/v/ - Video Games

it's fucking video games, baby


New Reply[×]
Name
Email
Subject
Message
Files Max 5 files32MB total
Tegaki
Password
Flag
[New Reply]


READ THE RULES


eldenbing.jpg
[Hide] (114.7KB, 1280x720) Reverse
demonssouls.jpg
[Hide] (134.8KB, 1024x1024) Reverse
dorksouls.jpg
[Hide] (33.1KB, 408x314) Reverse
dorksouls3.jpg
[Hide] (122.2KB, 1270x490) Reverse
1426922013463.jpg
[Hide] (1.2MB, 3264x2448) Reverse
SOULSLIKES 

Which is a name I hate but it's sort of become a way to describe the Demons souls, Dark, Elden, ect, flavor of games. So fuck it, I'm going to use it. This also includes non Fromsoft titles that are in a similar vein. 

With the current DLC for ER on the way I've taken to actually trying to beat the game. I find that what happens is that I play it, get bored of my build, then try another one. Recently since picking it back up I've stuck with a dex/fai build and I'm enjoying it enough. I'm tempted eventually to do a build around just using those Carin sword sorceries and not even bother using a weapon but I'm sure I'll change that a few times before I settle on another one.
I got to Radahn and he is slapping my shit because I forgot to level VIG and now I have to go see that one bitch and rebirth or get good but I think there are a few more things around that I can do to get some souls runes to pump my vig up a few points. I don't know how many anons here play but I've always thought it would be fun to try and play together, or at least do a boss or two. 

Speaking of the Soulslike older from titles are Kingsfield and ShadowTower are more than welcome as well as are any other recent games that have come out emulating them, or older titles that are the same. Just talk about gaymes.
rockwell-freedom-of-speech-2409707442.jpg
[Hide] (126.6KB, 776x1000) Reverse
Sekiro is FromSoftware's tightest, most complete game and their best combat system to date.
>>249447
Yeah it's great that it's for the most part an actual action game and removes all the RPG clutch crust. Making the game entirely skill based or for the most part.
Still, I wish they would make Otogi 3 next or Ninja Blade 2, which seems unlikely considering that Elden Ring is perpetually among the top games on Steam both among sales and most played, which tells me they aren't quite done with the Soulslike cow.
Replies: >>249460
>>249448
You wouldn't want the husk of Fromsoft to touch anything they've done pre-Dark Souls.
Are Nioh and Nioh 2 the only good non-From Souls?
>>249461
Lies of P is pretty fun and looks great but you have to handicap yourself to get any real sense of difficulty.
>>249461
The Surge is a fun novelty but frustrating at times. I'd recommend it if you want to see a different aesthetic for a soulslike game. I haven't gotten around to The Surge 2.
Replies: >>250390
uchuu_-_LET_IT_DIE_-_Official_Music_Video.mp4
[Hide] (16.6MB, 854x480, 03:57)
Let_It_Die_v3_Update_-_Escalator_to_Heaven_trailer.mp4
[Hide] (7.4MB, 640x360, 01:23)
Let_It_Die_Uncle_Death_sweating.mp4
[Hide] (4.8MB, 1280x720, 00:09)
Let_It_Die_characters.png
[Hide] (3.2MB, 1903x1010) Reverse
Have you guys tried Let It Die? I love that game.
Though I would call it a Souls-lite rather than a Souls-like.
>>249512
I wanted to but the f2p really turned me off. It seemed genuinely interesting and now that all the anons who played it are probably gone I really wish I gave it a shot. 
Why they don't make a standalone game is beyond me.
Replies: >>249558
MY_FIRST_STORY_-_LET_IT_DIE_-_Official_Music_Video.mp4
[Hide] (30MB, 692x556, 04:39)
LID_owned.jpg
[Hide] (959.1KB, 1920x1080) Reverse
>>249547
>now that all the anons who played it are probably gone
Yeah, I played the game for years, but I had to drop it because there's no real new content coming out for it anymore.
This year's so-called "updates" are just recoloured variants of old weapons and bosses with different stats. And maybe a few new decals.
It's safe to say the game is pretty much at the end of its lifespan. The dev team moved on, they're busy at work on the sequel as we speak.

That said, if you haven't played LID yet, I recommend giving it a shot. All the more reason now that the game is old, there's tons of content for newcomers to enjoy. It's a creative soulslite roguelite with one of the most fun combat systems of any last-gen game I've played.

I know the F2P model can be a big turn-off, but if you do decide to try the game, here's one useful tip I can give you:
If you play smart, you won't have to buy any microtransactions. The game occasionally gives you Death Metals for free, and it's enough to get by. Buying item storage expansions is by far the best way to spend them. The rest are all ripoffs.
Replies: >>249559
9b3ba4fa35ad66782f545f4fd2ed1fd9f544f6d1c28139606e56a0e41310ad9a.png
[Hide] (379.2KB, 1050x750) Reverse
>>249512
I've been meaning to get back into it for a while now but I can't find the willpower to re-learn it. The grind is absolutely insane though, and not even the goy mode helps you much. I have around 200 hours in it and I've barely made it to the skyscraper place, where of course all the enemies cream me. I think I got stuck on the first boss in that area.
It'll be interesting to see what the actual sequel they're making after the disaster that was Deathverse will be like. I hope they either just bring back Ojisan or a worthy successor, not something like that shitty TTS robot and generic gameshow hosts.

>>249558
I remember it being super generous with giving you premium mode for free for days at a time when I played.
New to souls. Do you need a controller to play these games or is keyboard and mouse okay?
>>249569
The original Dark Souls has terrible KBM controls, but the remaster improved them, it is identical to DS3 now. 
Sekiro in particular is amazing with KBM because of the reaction-focused block/deflect combat system. You will never tap a gamepad button as fast as you can click a mouse, and you can bind nearly every power and potion to a different hotkey.  

Personally I hate controllers. I cannot stand imprecise movement and camera control in games even if they're "built with controllers in mind". The extra movement directions that you get with a controller are completely irrelevant and will never make any difference in a fight. But the superior mouse camera and faster input of the keyboard absolutely will.
>>249569
Used a controller my whole time but like anon said, the kb+m controls are much better. I know a few guys who play that way.
I spent all this time leveling in EldenRing and can finally use Vyke's spear and it's very eh. I feel like grafting a bullet to my brain.
It's slow, short, and it's special is neat but stacks madness. I think I need to rethink this.
Replies: >>249614 >>250790
>>249613
You should've played abetter game instead that actually respects your time
Replies: >>249623
5f89afa98de6e8c96fe6e6274386745b.png
[Hide] (4.2MB, 1736x2456) Reverse
>>249569
I've sunk thousands of hours into these games and I'd recommend using a controller. If you are completely new, maybe adapting to KBM is ultimately better for you, dunno. I'm stubborn and I like to play games with controllers when I can. I think my hands are on the smaller end, though.
Replies: >>249618
>>249616
I think my hands are on the smaller end, though.
LMAO HANDLET
Replies: >>249619 >>249633
eefbd03a48f9ee1598a244f2fec6149ec1010a965379a37ec68d2d06eb39935b.png
[Hide] (2MB, 1073x1543) Reverse
>>249618
>forgot to use a > for his post.
Replies: >>249620
41a247a5151d207d80a2bbc7a5eb362eebd4a26116f0e8ebc7ef1b48548c5dba.png
[Hide] (2.2MB, 924x1576) Reverse
>>249619
i will never outlive this one
Replies: >>249633
>>249614
What weapon did you use in eldenring?
Replies: >>249633
brotime.jpg
[Hide] (1.4MB, 4096x2250) Reverse
>>249618
>>249620
I also think my dick is narrow and tiny. There, you can outlive that one now.

