what they’re doing like Paul Tassi and Erik Kain have to put up with assclowns like Dave Thierhttps://www.forbes.com/sites/davidt...ts-players-and-add-an-easy-mode/#7ad957a01639
It begins. Now to wait and see if Sekiro can rack up more "game" "journalist" crybabies whining about the difficulty than Cuphead did.
The fucking irony is I can't think of a more disrespectful more things they could do to the fans then lower or add a way around the difficulty bar.View attachment 709335
And surprising absolutely no one, game journos are bad at the medium they discuss.
And I'm late.
FML.
Tbf, many of the souls games usually had a class that was clearly meant to be “easy mode”, but like I said earlier, Thier is a stupid jackass, a notorious one at thatThe fucking irony is I can't think of a more disrespectful more things they could do to the fans then lower or add a way around the difficulty bar.
Man I'm sick of multi-phase boss fights. Not only in this game but in general (I recently finished playing the remake of RE2 recently for point of reference). Is it too much to ask for a boss to just lay all his cards on the table and be up-front about exactly what it takes to beat him? If I have to hit him with 2 deathblows before finishing that's fine, but show me that from the get-go. None of this "just beat the giant farting ape down to a single deathblow, OH WAIT now beat him again but without his head" stuff.
The tutorial stuff is amazingly shit. I was shocked when i was still getting tutorials at the end of the first "act" of the game. If i remember correctly I think they still show up in NG+. You can tell that activision had their fingers in from soft at one point begging them to make a concession on their gameplay philosophy.
I hate multiphase boss fights because I suck at Souls games and only win by overleveling the content. HOWEVER, I appreciate multiphase encounters because they act as an anti-cheese mechanism, forcing you to learn the mechanics and play the game the way it was intended to be played.
Tbf, many of the souls games usually had a class that was clearly meant to be “easy mode”, but like I said earlier, Thier is a stupid jackass, a notorious one at that
No lie, this headline really pissed me off. I normally don't mind this kind of sentiment but for fucksake you're a games journalist you're here to play games you can't even do that right.View attachment 709335
And surprising absolutely no one, game journos are bad at the medium they discuss.
And I'm late.
FML.
And now we've gone full circleView attachment 709335
And surprising absolutely no one, game journos are bad at the medium they discuss.
And I'm late.
FML.
My colleague Dave Thier is at it again: Calling for FromSoftware to add an easy mode to the studio's latest game, Sekiro: Shadows Die Twice.
The irony, of course, is that the game is—by default—set to easy mode. You can activate hard mode part way into the game. For the truly masochistic, that is an option. That is a choice.
Choice lies at the crux of Thier's argument. He argues that an easy mode would not change the experience for the many players who wish to play it in its pure form. The challenge would remain intact. Giving players choice would be a sign of respect.
I fundamentally disagree. For one thing, the option to turn down difficulty when stuck at a particularly hard boss (or mini-boss, as the case may be) would always be a temptation. It would be so simple to take the easy route. And then we would never learn what FromSoftware and game director Hidetaka Miyazaki hope we will learn: How to overcome the odds, and in so doing gift ourselves with a sense of pride and achievement.
The beauty of a Souls game, and of Sekiro, is in the mastery of the game's systems. I felt like a virgin again when I first began playing Sekiro. It was like I was a novice Souls player, killed for the very first time. But as the days have gone by and I've kept up my plodding pace through the game, I've found myself learning its deadly ballet.
Now I can dance, and oh what a feeling.
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Sekiro: Shadows Die TwiceCredit: FromSoftware
I keep beating these foes that at first seemed insurmountable, not because I could change the difficulty setting or grind my way to a higher level or summon help online, but because I was persistent. I learned, inch by inch, from my mistakes. I found new skills that helped me in tricky situations (watch me Nightjar Slash, Lady Butterfly) new prosthetics that exposed an enemy's weakness, and better timing to effectively hew my way through the mobs.
Sekiro, like From's other titles, was teaching me through failure.
"Git gud" is a meme now, but it should never be used as an insult. Sekiro patiently teaches us how to improve, chiseling away our shortcomings and arming us with the tools we need to succeed. Like Dark Souls and Bloodborne, easy mode isn't a setting, it's something you become.
Easy mode is that moment when you realize that you've improved as a player. The game keeps getting harder, but you keep getting better alongside it. It's a vicious tango, player vs environment.
Here's a short snippet of me killing the purple ninja. I could never have done this when I first started the game. It was only after learning how combat worked on a much deeper level that I was able to take him down this fast (and this was not my first try.)
