Lies of P is getting difficulty options to make the Soulslike more accessible
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Miyazaki wept.
Edit: lol people love to complain about gatekeepers and then they gatekeep comment sections about difficulty. Its ok guys, youre safe. The video games cant hurt you.The video games cant hurt you.
Neither can casual disagreement and downvotes, snowflake.
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Works for me. I got stuck on the puppet king second phase and gave up. Not like rage quit, I just never went back to the game after like a dozen attempts, uninstalled it months later to free up space.
I love difficulty adjustments. Tuning a game to be right for every audience is impossible, better to let the end client have some control over fine tuning their experience.
Control is an excellent example of this for me. My GOTY when it came out, still an all time fav. I love the story and setting, but the combat is tedious after a while. In that case, lowering enemy health made the game less boring without being substantially easier, giving me the kind of experience I could enjoy.
I'm not sure if you've played directly on release but they did nerf the puppet king two weeks after release or so, he has way less HP than he used to when the game came out
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It's true I haven't played the Elden Ring expansion, and I guess that's the most difficult one now so it's required to have played it to be able to parade around your gamer credentials? Whatever that's supposed to mean? To me gaming is about enjoying a medium of culture, not a dick measuring contest. I've played Dark Souls, I've played Elden Ring. I've beaten Sister Friede, I've beaten Malenia.
I still think accessibility options are good.
Reading comprehension, even more challenging than dark souls nowadays eh? No idea what you’re even going on about now, but glad you got your nice rehearsed rant off your chest.
The main souls games have already gotten progressively more and more “””accessible”””, somewhat to the detriment of what originally made them appealing. Options are a mutually preferable alternative - people that enjoyed the original gameplay would still have their torture, or you can play on games journalist difficulty and have basically the same experience as watching someone else play on twitch.
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I haven't played Demon Souls, but the timing feels more forgiving than it does in Elden Ring. Interestingly, Sekiro feels even more forgiving.
wrote last edited by [email protected]I don’t think Sekiro is more forgiving necessarily, but it’s a very tight and precise game so it’s easier to catch onto the timing and feels satisfying to do, never like “I should have been able to hit that, my gun didn’t shoot :(“ I would say Elden Ring is a lot easier than Sekiro though.
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Agreed, it's a great idea. I don't even think I would have been good at soulslike games when I was 14. I just don't have the patience for those sorts of constant boss battles where it takes so many hits to kill the boss but you die in 1 or 2.
You hit the nail on the head. Soulslikes aren't about difficulty, they're about patience. And when school was the only thing I had to worry about I had patience. Now that I have to fight for 30 minutes of game time I don't. Great decision by the devs!
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Reading comprehension, even more challenging than dark souls nowadays eh? No idea what you’re even going on about now, but glad you got your nice rehearsed rant off your chest.
The main souls games have already gotten progressively more and more “””accessible”””, somewhat to the detriment of what originally made them appealing. Options are a mutually preferable alternative - people that enjoyed the original gameplay would still have their torture, or you can play on games journalist difficulty and have basically the same experience as watching someone else play on twitch.
you're not a very nice person.
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I don’t think Sekiro is more forgiving necessarily, but it’s a very tight and precise game so it’s easier to catch onto the timing and feels satisfying to do, never like “I should have been able to hit that, my gun didn’t shoot :(“ I would say Elden Ring is a lot easier than Sekiro though.
That might be it. I felt like I was able to parry much more frequently in Sekiro, but probably just because the attacks are much easier to read.
Parrying in Elden Ring feels much harder than both Sekiro & Lies of P to me.
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That might be it. I felt like I was able to parry much more frequently in Sekiro, but probably just because the attacks are much easier to read.
Parrying in Elden Ring feels much harder than both Sekiro & Lies of P to me.