>>249623
Do kataner!!!
Oh wait.  There is a magic spell that let's you summon a huge hammer. Armed with this knowledge I have made a new build using that sword sorceries. I use a Nobles slender sword for backup but otherwise cast sword. I think I'm going to enjoy this.
ゆっくり.webm
[Hide] (2.6MB, 320x240, 02:06)
Elden Ring's DLC comes out tomorrow.
Tell me if it's good because I didn't even get to beat the base game, as I was playing it on my brother's PS4 because it doesn't run on my PC, but then he took his PS4 back.
>>249925
I'll probably hold off on it because I only have one character that could even do it right now and I started playing another one.
I finally decided what I want to play, I'm doing a Carin sword sorcery guy. God damn, it's pretty fun, it's peak nerd who has been bullied long enough. Carin Slicer shits out damage and costs like nothing to cast, the greatblade is an excellent crown cleaner, and while piercer is thirsty hell it staggers really good and can knock big guys out of their attacks. There is a hammer spell I'll be getting shortly too. 
My backup weapon is the Nobles Slender sword with a frost enhancement. I like the length and it looks baller. I'm really liking this build, lots to do with it.
>>249925
I'm in a similar boat. Strongly want to play, but can't for... reasons.
Replies: >>249954
>>249945
Wut raisins?
trading_blows.jpg
[Hide] (115KB, 1024x1024) Reverse
>>249925
it's bullshit and unfinished. bosses have very, VERY bad camera problems to the point where you can't even tell what this fucking twink snake-boy boss is even gonna fucking do because he's sailing up straight in the air for 5 straight seconds, which can always be delayed if he feels like it, or what a giant boss is gonna do because you and it are both against the wall. and the dungeons are full of complete fucking war crimes, such as mini-boss tier normal enemies and spots you can legitimately get trapped in. had an instance where one boxed me into two piles of slabs and killed me, and then another where i jumped and ended up completely stuck in the jumping animation between a couple other slabs and just fucking died midway.
hand-to-hand kung-fu weapons are in now so that's pretty neat, 6/10 so far
>>249925
Just beat it. It has some neat new weapons and skills, if somewhat impractical from my testing. The open world is barren as fuck, just lots of empty space between dungeons. Looks pretty but is just a time waster. Be ready to fight more of the same base game dragons in the open world with maybe one new move. Legacy dungeons are alright, felt longer than base game ones. Although the last dungeon is pretty obnoxious. The bosses are honestly quite bad though. Aside from a couple standouts good fights (Messmer and Midra) they are overall janky and poorly designed. Camera is still shit, so you cannot see what large bosses are doing when they get on top of you. Many never stop attacking so you just roll spam through 90% of the fight. The final boss in particular is an unfun abomination. Only boss I used a spirit ash on just so I could have some breathing room. After beating it though I found out there does already exist a cheese with Fingerprint Shield, shield grease and a blood infused rapier that completely trivializes it. If I ever play this DLC again I am definitely cheesing that garbage. Also apparently it can be parried, never even occured to be to try that so shame on me there. I don't believe there is any strategy to make the boss fun though.
Overall it doesn't feel like a finished product. Maybe they will improve it with patches (doubtful). I cannot in good faith recommend it at its current $40 price tag though.
Replies: >>250210
>>250207
Been having similar thoughts during my playthrough. While pretty, most of the open world is lackluster and a pain to get through. Not only that, I found myself advancing the main plot sooner than expected since my sense of exploration makes me unintentionally do so (thankfully didn't completely lock me out of certain questlines). The dungeons themselves look cool and some are even fun to navigate, but I cannot say the bosses themselves have been fun to fight and beat. I will say that despite how annoying it was, the Bayle dragon fight was made a bit better when you summon the game's Captain Ahab and he gives a battle speech during the fight.

I have to agree that the new weapon types, spells, and ashes of war. While a lot of fun, they aren't really practical against a lot of the new bosses and bigger enemies. What's the point of adding all these cool attacks and spells if many of the enemies/bosses you fight can hyper armor through them and knock you down on your ass with a basic attack. Like the base game, you're better off sticking to basic attacks and AoW/spells that are quick, but hit hard. At this point, I'm just trying to get as many of the new weapons and spells as possible so that if I ever go back to this game, I can just respec my character for different playstyles without having to find and grind this shit again.
Replies: >>250243
>>250210
>spoiler
Oh yeah, Igon's voice actor gave 110% for the Bayle fight. Was pretty amazing. Igon and Ansbach are probably my two favorite NPC's in this DLC. Although I did miss a few NPC questlines so I will have to go back sometime and do the others.
Has anyone tried Another Crab's Treasure? It released a couple months ago and despite the devs being whimsical faggots (they made Going Under, that bog standard roguelite with a corporate memphis/bauhaus/flat design aesthetic) it seemed like it had a focus on things that the capital-S Souls games don't: blocking with shields which have meaningful durability, improvisational combat, dodge rolling not being the be-all defensive option, and vertical exploration. The animal characters are endearing to me as well.

I should just pirate it and play it for myself but I'd like to hear anyone else's thoughts.
Replies: >>250726
>Mohg was innocent
Apologize /v/.
Replies: >>250306
>>250264
Innocent of what? he's still a scheming invading creep, obsessed with blood, and fingers, sure maybe he's doing it either at or under control of Miquella the homo, but all evidence points to him being that way prior to Miquella's interference.
Replies: >>250316 >>250317
>>250306
Ok yeah but like besides all that stuff.
>>250306
I mean it's kind of hard to tell because the lore of this game is nebulous and nonsense anyway. But based on Sir Ansbach's character and dialogue it seems pre-enchanted Mohg and his Pureblood Knights were actually a proper chivalric order. Pretty stark contrast to the Mohg we see in-game and the seedy Varre. Only thing they were really guilty of is using bleed builds (which 80% of the playbase is also guilty of) and maybe consorting with the Formless Mother?
After playing this DLC I am thoroughly convinced that some of Fromsoft's talent must have quit or retired before Elden Ring. Not a single boss in the DLC measures up to the best bosses from the Dark Souls trilogy. Even the better ones like Rellana, Messmer and Midra still aren't even close to being as good as bosses like Artorias, Alonne, Friede and Gael. I don't see how the same team could have produced Gael and Consort Radahn, it must just be a different team.
Replies: >>250368 >>250383
>>250349
From my experience, the issue is that they keep trying to incorporate boss elements from Bloodborne and Sekiro into the bosses in ER. Problem with that is you don't have the same mechanics as said games for your character in ER (or at least not conveniently). It's possible to get some things like BB's side stepping and rallying or the use of multiple tools like Sekiro, but they require you to sacrifice an ash of war slot on the weapon, the use of a late game optional great rune, or your character will stand still throwing/using said tool before getting hit by the boss due to how aggressive they are. If these bosses were in either of the 2 games, they'd be more fun to fight and beat. I had a similar thought going through DS3 after BB, but still had some satisfaction with overcoming the bosses. 

The only exception is Final DLC boss Radahn, which feels like an out of place mmo boss. 1st phase is annoying, but doable. 2nd phase felt like they gave up on how to make it fun and challenging and just opted for flashy but ridiculous. In addition to enhanced 1st phase attacks, he has multiple giant AoE and follow up beam attacks (beam attacks do chip damage regardless of blocking and are hard to dodge), with a half second means to attack or heal. On top of that, he'll do his ultimate meteor slam at low health that causes 2 high damaging explosions that throw you off on dodge timing. This DLC reminded me why I stopped playing ER after being it the first time; lots of good ideas and changes, but the execution wasn't as good.
Replies: >>250383 >>250409
donpatch.jpg
[Hide] (60.6KB, 512x512) Reverse
>>249447
I'm getting filtered even by early boss fights, part of it I blame for the janky ass camera (especially in the stupid tiny area at the start where some ninja dude is), but it's mostly my fault for having the reaction time of an old fart. Having to walk all the way back to the boss areas is also very annoying, but supposedly that's part of the dork souls experience. Can I have some beginner tips so I don't have to suffer as much?
Replies: >>250387
>>250349
>>250368
Elden Ring being Dark Souls trying to be Sekiro seems to have become an increasingly common stance and a lot of the negative reviews for the dlc basically say the same. It's really strange how they successfully managed to shake up the formula with Bloodborne and again with Sekiro but completely dropped the ball on this one. In a sense it kind of feels like the action aspect of the game took a backseat and the RPG aspect was pushed to the forefront. Instead of reflexes and discipline you need better stats, more hp, more spells and more weapon arts. Counter the enemies bullshit with your own, like poise breaking jump attacks so you don't have to engage in the usual dance of dodge and counter to begin with.
On the one hand this makes most bosses a lot easier than your average Dark Souls boss, at least in the base game. On the other hand fighting them normally often feels awful or at least off. Not all bosses are like that but enough for it to be notable. So you can either not have fun by cheesing a boss or not have fun by engaging them normally, at least that's been my experience.

In short, the combat system of the game is not designed for a lot of the enemies you actually get to fight, making for a lackluster experience. It's not the difficulty (I found Elden Ring easier than Dark Souls for the most part), it's the way combat flows and encounters are designed.
rock_hard_and_steady.jpg
[Hide] (57.6KB, 675x900) Reverse
alright, because this game is so fucking vague i'm gonna give a little-known protip
don't fucking kill mesmer until you've killed the divine beast, got to the storeroom in the dungeon, and talked to the grandma with the armor you got from it on, she'll give you an incantation that i don't know is shit or not, but you'll be locked out of it entirely if you killed mesmer
Replies: >>250409
i hate that the community for these "games" is full of trannies.
Replies: >>250413
>>250382
>part of it I blame for the janky ass camera 
There's only 2 areas in the game where the camera is a problem. Trust me you'll instantly know where those areas are once you get there. 
> Can I have some beginner tips so I don't have to suffer as much?
Well fast reaction time is an important thing to have, but you can still pull it off with some cheese. 
First, understand that as long as you deflect, your guard cannot ever be broken even if the bar is 100% full. Guard break is only a problem for those who just hold down the block button. I don't think I was guard broken more than 5 times in my entire playthrough, because I played a shitload of For Honor back then and deflecting 500ms attacks had become very easy to me. 

You should also use your prosthetic arm a lot. It's not a little gimmick, it literally acts as an arsenal expansion. Think of your prosthetic arm the same way you think of magic spells and bombs in Dark Souls. The umbrella and firecrackers in particular will help you turn some bosses into minced meat. 