There's been something an online freakout over Dave's article, with the old and tired "game journalists can't play games" trope dragged out. That's silly and unbecoming. Anyone who calls themselves a Souls fan engaging in this should be ashamed. (Besides, game journalists—those knaves—have given Sekiro the best reviews of any game this year, tied with Resident Evil 2.)
FromSoftware doesn't want you to act this way. Remember, Sekiro is a teacher. It is teaching us how to master its systems through failure and persistence and it is doing so for our own benefit. One particularly thorny boss I finally took down left me literally whooping for joy and pumping my fists in the air. What a feeling!
Miyazaki has said in the past that he wants "to let players experience a sense of accomplishment through overcoming difficulties." The mountain is steep, but when you reach the top . . . the view is breathtaking, and all the more so for the climb.
(Read my interview with Hidetaka Miyazaki here. My first impressions of Sekiro are here.)
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Sekiro: Shadows Die TwiceCredit: FromSoftware
That sense of accomplishment can be for anyone. Anyone can learn these systems. And we all travel the same path toward the finish line, at our own pace. There is no easy mode because it would rob us of that sense of accomplishment. There is no apple in the garden to tempt us from our noble path.
"It's worth saying, time and time again," Thier argues, "an easy mode does not have to change the core experience in any way, at all, period. Playing a version of Sekiro: Shadows Die Twice that had an easy mode would, theoretically, be completely identical to playing Sekiro: Shadows Die Twice now. The continued insistence that an easy mode would somehow affect the normal mode seems to represent a players lack of respect for themselves, an idea that they would not be able to play the game that they want without ruining it for themselves."
But this isn't just about those of us in the From fanboy camp. This is about every player. It isn't about taking away my experience in normal mode, it's about taking away Dave's experience in normal mode.
Anyone can learn to play this game. You can learn when to parry and when to jump and when to dodge out of the way. You can learn how to strike to wear down your enemy's Posture, and you can figure out ways to cheese the bosses through stealth attacks, special skills and so forth.
More to the point, the game will teach you and guide you along the way in a way that no other games really do. There's even decent tutorials this time around, and a guy who you can train with to your heart's content, improving your skills with no risk whatsoever.
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Sekiro: Shadows Die TwiceCredit: FromSoftware
Not every game is going to appeal to everybody. Nor should they. Not everyone is going to love Sekiro: Shadows Die Twice. Many will be intimidated by its daunting challenge and steep learning curve. That's fine, if misguided. I would hope players will come to this game because they want a new challenge, not because they've been lured here with the promise of an easier setting.
Dave writes: "I'd say to From fans: believe in yourself. Know that you can play the game you want to play, even if others are playing the game they want to play."
I would simply retort: Believe in yourself. Know that you can play the game you think is too daunting to play, because we're all in this together, because you will learn to overcome and triumph. Do not be afraid, young padawans. You can learn this game's rhythms, too. You would be surprised by what you can achieve.
And when you do finally topple that impossible foe, without resorting to an easy mode—and in Sekiro, without summoning help—you will feel something truly special. Something unlike any other game.
You see, choice isn't all it's cracked out to be. Choice and respect aren't always interchangeable. We live in a world of endless choices, and not every choice heightens our dignity or self-respect. Sekiro offers us a reprieve by giving us no choice at all. Play or don't play.
This isn't just about the hardcore players getting the difficult game they desire; it's about the new players getting the game they deserve—the one they might have missed if they could have changed the difficulty setting to easy.
I'm assuming you're talking about the Shura ending. If so, there's still about 1/3 of the game left that you haven't had the chance to experience.I beat Ishhin and got the bad ending. I might try NG+ Sunday or Monday.
As much shit as I give it I think Sekiro is at least better than all of the Souls ripoffs that have come out. Way better than Lords of the Fallen, the Surge and Ni-Oh.
Nioh went half way between Souls and this by trying to make it action based, you could do move, learn combos, do deathblows when they enemy ran out of stamina and the like, but you were still restricted by the stamina management aspect. Many of the normal enemies were just nonsense. Remember the Crow Tengu and how they can easily crush you no problem, and were more of a pain in the ass than most bosses?I beat Ishhin and got the bad ending. I might try NG+ Sunday or Monday.
As much shit as I give it I think Sekiro is at least better than all of the Souls ripoffs that have come out. Way better than Lords of the Fallen, the Surge and Ni-Oh.