Oh yeah I didn’t do a ton of parrying in Elden Ring, I just found it an easier game overall because you have so many options for weapons and play styles, and more opportunities to overlevel if you want to. In Elden Ring making use of things like bleed and rot or even just a big old bashing club can really turn things in your favour
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Oh yeah I didn’t do a ton of parrying in Elden Ring, I just found it an easier game overall because you have so many options for weapons and play styles, and more opportunities to overlevel if you want to. In Elden Ring making use of things like bleed and rot or even just a big old bashing club can really turn things in your favour
Yeah, Elden Ring is definitely easier, I was just talking about parry timing since GP talked about parrying being hard in Demon Souls.
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Gatekeepers in shambles
I really wanted to like this game, paid for it and everything, but I just couldnt get in to it. I'm an avid fan of fromsoft's stuff and have done them all several times, but with LoP i never felt like the combat clicked, and I strongly disliked most of the enemy designs. Not that fromsoft always has great enemy design either, but LoP just didnt vibe with me. I'll have to revisit it some day though
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Works for me. I got stuck on the puppet king second phase and gave up. Not like rage quit, I just never went back to the game after like a dozen attempts, uninstalled it months later to free up space.
I love difficulty adjustments. Tuning a game to be right for every audience is impossible, better to let the end client have some control over fine tuning their experience.
Control is an excellent example of this for me. My GOTY when it came out, still an all time fav. I love the story and setting, but the combat is tedious after a while. In that case, lowering enemy health made the game less boring without being substantially easier, giving me the kind of experience I could enjoy.
wrote last edited by [email protected]Only a dozen attempts?
/s
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Miyazaki wept.
Edit: lol people love to complain about gatekeepers and then they gatekeep comment sections about difficulty. Its ok guys, youre safe. The video games cant hurt you.Downvotes arent gatekeeping. It’s just people not agreeing with you or disliking your tone. Also bitching about downvotes tends to attract more downvotes for your efforts.
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Works for me. I got stuck on the puppet king second phase and gave up. Not like rage quit, I just never went back to the game after like a dozen attempts, uninstalled it months later to free up space.
I love difficulty adjustments. Tuning a game to be right for every audience is impossible, better to let the end client have some control over fine tuning their experience.
Control is an excellent example of this for me. My GOTY when it came out, still an all time fav. I love the story and setting, but the combat is tedious after a while. In that case, lowering enemy health made the game less boring without being substantially easier, giving me the kind of experience I could enjoy.
I had a similar experience with the final boss of the Elden Ring DLC. Tried to beat him like 200 times and then quit playing for several months.
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Gatekeepers in shambles
I want to appreciate the additions, but...this is also not a good way of doing it.
The difficulty is often the point in Soulslikes, but quite often it feels like these games are hard in 17 different ways, and a player may only have trouble with 1 of them.
Maybe that's navigation, and finding the next path forward. Maybe that's working out how to put together a functioning build, and realizing what each weapon does. Maybe it's that the parry window is just a few frames too tight because they're playing with an input delay.
That's why the games I've liked have varied accessibility options to let you change just one thing, like getting your souls back on dying, slowing down the game, slightly decreasing damage values - or increasing them on both sides.
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There‘s a potential discussion to be had about how much of the Soulsborne/-like experience is about overcoming difficulty - and let’s be honest, the vast majority of people won‘t finetune difficulty but just go as easymode as possible - but on the other hand I strongly dislike elitism in games and in the end it should be on the player if they wanna potentially ruin their own experience or not, as such I agree with you.
Would Dark Souls have ever become the iconic game it is and FROM/Miyazaki the iconic devs they are with an easymode (in their games)? Hard to say.
I‘m always happy to see these options especially in indie games, which so often go crazy hard on difficulty towards the end (Celeste endgame for example).
I usually start on easy mode and then steadily increase difficulty as I go. Nothing will make me refund a game faster than being 20 minutes in and dying 74 times in an impossible encounter. LoP is one of those games.
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Downvotes arent gatekeeping. It’s just people not agreeing with you or disliking your tone. Also bitching about downvotes tends to attract more downvotes for your efforts.