Also, kill the red fish.
Replies: >>250734
>>249504
Tell me more about The Surge and sequel.
Replies: >>250421
>>250368
I am never fighting that final DLC boss fair again. Not only is it annoying to dodge, the second phase is pure eyebleed. The boss fight is just ugly. Also can't even see what is happening half the time because the Lothric-wannabe's mop hair. That double slash into cross is seemingly impossible to completely roll through from the front. Roll through the first one and the second one always hits you, at least at medium load. So far, there seem to be 3 or 4 cheeses for the boss thankfully (the rolling sparks one is the funniest, though less practical than just fingerprint shield poking).
>>250384
My friend said he just killed the grandma after divine beast and it gave him the incant. Not sure if you can still do that post-Messmer or not. I was able to figure out the intended way due to the player messages in that room.
>>250385
The entirety of gaming is full of trannies, thank you for your input mr.(1).
>>250390
>Tell me more about The Surge and sequel.
The Surge released a while ago back in like 2017. It takes a lot of obvious inspiration from Dark Souls "but with an industrial tech aesthetic" and much higher quality animations and visual fidelity. It's genuinely a really cool-looking game that combines futuristic mechanized body rigs and corporate tropes with an interesting iteration on the Souls combat formula. Instead of a sword, you have an arc welder. Instead of a mace, you have a pneumatic hammer for pounding rivets. Instead of magic spells, you have a personal drone you can load with utility programs. Instead of the typical graveyard -> castle -> poison swamp -> Anor Londo progression, you have an airplane graveyard -> biolab -> industrial recycling complex -> executive suites progression.

You have Vertical and Horizontal attack buttons, each with a unique attack chain if you hold a direction on the stick. You can lock on to enemies' center of mass or individual limbs and use your attack chains to inflict damage to those limbs. Once an enemy is low on health and you have enough Energy, you can attempt a dismemberment/execution targeting that limb to break it off and get the schematic/equipment piece. You'd probably imagine this system working as follows:
>inflict damage to the limb by hitting it
>perform an execution targeting the limb
>get the equipment

The way it actually works is:
>target a limb and do an attack, which may or not actually make contact with that limb depending on how the enemy is moving
>if the attack connects with the body part you're targeting, an invisible number which determines your chances of success for an execution goes up
>the enemy's limbs also have health values which determine how hard it will be to cut them off, which is also invisible (though you can reasonably surmise how much damage you've dealt because there is some visual feedback in the lock-on reticle)
>once the enemy is low on health and you have Energy, you can attempt an execution
>the execution performs some math in the background and you either succeed or fail, with different animations for each outcome

This may not sound like a meaningful difference, but it wasn't until a serious way into the game that I realized how this all worked and why it was causing incongruities between what I expected to happen and what was actually happening. It's possible to inflict a lot of damage onto a single body part and not succeed with the execution (because the enemy is durable), and to inflict a lot of damage spread out across an enemy's limbs and still succeed on a fresh limb you hadn't touched (because your invisible Attempt Bonus was higher due to your accuracy). These things are nebulously explained in the game.
>>250421
The game's level design also has what I can only describe as an insecurity complex. This game doesn't just take inspiration from Dark Souls, it is actively attempting to outperform and exceed Dark Souls in exactly the same ways Dark Souls is constructed. There is literally a Firelink Shrine elevator in the main hub area, and next to it is a larger elevator shaft which you'll only unlock after getting to the endgame. "Fuck you, Firelink Shrine - I can do it better!"

This would be fine - funny, even - if the game didn't have some of the most atrocious, painful level design right near the start. The biolab area is a mandatory, long, linear area which you unlock after the airplane graveyard and which you must complete before unlocking the majority of the central hub. Not necessarily a problem, except that the jump in difficulty from airplane graveyard enemies to biolab enemies is enormous, there is a miniboss prowling around in the biolab's courtyard area, the area is covered in patches of toxic corrosive goo (which of course the enemies are immune to, even though they aren't wearing hazmat suits).

Also, there isn't a bonfire for like 20-30 minutes.
Also, the bloodstain in this game runs on a timer (which gives you a bonus if you get there fast enough, to discourage you from being too patient).
Also, there are traps in the underground maintenance tunnels.
Also, you can't open shortcuts to make subsequent trips easier.
Also, you can easily get gangbanged by two enemies in a tight corridor and just die for seemingly little reason.

It is fucking excruciating. I cannot imagine how many people not nearly as stubborn as I am would have simply quit the game because of this one shitty area. It's quite strange to consider how smart the level designers must have been to design the entire game, yet how stupid they must have been to place this kind of rage bait right at the start.

Then you realize there's a DLC area in a pleasant corporate theme park environment which takes place right across from the biolab area, and which is full of open-ended areas and enemies that are much less hassle to fight.
...Ah. It falls into place.

I should be clear that these issues were fixed in patches, so the process of running for 20 minutes, gritting your teeth, making it four inches further along, and dying to a new dark enemy in a cramped maintenance tunnel will not happen if you play the game now. But it sucked.
Replies: >>250424 >>250588
>>250422
There are also shortcomings in level design: the devs are too fond of these cramped white skeleton/ribcage maintenance tunnels to connect disparate areas, and some of the late game level design is riddled with them to the point it made me have trouble remembering what connected where. There's also not much enemy variety: most dudes are the standard Dark Souls zombie, with some faceless drones and the occasional nonhuman enemy. The cool things like industrial garbage cleaners the size of elephants, miniature cleaning robots that freak out if you get too close, and Black Knights being security guards with riot response gear are comparatively few and far between.

There's also a hopping/ducking system rather than the typical Souls i-frame dodge - you do have a dodge, but it's movement only, so you actually need to be aware of an enemy's range and play around that accordingly. The hopping/ducking against high/low attacks sounds neat, but it's very awkward to do, the timing is unforgiving, and it was only used by a handful of enemies in the entire game (that I recall).

I sound harsh, but I did have a lot of fun with The Surge, and I think it's definitely worth a pirate if you're interested in seeing what a corporate Soulslike made by a competent dev would be. The start is a bit rocky, but if you give it a chance and don't get discouraged by some aggravating enemy encounters, then I think you'll have a good time.
Replies: >>250588
>>250424
>>250422
>>250421
I see.
>>250247
Update: I decided to buy this game and see if it was any good. It's been fun so far, with a cohesive art style that is rare among both indie and AAA games. There has been some awkward phrasing and text, which may indicate poz, but there hasn't been a transgender lesbian crab yet so I am remaining cautiously optimistic.

There's a loose environmentalist theme but it's no worse than Ferngully so far; I'll let you know if the communist manifesto appears on a bookshelf.
Replies: >>250727 >>250730
GMylWrObkAAtrk-.png
[Hide] (188.7KB, 325x350) Reverse
>>250726
> There has been some awkward phrasing and text, which may indicate poz, but there hasn't been a transgender lesbian crab 
There's a "pride" flag that you can unlock. You just gave money to an alphabet company.
>>250727
I like how that "crab" (lobster) looks ready to kill itself.
Replies: >>250730
mpv-shot0079.jpg
[Hide] (192KB, 1920x1080) Reverse
>>250727
>>250726
>>250728
confusedcat.png
[Hide] (369KB, 600x603) Reverse
>>250387
>There's only 2 areas in the game where the camera is a problem. Trust me you'll instantly know where those areas are once you get there. 
I think I found them and both had those annoying ass ninjas for mini-bosses.
>First, understand that as long as you deflect, your guard cannot ever be broken even if the bar is 100% full. Guard break is only a problem for those who just hold down the block button. 
Now that I played a bit longer, I think my biggest problem was not realizing I was still thinking too much with dodgebrain and not enough with parrybrain. I still have a hard time to deal with peril attacks but I'm doing better now.
>You should also use your prosthetic arm a lot. It's not a little gimmick, it literally acts as an arsenal expansion. Think of your prosthetic arm the same way you think of magic spells and bombs in Dark Souls. The umbrella and firecrackers in particular will help you turn some bosses into minced meat. 
The purple umbrella definitely helped me beat up the stupid headless and spooky ghost things, and it's hillarious to see a whole group of monkeys chimping out on one another after giving them the finger, but I did end up running out of these emblem things on some bosses just because I ended up retrying so many times, and it's a pain to replenish them too because the money needed to buy the also vanishes (though I should have bought them all first before facing them).

That said, I'm now on the big fireball of anger known as Demon of Wrath and I might be regretting my choice of getting the shuriken as my first lazurite weapon instead of the flamethrower, and I don't really feel like grinding for confetti/emblems. I'm also regretting the choice of not putting a point or two on the dragon mask instead of some of the probably more useless skills I ended up getting. I don't suppose there's a way to reset the skill points?
Replies: >>250753
crab_vampire.jpg
[Hide] (35KB, 640x480) Reverse
faggot_crab_developers_1.jpg
[Hide] (306.1KB, 1920x1080) Reverse
faggot_crab_developers_2.jpg
[Hide] (254.6KB, 1920x1080) Reverse
amogus.jpg
[Hide] (326.6KB, 1920x1080) Reverse
>>250727
Yeah, I discovered that after about 3.5 hours, which is conveniently outside of Steam's refund window. I filed a request anyway so we'll see if I can spend my imaginary funny money on something that wasn't made by faggots. It's a shame because the game is really fun and I can tell they put a lot of effort into the art design.

Weirdly, the name of the item is "Rainbow Crabitalism" which sounds like it could be some kind of backhanded joke (the phrase "rainbow capitalism" is used by people who think that companies pander to faggots because they believe it is profitable rather than because Blackrock is shoving money at them), but the pristine depiction of the flag next to everything else in the environment being made of trash tells me where their priorities actually lie.
john_cleese_sad.jpg
[Hide] (385.4KB, 1920x1024) Reverse
>>250735
>Your refund request has been denied
This is what I get for not pirating first.
Replies: >>250738 >>250793
eefbd03a48f9ee1598a244f2fec6149ec1010a965379a37ec68d2d06eb39935b.png
[Hide] (2MB, 1073x1543) Reverse
>>250737
That's what you get for buying games faggot.
>>250734
>I don't suppose there's a way to reset the skill points?
Nope, you're stuck with what you have
Replies: >>250780
fernsadpout.png
[Hide] (188KB, 441x361) Reverse
>>250753
Fuck.
>>249613
>EldenRing 
too easy too is overlevel and shouldn't really count as a souls-like
Replies: >>250817
a7253db508e1f5a6fbb3d19f71376337a19d430086fae27d39c34b1cf26ffded.jpg
[Hide] (93.1KB, 1280x720) Reverse
>>250735
Buy Zortch instead.
897546123.jpg
[Hide] (93.9KB, 1280x720) Reverse
>>250737
e2b5eff312c0b6b53fec2bcd4b9cd7034d0b091de58e9dd0db19adefaeb15f2f.webm
[Hide] (205KB, 480x360, 00:05)
>>250790
Replies: >>250989
>>249442 (OP) 
use arcane/faith build if you are looking for a fun build. You can add dex to have access to more weapons so it stays fresh.

>>249447
Agreed, I hope they release a sequel. Funnily enough, Sekiro was my easiest souls game despite everyone saying it was their hardest. I am guessing other souls game allows you to more or less cheese the game with builds, and simplicity of Sekiro does not allow such shortcuts. 

>>249461
Essentially Nioh is Dark Souls if it was fun. But I still prefer Elden Ring over Nioh. I am pretty sure some old "soulslike" games are on par with fromsoft. As long as those games came out before the "soulslike" phrase is coined, you can trust it. Unfortunately I cannot recommend any since I barely play any RPG games.
Replies: >>250847
I liked that Dark Souls and Demon's Souls kept using a shield viable, even in pvp. But a lot of people prefer rolling around like an idiot and applaud Bloodborne and whatnot. I even did a Simon Belmont playthrough of Dark Souls using a whip with a dagger to parry but overall I still prefer sword and board measured gameplay despite any style I experimented with. Don't know why people obsess over dodging and i-frames...I would attribute it to personal preference and I simply like parries and blocks but acrobatics seem pervasive and "meta."
Replies: >>275421 >>277118
>>250824
>But I still prefer Elden Ring over Nioh
Even Nioh 2?
Replies: >>250908
27ac885e-d87d-4104-8d53-42ea2ec18e52.jpg
[Hide] (23.7KB, 512x512) Reverse
after pirating elden ring 2 years ago and liking it a lot but never completing it, I decided to legally buy it during the current steam sale, i really didn't cared for my previous save file, so i'm going to start all over again.
i only played the version that released first, i never touched the updates/bug fixes that came later, does anyone remember if anything major was changed/fixed from ralease?
Replies: >>250904 >>250909
>>250900
Some bosses got their HP values reduced.
Moonveil got nerfed to the ground
Hoarfrost stomp had some nerfs that mostly applied to PVP
Dialos' quest has a proper end at the Jar village
PVP arenas were added at the 3 abandoned colosseums you find through out the map. 
And that's all I remember.
Replies: >>251001
knights.jpg
[Hide] (146.4KB, 749x960) Reverse
>>250847
Maybe. Although Nioh 2 is quantitavely a better game than Nioh 1, I would still prefer Nioh 1 because levels don't feel like AI generated, it has some actual distinct design and characteristics for each level. Nioh 2's levels, especially its god awful lighting makes me want to vomit. Essentially a perfect Nioh would be gameplay and all the new stuff from Nioh 2, and level design of Nioh 1. Also keep in mind that I only played NG1 which is pretty much a "tutorial" to actual game that starts with NG+ where you have to take your build seriously. I did put some effort into mage like build, but I think I would have enjoyed Nioh more if I tried NG+ that puts more emphasis on builds. In Elden Ring, your build matters from beginning and big part of my enjoyment came from trying different builds and weapons. Pic related
>>250900 (checked)
Assuming you were using an old build like 1.2, it had bug where Arcane weapons like Mohg Spear did not scale with Arcane. Another big change is that they actually finished some NPC side quests in case you were doing them. Also you can do Varre's quest offline now. Before that you had to invade other players which were impossible in pirated/offline game. Other than these, there is not much big change as far as I know, unless you are playing PvP. Those "nerfed" OP weapons like rivers of blood are still pretty good btw.
Replies: >>251001
Is Lies of P any good? I downloaded it and it looks really gay
>>250934
Heard it's pretty good.
Are you wary because of the twink MC?
Replies: >>250986
>>250934
well you play as an effeminate kpop faggot
Replies: >>250986
>>250937
>>250966
Yeah there's the twink guy but also the whole victorian era aesthetic in general. I played a bit, killed the first boss and gameplay feels a lot like dark souls, even for a "soulslike". It was ok though
>>250817
prove me wrong elden ring is the easiest game fromsoftware ever made.
Replies: >>250997 >>251062
ClipboardImage.png
[Hide] (553.6KB, 500x444) Reverse
>>250989
Replies: >>251006 >>251009
>>250934
I did play it a bit. It feels like someone made their own soulslike with blackjack and hookers and feels better for it. Because it's been around souls games feel like they have some features that are added in because the devs want to try something new or old ones that are just kinda eh, or the design of the game has just changed. Lies felt a bit like older titles but since it was made with another team it had their own flair on it. Felt pretty gud.
>>250904
>>250909
i remember playing samurai class and mostly only using my default katana, Elden Ring is the only souls game i have ever played so i had no idea about stats, but samurai had very high END and that worked most the time.
as a complete beginner whats the best class to play?
Replies: >>251063
>>250997
In Elden Ring you almost start off with a horse guving you an unfair advantage with enemies  elden ring hardly gets changelling except during the late game stage
>>250997
kuri kuri mix is harder than any soulsslop game bitch nigger
This fag sure does love to post about how much he hates Elden Ring.
ElDung Ring: Shadow of the Turdtree
Replies: >>251023 >>251036
>>251021
This is why I still read these threads.
>>251021
It literally has the poopoo eater. Like he eats poo. Munches it, snacks,  slops, feasts. This nigga eats shit.
image_2024-07-03_221812213.png
[Hide] (2.1MB, 1920x1080) Reverse
I'm gonna activate my P-organ alright
>>250989
I think Sekiro is much easier, at least for me. Since your only tool is parry, and no complex integration of scaling, attributes, dodging, etc. 
I think bosses in Elden Ring are harder than other Dark Souls games but your builds can be much more powerful. DS1 for example would feel harder because the game feels too restricted and clunky to a point that a boss with very simple moveset would be pretty difficult to deal with. Overall it is a game that feels less like an action and more of a timing management
>>251001
Samurai has general concensus on being the best. Warrior and I believe Vagabond are also considered one of the better choices, but pretty much choose whatever class you want according to their weapons really, stats don't mean anything. In early game, don't even care about scaling since upgrading the weapon gives much more damage than putting 2 more points on your stat. If you have a weapon that you want to try, get enough points (usually STR and DEX), and upgradte it. Keep in mind that for non-somber weapons the upgrade system is rather shit, and somber upgrade items, despite being slightly rarer, is much easier to upgrade with.
Anyone ever mess around with the EldenRing Coop mod? I've tried it once before but this was like a year ago. Looking at it now it seems to be a much cleaner install, literally just drop the folder in the game directory and then you mess with the ini file. 
There are still a few bugs like one going on when Melania warps you to the round table hold and a some weirdness that can happen with clients syncing and events happening in game.
It makes me wish there was a whole game like this but build around it.
Replies: >>251091
the_did_nothing_wrong_club.jpg
[Hide] (332.5KB, 1231x2048) Reverse
>>251078
I had a great time with my friends playing the whole game on it. It works surprisingly well, but since it's a mod, it's not perfect and there are occasional game breaking glitches that require the host to reload his save. Apparently it supports invasions now, although I'm not sure if it works for non-Steam fags as well.
Replies: >>251100
>>251091
Maybe anons cud pley
>>250735
Finished the gay commie crab game after about 20 hours. It's good despite the artistic/political leanings of the people who made it. Art direction is inspired and consistently good despite a few areas that became plodding chores; the "junk ocean" aesthetic fits the gameplay well and enables a lot of fun visuals like crabs using pasta for hair and making houses out of bottles and plastic cartons.