If downvotes aren't gatekeeping, then neither is saying Dark Souls is perfect the way it is and doesn't need to be changed. Ultimately, I think we're all picking a side on this one, and dont want to hear what the other has to say. Voting me down is your way of saying "I don't want to see this kind of thing." It can't be hand-waved away as simple disagreement. There is an echo chamber at work here, it is somewhat nasty and honestly disheartening. Like when I make a joke about Miyazaki not wanting this (it is a joke after all) and everyone piles on the dislike; that's the community trying to send me a message. And yes, I know that calling out downvoters makes them pile on more; I am proud to spit in ya'lls face. The discourse around difficulty is toxic on both sides and I hate it. Can't even make a joke without bringing out the Defenders of the Casual or whatever. Vote me down some more, its exactly what I expect.
Sometimes difficulty is inextricable from the art, and Dark Souls is a good example of that. When people say they want it easier they are missing the message. You SHOULD have to struggle to get what you want, you SHOULD have to pay attention to the game you're playing instead of mindlessly hacking your way through only to forget bout it days later. If a game punishes impatience and hubris, you will be more immersed in an oppressive world, you will feel like a small part of a larger tragedy that transcends your typical hero fantasy. These are the things that make the game special, and Miyazaki and his team knew what they were doing. You are spitting on their vision and their talent when you say it should be different. Lies of P... I haven't played it, and the devs can do whatever they feel is right to make the game they want to make.
But you know, Starry Night is fine and all but its too dark and depressing. They should put some more yellow in there, really make it more accessible to the masses.
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If downvotes aren't gatekeeping, then neither is saying Dark Souls is perfect the way it is and doesn't need to be changed. Ultimately, I think we're all picking a side on this one, and dont want to hear what the other has to say. Voting me down is your way of saying "I don't want to see this kind of thing." It can't be hand-waved away as simple disagreement. There is an echo chamber at work here, it is somewhat nasty and honestly disheartening. Like when I make a joke about Miyazaki not wanting this (it is a joke after all) and everyone piles on the dislike; that's the community trying to send me a message. And yes, I know that calling out downvoters makes them pile on more; I am proud to spit in ya'lls face. The discourse around difficulty is toxic on both sides and I hate it. Can't even make a joke without bringing out the Defenders of the Casual or whatever. Vote me down some more, its exactly what I expect.
Sometimes difficulty is inextricable from the art, and Dark Souls is a good example of that. When people say they want it easier they are missing the message. You SHOULD have to struggle to get what you want, you SHOULD have to pay attention to the game you're playing instead of mindlessly hacking your way through only to forget bout it days later. If a game punishes impatience and hubris, you will be more immersed in an oppressive world, you will feel like a small part of a larger tragedy that transcends your typical hero fantasy. These are the things that make the game special, and Miyazaki and his team knew what they were doing. You are spitting on their vision and their talent when you say it should be different. Lies of P... I haven't played it, and the devs can do whatever they feel is right to make the game they want to make.
But you know, Starry Night is fine and all but its too dark and depressing. They should put some more yellow in there, really make it more accessible to the masses.
See, assuming someone calling out your bitching has downvoted you is part of your problem. I didn't downvote you before, now I have downvoted you because you sound whiny.
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Gatekeepers in shambles
wrote last edited by [email protected]There are only two ways a difficulty setting has ever been used, and only one would be good for a game like this.
Either the health and damage (and possibly speed) is going to be adjusted so easier difficulty means you take less damage and deal more, while harder difficulties turn enemies into sponges that absolutely destroy you in 1 or 2 hits.
Or they re-do every encounter, 3 times, adding, removing, or re-arranging the mobs so they are easier or more difficult by actually tweaking the challenge and not the just the "numbers."
Almost every game chooses to do the former and not the latter because it's cheap and easy to do. Takes literally no effort to adjust some numbers by a percentage. It actually takes some thought and planning and time to actually present different tiers of challenge, naturally.
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See, assuming someone calling out your bitching has downvoted you is part of your problem. I didn't downvote you before, now I have downvoted you because you sound whiny.
You sound whiny too
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Gatekeepers in shambles
I hope it's clear which option is the original difficulty. I plan on playing it and honestly I'm worried how they'll implement it. Difficulty settings are great but hard to pull off