The millennial communist writing holds it back at almost every turn. What starts out as a good-natured adventure story with some unfunny quips becomes a masturbatory rant about how capitalism is evil and everyone would be happy if there weren't any money and how everyone except the moral people are transparently stupid (but also, there isn't any meaning at the end of things - lol! imagine if things had essence!).
The Carian peircer spell does more stagger than the giant fuck off magic hammer and I'm kinda butthurt about it.  HOWEVER the giant fuckoff hammer will flatten enemies with a charged slam.  Magic knight is the true path forward in the game, you literally get it all.  Sellan feet, doll hole, all of it.
Replies: >>251353 >>251641
>>251327
It really suffers with bosses, especially in DLC. I used Dragon Incancations which are also "slow but big damage" spells essentially. In main game, most bosses give you enough time and range to use them. Even for main remembrance bosses it usually works pretty well. Even if it does not, using any summon for distraction will guarantee that it will work although I refrain from using them. In DLC I mostly used dragonmaw if enemy can stagger, otherwise game starts to punish you for using heavy weapons and spells.
How is Elden Ring in offline mode? I guess you really just wouldn't see the inane hints from other players? And the coliseum won't work? I've been playing for a while, I'm not very far, and while I own the game on Steam, I'm thinking of starting a new game with the Goldberg Emulator. I just hate starting up Steam that much. I'd rather be able to click the game and play it, instead of having a spyware daemon running 24/7 on my system. Will I be missing out on major game elements if I do this? Honestly it kind of seems to me like they added these online elements as an afterthought to deter pirates
Replies: >>251357
>>251355 (checked)
that's how I played it since I pirated it. I can't really compare it to online mode since I never tried. I guess it just adds PvP, no other difference. Also you can use cheat engine in offline mode but check what you can do and what items you can get before going online again. You might get banned if you change your stats for instance
Replies: >>251358
>>251357
Goldberg automatically puts your saves into another folder, so the two profiles shouldn't mix. I just hope there's not any additional DRM. I don't think Easy AntiCheat would fuck my main profile over if I used it.
Replies: >>251435
You're not missing out on anything, except maybe invasions that let you farm rune arcs faster. Varre's questline can be progressed offline by using the invasion sign and killing Magnus the Beast Claw in the Writheblood Ruins in Atlus Plateau, or if you're too weak/bad you can die to him 3 times which will also work.
Replies: >>251366
d80ac7b8c7705b990647dc9437f936b4002cc0079eca8118f79e72bf9e4fb3bd.png
[Hide] (29.6KB, 1884x198) Reverse
>>251362
>>251363
Why did you delete your post, anon?
Replies: >>251401
dubs_assassin.jpg
[Hide] (65.7KB, 750x1024) Reverse
>>251366
anon did it to get those sweet dubs, but you stole them
>>251358
If you use eldenring.exe instead of start_protected_game.exe like Steam does by default, you don't even run EAC and get put into offline mode automatically even if you still used Steam.
If you mix that with goldberg to not have to run Gayben's DRM platform, and maybe use the seamless co-op mod with invasions turned on in the ini file you pretty much have everything except the messages. And considering most of those are either begging for updoots to get free heals, or trying (and failing) to be funny that's more of a benefit if anything.
Replies: >>251581
I'm using windows 
>inb4 lmao pleb
So elden ring is over 50gb, should i install it on the disk where the OS is installed (C:) or should I install it on the additional storage disk (D:)?
Replies: >>251575
>>251574
>should i install it on the disk where the OS is installed (C:) or should I install it on the additional storage disk (D:)?
As long as both are SSDs then it doesn't matter
Replies: >>251576 >>251588
>>251575
First time hearing about this and it's kinda insane, are you sure there's no difference in performance? Even on windows?
Replies: >>251579 >>251585
>>251576
First time hearing about what? What the fuck are you talking about? As long as they are both the same type of drive then there's no reason why it'd be any different, unless the drive you're installing it to is an external, then there may be slight loading differences because of the read/write speed.
Replies: >>251597
>>251435
>and maybe use the seamless co-op mod with invasions turned on in the ini file
Wait what do you mean by this, I can still play online without Steam OR EAC? That's amazing, I think I just found it:
https://www.nexusmods.com/eldenring/mods/510

So with this I assume the invading players are only going to be other users of the mod, right? I think Goldberg blocks all internet connections, so I don't know if this would work. But it's a cool idea, I might have to try it
Replies: >>251588
Actually, it looks like this will be a challenge, but I found a guide for playing seamless co-op that uses Goldberg, so it might be possible. I wonder if invasions are still possible in this particular setup
https://github.com/K3V1991/How-to-install-Seamless-Co-Op-Mod-for-Elden-Ring
Replies: >>251592
>>251576
OS drive being "better" for games is literally snake oil. 
Games only load faster on the OS drive if it's the faster drive. When you use a super fast NVME for your Windows and a generic SATA SSD for your games, then obviously the NVME will load faster.
Replies: >>251597
>>251575
The game runs just fine on my 7200RPM HDD.
>>251581
Apparently, it only works through Steam's P2P. However, you can play with friends through a VPN, such as Hamachi, just like what that guide on Github says.
Replies: >>251592
>>251584
I see no reason invasions wouldn't work, if the rest works as intended. It'd just be only with other people on the same VPN. Could be a fun gamenight maybe, if someone's willing to figure out an easy setup with premade full item saves so people can just do duel arenas with whatever build they want.
That said yeah, for your normal playthrough you're gonna just be offline unless you have a friend that wants to use the same setup. Not a big loss, that's how I played the entire game too. If anything the lack of spoiler soapstone messages is a benefit.

>>251588
>The game runs just fine on my 7200RPM HDD.
It runs fine, but loadtimes are slower and there's a bit more pop-in when you load into an area at times. Pretty sure anon just meant there's zero difference between drives as long as they're the same speed.
Replies: >>251616
>>251579
>>251585
Well both are SSDs and both are 1TB so i guess I'll install my copy of Elden Ring on (D:) since that one has the most space, thanks anons.
>>251592
I'm actually not that new to Elden Ring, my guy is currently at Rennala Queen of the Full Moon. It's just that I haven't been playing it that much lately because I usually play older games and I don't care to launch Steam. I wonder if I could even transfer my Goldberg saves over to Steam if I want to play online stuff like the coliseum later? I haven't even unlocked it yet. I'd probably get banned, so maybe I shouldn't risk it

That Haguichi VPN only allows up to 5 players at a time. I checked the others, and ZeroTier allows up to 25 connections for free, while I think Radmin is unlimited, so that's probably the one to go with. Only problem is that it's Windows-only, and I'm using Linux, but I don't see why i couldn't connect with Wine. I'm seeing some results for a Discord group based on seamless co-op, so maybe there is a master server somewhere that people play on. I was able to launch the game offline with Goldberg, but I couldn't launch the mod, I think because of Flatpak fuckery with ntlm_auth, so I'm going to try Lutris instead
Replies: >>251641
ebda40bed09380f3f1c0fcdb9a301847.png
[Hide] (4.6MB, 1716x2358) Reverse
>>251616
>I wonder if I could even transfer my Goldberg saves over to Steam if I want to play online stuff like the coliseum later? I haven't even unlocked it yet. I'd probably get banned, so maybe I shouldn't risk it
Soulsborne title saves are tied to your Steam/PSN/Xbox ID. You'd have to edit the Steam ID of your save with your real Steam account's ID through a save editor for the game to even load it. Just make sure that you don't edit your character's stats while doing so. Having unobtainable cut items in your inventory or chest will also get you banned.
>Only problem is that it's Windows-only, and I'm using Linux, but I don't see why i couldn't connect with Wine.
Just use ZeroTier, then. It does support Linux.
>I was able to launch the game offline with Goldberg, but I couldn't launch the mod, I think because of Flatpak fuckery with ntlm_auth, so I'm going to try Lutris instead
Try launching the game with this Python script: https://github.com/gurrgur/er-patcher
>>251327
>Magic knight is the true path forward in the game, you literally get it all.  Sellan feet, doll hole, all of it.
It really does feel like some of the bosses like dragon pussy or dragon edgelord were designed with ranged combat in mind. First playthrough I had no problem with fighting them since I was using the Moonlight Greatsword. Now I'm doing a pure STR build and fighting them with nothing but melee is pure cancer. Fighting them like that is anything but fun, unless you are really resilient to damage and have a lot of Estus charges at a high level, so you can mitigate the amount of bullshit you "have" to deal with. And don't even get me started on that abysmally low FOV camera.
Replies: >>251653
>>251641
>It really does feel like some of the bosses like dragon pussy or dragon edgelord were designed with ranged combat in mind. First playthrough I had no problem with fighting them since I was using the Moonlight Greatsword. Now I'm doing a pure STR build and fighting them with nothing but melee is pure cancer. Fighting them like that is anything but fun, unless you are really resilient to damage and have a lot of Estus charges at a high level, so you can mitigate the amount of bullshit you "have" to deal with. And don't even get me started on that abysmally low FOV camera.
There's a reason you get the dragon-hunter's katana before that area. It scales only with STR and DEX, pretty much intended as the "in case you don't level INT or FTH but still want a ranged attack" weapon with bonus damage against dragons to boot.
Also remember that sometimes, it's better to not target large enemies, or toggle the targeting on and off depending on the situation. This isn't anything new for Souls games.
Replies: >>251656
>>251653
>There's a reason you get the dragon-hunter's katana before that area. It scales only with STR and DEX, pretty much intended as the "in case you don't level INT or FTH but still want a ranged attack" weapon with bonus damage against dragons to boot.
I was talking about the base game. You aren't supposed to fight Lanssex or Fortissax after the DLC, because they're too weak at that point of the game. I would've used the Dragon Greatclaw, if only it was a good weapon. Having a C scaling in STR and DEX on a +10 weapon that requires 30 strength and 14 dexterity to one hand it is a fucking joke. Using Dragonwound Grease on any other infusible STR weapon outclasses it (since it gives 20% damage buff against Ancient Dragons instead of the Greatclaw's 15%). Not to mention that it's ash is Endure, which isn't bad by any means, but when you first equip it you'd expect it to be something related to the red dragon lighting attacks that it's wielder uses against you while he fights you instead.
>Also remember that sometimes, it's better to not target large enemies, or toggle the targeting on and off depending on the situation.
Of course it helps, but it still won't make fighting enemies like Ancient Dragons any more enjoyable (at least for me), because their hitboxes of attacks are so huge that the only good way to avoid damage from them is to constantly stay out of my weapon's attack range. And I desire to fight, not be forced to endlessly stare at my enemy's cool moves like some cuck.
I have yet to challenge the new dragon enemies in the DLC, but I damn well hope that fighting them will be more enjoyable than fighting the countless copy pasted dragons in the Lands Between, which only a handful have at most 1 or 2 unique moves that set them apart from the others. I have no clue how FromSoft went from Kalameet and Midir to whatever these fights are supposed to be. That said, Placidusax was a fun fight, but I wish they had placed a stake of Marika on his arena. Same thing with Maliketh, Godfrey and Radagon.
>>249442 (OP) 
Ok, I'm about to try that Python script, but I've been having a hell of a time trying to get the mod launching in Bottles and Lutris, and I think it's some fucking soydev shit that's stopping me from doing so. I can launch the eldenring.exe just fine, but when I launch the ersc launcher, the terminal window closes immediately, and I have a "SteamAPI_IsSteamRunning() did not locate a running instance of Steam" error. If I move the ersc dll to another folder the windows cmd window pops up saying it can't find the dll, so I think it's actually capable of running. The fucking website makes it clear that pirated copies are not supported, so I think this absolute, soy-chugging, fucking pussy faggot put some other kind of authentication in that bypasses the Goldberg dll. But I could be wrong.

>ZeroTier
Wasn't that one only 25 connections max? I didn't see any limits on the Radmin site, so I wonder if there's some mega server somewhere I could connect to via wine
Replies: >>251681
Disable_Core_0_In_Elden_Ring!_MASSIVE_Performance_Boost_[76Wl4KKmEs8].webm
[Hide] (5.9MB, 1280x720, 00:48)
susuki_stare.jpg
[Hide] (50KB, 189x277) Reverse
>See video related.
>There's no way this actually works.
>Fire up the game and the task manager.
>mfw
>>251679
>I didn't see any limits on the Radmin site, so I wonder if there's some mega server somewhere I could connect to via wine
I highy doubt there is one. Most likely there will be one when the official servers die and PS4 emulation will be a thing.
>>251681
Ah nip coding.
frampt.jpg
[Hide] (38.1KB, 480x480) Reverse
How viable would an almost pure bow/crossbow user be in Elden Ring? I'm considering playing ER since I finally have a PC that can run it, but I'm kinda tired of the soulsborne melee formula and magic hasn't been enjoyable since Demon's in my opinion.
>>251692
It's fine if you're willing to grind/give yourself ammo. You'll be spending a lot on arrows.
Replies: >>251718
>>251698
Well the open world seems like it would make resource grinding almost incidental with exploration, so that's probably fine.
>>251692
FromSoft has always been very scared of ranged-only weaponry, which is why almost every weapon that deals damage from afar has limited ammo and low DPS. Most players just simply use them for applying status effects from afar or for safely finishing 1HP targets. That said, in Elden Ring there are a few standouts like the Golem Greatbow and the Greatbow that you get from Radahn's rememberance after defeating him. There are also the two new bows and crossbows that you get from the DLC, which make bow-only builds actually fun to play with and quite viable.
Replies: >>251728
>>251681
>not using the core that literally everything else on the system is running on boosts performance
holy hell
question-tegaki.png
[Hide] (21KB, 500x500) Reverse
What even is a "soulslike" anyway?
Replies: >>251734 >>251736
>>251719
If the damage is so low that it's tedious to kill bosses then I'm out. Can you at least get decent damage scaling from over-leveling?
Replies: >>251730
>>251728
>Can you at least get decent damage scaling from over-leveling?
You're gonna get at best a C scaling on a max leveled bow, but the vast majority stay at the D scaling. If you really want to play Elden Ring with bows, you could try playing with the Reforged mod that improves their abysmal scaling and DPS: https://breezewiki.com/err/wiki/Bows
https://www.nexusmods.com/eldenring/mods/541
Replies: >>251731
1455908353175.jpg
[Hide] (134.3KB, 954x1056) Reverse
>>251730
Eh, my mild curiosity about this game is not really worth the effort of messing around with mods, and nexus can fuck right off.
>>251727
Anything like demons, darks or bloodborn. Gay name? Yes, but gets the point across.
>>251727
It's a buzzword like Metroidvania and Roguelike. It basically means "games that are like Dark Souls". Any questions?
>>251681
This didn't really do anything for me. I tried it in Raya Lucaria where, for some reason the frame drops a lot. I will check DLC areas that had similar issue. Also both my CPU and GPU are kind of bad anyway, so it can't be saved by disabling core 0.


>>251692
It's shit, don't bother other than applying status. Maybe there are 1 or 2 ways to deal good enough damage but this is no different than buffing a really weak weapon 100 times to make it viable.
Fia's simp squad is btfoing me. I think it will actually pull phantoms from real players so I get to face a constant stream of leet fextraliife builds. Some nerds do have nice style though. 
Currently pumping int so I can use relannas staff. So far my magic blade build is working great and for when I want to mix it up I have the noble slender sword.
Replies: >>252698
Er sucks no in all honesty it just does. PvP took notes from DaS3 which is you haven't interacted with that loop it's shameful how shitty reds are treated. When every invasion is a gank-fest & You can't get ANYONE to invade YOU personally it's a worse kind of hell.
I don't curb stomp reds when I'm helping other people but I will do one vs ones if they wanna try it. 
But anyways 1vs3 gankfests get old quickly even if you have a myriad of weapons and things at your disposal it's fucking retarded.
Anyone claiming this game was made in six years is bullshitting you. The games balance (not the DLC I haven't touched it but if it's balanced around similar numbers to the late main-game I don't think I wanna play it) is so awful after lleyndell you may as well be playing another game -- The same shitty fodder enemies are before no new attacks, nothing new. The issues with balance extrapolated to the point some foes are broken & just not fun to fight against. I dunno about you but spending ten minutes slapping a knight then having to do it all over again isn't fun (I'm exaggeratting but alot of late game "hard" enemies are pure bullshit with ridiculous amounts of hp, you can't really stagger them and thanks to ER using barely any stamina to commit to actions enemies will just bullshit you too hard. Can't imagine what the DLC is like.
Altus plateau is visually pleasing but that's really it in my eyes.
Replies: >>252314
>crying about the easiest souls game by From
LOL
Replies: >>252314 >>252319
sun.jpg
[Hide] (461KB, 1779x2048) Reverse
>>252309
>Can't imagine what the DLC is like.
It's the same exact thing, but worse. The only fun parts in it were the new weapons and weapon types, the Shadow Keep, Igon and a few decent boss fights like Messmer, Midra and Scadutree Avatar. I'll give them that the Land of Shadows looks infinitely more interesting than the world in the base game... at the cost of it being twice as empty.
>>252310
That's Dark Souls and it's non-debatable.
Replies: >>252319
>>252310
The easiest game would be Demon's Souls or DaS1.
Though honestly none of them are "hard" over inflated hp pools isn't challenge.
>>252314
Christ; Well do yourselves a favor once Darkmoon updates play ER with that.  Makes you faster, you attack faster & the combat feels more like Bloodborne with BB style dodge mechanics. While unbalanced to some extent especially early game you'll actually love battling a few bosses like Maliketh when you can actually match his speed.
A few bosses got fun for me but dunno if the mod has been updated.
Replies: >>252698
I finally beat Fia's simp squad. I ended up having to use the towershield summons because they could tank long enough tot actually hold the npc's attention. I need to finish up the depths and then remember what the fuck I was doing. maybe I'll go to the jar Colosseum.
>>252295
That's interesting to hear, because for me it was the easiest boss to play with, and for most other people too, since they are "PvP" kind of enemies but with brain damage. I guess the kind of build I used made me stagger them easily. 
>>252319
Dark Souls 1 is the most basic one, but not the easiest. The gameplay is pretty basic to comprehend albeit boring. Depends on what kind of person are you but this either makes it the easiest or hardest souls for you. Personally I would consider Elden Ring the easiest due to combat not being utter clunkfest and having enough flexibility to be pretty strong.
Replies: >>252950
>>252698
For fia's squad I was using sword magic which outside of the greatsword doesn't really stagger. On another playthrough I had a big sword and applies lion's claw until the problems went away and it was a lot easier. So yeah, all really depends on the weapon. 
With the patching that's occurred a lot of things are faster now, which I do appreciate but that also works for npc invaders too.
How do I quickly get to Mohg? I want to DLC but I'm nowhere near Mohg as far as I know...
ecc1d7b8c2def10289f24a3013c450e5808e8ae88608d8bed18ff2199a123cc2.png
[Hide] (704.6KB, 602x666) Reverse
>>253012
>How do I quickly get to Mohg?
eat big, hit the gym every other day, do your squats, don't skip leg day and in 6 months you'll have enough noob gains to mohg any skinnyfat/hamplanet redditor. you can do it, I believe in you. we're all gonna make it.
>>253012
Mohg is close to the endgame. It's my understanding one of the questlines can get you to him earlier, but I dropped the game when I learned that it wasn't as simple as getting to Nokron.
Elden_Ring:_White_Mask_Varré's_Questline_Offline_(1.06)_[pMnUu7M5ZIw].mp4
[Hide] (15.4MB, 854x480, 02:37)
>>253012
Replies: >>253086
fern.png
[Hide] (38.1KB, 173x138) Reverse
Oh fuck, I didn't see that outro.
Replies: >>253086
>>253046
>>253047
fromdrone moment
alecto3-nosound.webm
[Hide] (29.5MB, 720x480, 06:09)
Fuck, that was crazy
Replies: >>253117 >>253134
>>253116
Goddamn you fags are terrible at this game.
>>253117
That was hard and my guy was way underpowered for that fight. I'd like to see you do better
fluff.jpg
[Hide] (198.2KB, 1882x2048) Reverse
>>253117
At least he's not mindlessly spamming L2 and R1. That said, anon should definitely respec all those unnecessary endurance and mind points into vigor and str/dex/int/fai/arc. If I had to spend 6 minutes on annoying boss fights in Elden Ring, I'd go crazy.
>>253116
What's the point of using a katana if you're using it like a ghetto spear? There's a reason spears became the supreme weapon.
Replies: >>253153
>>253117
That guy was especially difficult, but I really wanted to beat him to see if it'd advance Ranni's questline. They usually don't take that long, I already beat Morgott, for example.

>>253134
It's simply the strongest weapon in my inventory because I was able to upgrade it to +9 with the somber smithing stones. I had to replace it with my Uchigatana because the game doesn't give you any of the fucking regular smithing stones. It does a lot of magic damage, and also causes blood loss buildup, but you wouldn't know in that video because there was no way to get a chain attack on that guy without dying
Replies: >>253154
>>253153
>because the game doesn't give you any of the fucking regular smithing stones.
That's indeed retarded, but you can unlock an infinite supply of them through Bell Bearings that you obtain by defeating certain bosses (except for Ancient Dragon Smithing Stones). The first one is located in Liurnia's cave tunnel. The second one is in Atlus Plateu' cave tunnel. The third one can be found at the very beginning of the Mountaintops of the Giants area in a crate located under the ruins. The last one can be obtained in the Crumbling Farum Azula after defeating a non-optional boss (which is definitely way too late). Lots of enemies in the DLC also drop them quite frequently.
Replies: >>253181
>>253154
The game also just gives you plenty of stones, as long as you go to the mines. They're visible on the map, burned out spots.
>>249442 (OP) 
>Soulslike
Just call them Dungeon Crawlers
Replies: >>253287
>>253252
over 70% of bosses on elden ring are outdoors, wtf are you talking about?
is elden ring a good game to play wizard? I never played one of these games with magic
>>253363
It's powerful but boring to use sorceries. Everything else is pretty fun.
Replies: >>253367
>>253365
which build would you recommend to stop being the dude with big sword guy
Replies: >>253375
You can't go wrong with the Carian Slicer, and the best part is that you can obtain it in less than 5 minutes into the game for mere 1,500 souls.
>>253367
Put points into str+int and go with a fist weapon. Pick up Discus of Light and Comet Azur. Roleplay as Krillin and sling Destructo discs and Kamehamehas at people.
>>253363
Play sword wizard.  Its mega fun
>>253363
You can do a lot with wizard in this, the different sorceries lend themselves well to different playstyles. I want to make a muscle guy who uses gravity magic.
58180906_p3.png
[Hide] (402.1KB, 800x800) Reverse
Finished Nioh 1 Way of the Samurai with the DLC, the final ending was lame, what is up with that? I liked the base game ending better, even with the DLC hook thingy.
>>249447
>overreliance on timing
>input reading so bad every single eceleb stumbled upon the ichimonji cheese within weeks of release
>lack of variety
>most powers, consumables, and prostethics are basically instakill counters against a few enemy types and worthless against the rest
Sekiro is the most honest combat system From ever put out, in the sense that it shows they really want to go back to Ninja Blade.
Replies: >>254908
>>254903
>copying faggot streamers
>using consumables
lmao I bet you look up "builds" for Souls games too.
>>257552
The Soulslike of Chinese games
>>257552
Tell me what you enjoy about Wukong: Black Myth, and swedish meatballs.
Replies: >>257669
>>257552
Sure. I love me some monkey kino. I never played it,  shill me on it chang.
>>257596
I'm not up to date with based and redpilled lingo, what the fuck does swedish meatballs have to do with anything?
__ranni_the_witch_elden_ring_drawn_by_snoeflaefk__9343307b4a9b9d5f125c5e01853fe5be.jpg
[Hide] (10.1MB, 3738x4096) Reverse
New info about the upcoming standalone Elden Ring game.
Source: https://www.famitsu.com/article/202412/27477 (archived: https://archive.is/EaCI6 )
>Core Gameplay:
>3-player cooperative game where players must survive for three in-game days
>Each day has a day/night cycle, with boss battles occurring at night
>The playable area shrinks over time, with rain marking the boundaries
>Sessions last approximately 40 minutes when successful
>Character System:
>Features 8 fixed characters called "Yoruwatari" (Nightwalkers)
>Each character has unique skills, arts, and initial equipment
>Characters start at level 1 in each session and reset afterward
>Players can collect "Relics" (similar to Bloodborne's Blood Stones) for permanent character improvements
>Setting and Story:
>Takes place in a parallel world to ELDEN RING
>Shares only the basic premise that "there was once a Shattering War in the Land Between"
>Features both ELDEN RING enemies and some DARK SOULS series enemies
>New main antagonist called the "King of Night"
>Gameplay Elements:
>Random generation of bases, dungeons, and item locations in each session
>Weapons have random stats and combat skills
>Players can explore separately or together
>Features a "loose connection" multiplayer style with minimal communication tools (pings and gestures)
>No PvP elements - purely cooperative
>Players can rescue fallen allies by attacking them
>The game is designed to be what the development team calls a "short RPG," condensing the RPG elements of exploration, character growth, and boss battles into compact sessions. While it uses ELDEN RING's assets and basic control scheme, it's being developed as a distinctly different experience with its own unique gameplay systems.
>The game is scheduled for release in 2025.
Replies: >>263780 >>263960
>>263779
>Procgen rougue-lite slop
>Miyazaki not involved
>This experience was basically already possible in ER with mods
>Using their biggest IPs (name recognition) and their assets with absolutely minimum connection to justify it
I'm really skeptical about this one, and I'm worried that this is Bandai's first step in creating a live service, gacha-funded Soulslike that will consume all of From's development effort for the rest of time. 
>a "short RPG," condensing the RPG elements of exploration, character growth, and boss battles
Glad to see that Japanese people still have no idea what an RPG is.
>>263780
>Glad to see that Japanese people still have no idea what an RPG is.
What would you prefer?  Trash tier tabletop mechanics shoehorned into a singleplayer video game?
Replies: >>263920
>>263782
Ideally there would be a better word. Something like "character builder" or "build making mechanics"
Replies: >>263926
>>263920
The term rpg is so nebulous now its kinda a moot point.  People know what they mean when they say rpg
Replies: >>263940
Elden-Ring-Игры-Ranni-the-Witch-yangmie-mieyi-7270181.jpeg
[Hide] (4.3MB, 2000x3200) Reverse
>>263780
>gacha soulslike
Would get a phone just to roll those gachas.
Replies: >>263930
>>263780
most people don't know and even if they do they don't care, which IMO is a good thing because I don't give a fuck about that  SHIT to pretty much every non obsessed and number crunching autist  rpgs are just games where you get stronger and have choice in if you want magic  swords or guns and experiment  with upgrades while going on a journey.
no one actually enjoys games with fail states just because you made a wrong decision unless it means more content or funny moments and it sets you back only a minute
Replies: >>263940 >>263953
>>263927
You got the sellen feet ssr Rare!
>>263926
Abusing the term more necessarily means you don't know what people mean when people say it. If someone says they like RPGs, they could mean anything from Baulder's Gate to Diablo.

>>263928
>non obsessed and number crunching autist
That's tangential at best; being a good RPG has very little to do with having numbers to crunch and everything to do with enabling players to make choices that allow them to play a variety of fleshed out and consistent characters (in the sense of a character in a play) of their design.
Also, there's clearly a lot of demand and love for good RPGs with consequently choices. I don't blame anyone who doesn't like they, but to say that no one likes them is ridiculous.
Replies: >>263952 >>263953
Expert.jpg
[Hide] (58.2KB, 600x813) Reverse
>>263940
>being a good RPG has very little to do with having numbers to crunch and everything to do with enabling players to make choices that allow them to play a variety of fleshed out and consistent characters 
Making choices and "roleplaying" has nothing to do with being an RPG, despite the name. You can do those things in any genre, FPS, action games whatever. Being an RPG actually is about having characters and situations represented by abstraction through numbers and systems such as classes and what have you.
For example, RPGs:
>icewind dale
>morrowind
>nethack
>wizardry
>fallout 1
>pathfinder
>final fantasy (the old ones)
Hybrids:
>dragon's dogma
>dark souls
>skyrim
>alpha protocol
>fallout 4
Not RPGs:
>super mario bros
>deus ex
Etcetera. I'm tempted to Cyberpunk 2077 in the "not rpg" section based on what I've heard about it, but I haven't played it so I will refrain. Unfortunately, developers have not really explored branching paths and dialogue choices very much in non-rpgs yet, but hopefully this will change in the future.
>>263940
>That's tangential at best; being a good RPG has very little to do with having numbers to crunch and everything to do with enabling players to make choices that allow them to play a variety of fleshed out and consistent characters (in the sense of a character in a play) of their design.
That's your own stubborn definition derived from tabletop role-playing.  People who want a good (video) game are interested in other attributes.  Namely: does the game have good controls?  Does the game test the player's skill in a fair and consistent manner?  Does the game have meaningful depth in its character building that can affect the player's ability to succeed or fail?  Whether or not an RPG has "engaging role playing" or whatever frankly subjective measure of the player's fantasy satisfaction does not determine if it's a good RPG or not.

>>263928
>no one actually enjoys games with fail states just because you made a wrong decision
If it's a dialogue decision I'm inclined to agree, because it's very difficult to design dialogue choices in a way that consistently telegraphs to the player what the outcome is going to be and that can actually function as a check on player skill (in this case the skill of predicting a game's writing style).  However, failure due to poor character building, not using the right item, not recognizing a particular enemy behavior, etc.  These are all forms of skill testing that can create depth and what I want to see in an RPG.
>>263952
>Unfortunately, developers have not really explored branching paths and dialogue choices very much in non-rpgs yet, but hopefully this will change in the future.
Hopefully not.  I don't need to wade through a bunch of pretentious dialogue when I want to play an action game.  In fact you know what?  All RPGs should have skippable dialogue as well.  This is why I enjoy about Roguelikes: they shut the fuck up and get out of my way so I can access the part of RPGs that's actually enjoyable.
Replies: >>263959
The_deus_ex_intro,_IN_SNACKLISH_[hNUNx319UCM].webm
[Hide] (15.9MB, 1920x1080, 02:49)
>>263952
How does Deus Ex (the original) not fit the description you gave?
Replies: >>263959
>>263952
payday is an rpg
The cuddle lady bullied me in her bossfight but I finally beat it. Sword magic deals awful poise damage to npcs.
>>263955
Yeah you're right, I messed up on that example, I forgot about the skills. It's still firmly in hybrid territory though, and very very light on RPG mechanics.
>>263954
I don't exactly disagree, and I prefer my RPGs to focus on combat and dungeon crawling over story. That said, I think there are plenty of games that could benefit benefit from this approach, such as horror games, or something like Zelda that's a bit slower paced and more "adventure" focused over combat.
ClipboardImage.png
[Hide] (1.6MB, 640x1108) Reverse
>>263779
>The game is designed to be what the development team calls a "short RPG," condensing the RPG elements of exploration, character growth, and boss battles into compact sessions.
Replies: >>263963
PSO.jpg
[Hide] (138.9KB, 640x908) Reverse
>>263960
Always wondered if this was any good.  Sadly they fucked the PC ports with DRM.  I love the short self-contained aspect of PSO's Challenge Mode and fast early game progression and had it recommended to me once before on that basis.
Replies: >>264025
>>263963
They're great games. Give them a pirate.
Shit_dude_you_only_got_10_int.png
[Hide] (165.2KB, 303x311) Reverse
>>263952
>you can challenge yourself in any game, thus making all games RPGs and genre distinctions meaningless
I knew I shouldn't have opened this thread.
Replies: >>264098
477246c3878af8d3aa2355c33b2a03f1ff623bd6aed3b2e926dcd3a598ea56af.jpg
[Hide] (17KB, 500x388) Reverse
>>264093
Consider learning how to read.
>The run back to the bosses in demon's souls
FML
Replies: >>266442
>>266365
Demon's Souls is nothing at least it gives checkpoints to some capacity.
Replies: >>266443
>>266442
I've only completed the dark souls trilogy and bloodborne and just started demon's souls. How can the checkpoints be worse in elden ring or sekiro when you only have a single checkpoint before a whole level and a boss in a demon's souls?
e554a6a96bef64cfe73748f86bd981a134a037ad151f41c8a7f91a53f9e464ae_1.jpg
[Hide] (170.5KB, 880x930) Reverse
Replies: >>266446
>>266445
Literally me.
Anyone played that mod that adds lost izaliths cut content back?
https://youtu.be/tYt6KO0QfjE?si=Yli3aYtYXL3tD_uZ
It's not out for dark souls remastered yet so I can't play it. God, Dark Souls would've been perfect if lost izalith was finished.
>>250841
Dodging is avoiding damage altogether, and in most of the games takes less stamina than blocking, and is less risky than parrying. It also works in all situations, where as blocking, parrying, and tanking hits does not.
Replies: >>275453 >>279208
>>275421
What if youre a retard like me and cant dodge, what then, huh?
I feel like they made blocking less useful as the series went on. Like rather than blocking being the default and dodging being high risk vs high reward they just went all in on spamming dodge.
Replies: >>275460
>>275453
The rollspam is why i never finished Elden Ring. Its like they took only the worst move mechanics from 3, and the boss design from bloodborne. Designed the final boss around horse combat and doesnt even let you use him.
>>275460
It took way too fucking long but they actually do let you use Torrent against it now.
NoBlamingTheGame.mp4
[Hide] (5.7MB, 1280x720, 00:16)
Man, I still remember seeing Torrent for the first time around Elden Ring's early trailers and kept thinking and assuming they'd either let us get different armor for it or find different steeds in the game but even after the DLC still nothing to customize him. They really dropped the ball on that, having your steed match your armor would have been fantastic, especially for things like the malformed dragon set, boar rider set, etc. Hope there's mods out there for that.
>>275460
one time out of curiosity I tried using cheat engine to give myself infinite FP so I could spam glintstone pebbles at an NPC invader, whatever the fuck his name was in northeast liurnia near the flame village
every single cast he rolled the instant I pressed the button
over and over and over, didn’t miss a beat for probably 20 casts, and even when one spell did actually hit he was immediately back to it by the next one
Elden Ring is completely shameless about that stuff, most games probably do use some form of input reading but at least it's tweaked to not make it completely obvious to the point where it looks incredibly stupid

all from really has going for them anymore is the world design, and even that honestly wasn't as good as it was in ds1
leaned way too heavily into the difficulty meme and forgot to make it fun
>>249447
bloodborne*
>>276476
The best part is all the faggots defending it, because knowing that frenzied burst is literally as "stealthy" as night sorceries is what passes for skillful play in the eyes of casuals (especially if you know it from reading a guide/watching some eceleb).
Replies: >>276880
>>276476
There is always "input reading", question is how long after your input is the NPC allowed to react. Then again, the fact the game doesn't allow you to just spam a spell and easily trap and kill the enemy is actually a good thing. Though I am pretty sure not all enemies have the same input reading speed. Usually it is random healing that is the most punished, but it is not consistent among all enemies and sometimes even the same enemy might react immediately or not at all. There is definitely an argument to be made what is a good length of delay before the NPC can react, but on the other hand fast input reading teaches you to instead catch your opponent into an animation and punish/heal then. In fact punish windows are not even at the end of a combo, during the recovery frames, usually many, if not most, enemies will have moments during their combos during which you can strike and still safely dodge their next attack. The game wants you to find as many windows of opportunity as possible, while hopefully prevent some of the attack spamming.
>>276731
>There is always "input reading"
>regurgitating reddit headcanon as facts
Input reading is quite literally one of the most convoluted and inefficient ways to do AI, fitting for the japanese spaghetti code Fromsoft is known for.
Writing up a system that automatically classifies actions as attacks and automatically raises warning events is genuinely less work, while being more flexible, more reliable, and capable of handling all NPC to NPC interactions.
>the fact the game doesn't allow you to just spam a spell and easily trap and kill the enemy is actually a good thing
This kind of reasoning from consequences is myopic at best, the very nature of the input reading system allows you to trick many enemies into ineffective dodge loops (and that's how you can no hit + no roll any Godskin Apostle with glinstone pebble).
>and sometimes even the same enemy might react immediately or not at all
Elden Ring's input reading is strictly deterministic, if an enemy is in an animation that allows input reading (usually idles) it will immediately react to the first appropriate signal, if it is in an animation that does not allow input reading it will never react to any amount of signals.
Same deal with aggro being only evaluated during certain animations (usually idles, quite a few times between delayed swings in the same combo), if you don't hit the boss during those it will stay aggro to a summon forever even if you're the one doing the vast majority of the damage.
>inb4 Shabiri's Woe
Only changes how easily you get aggro when attacking during the right animations, does nothing when you attack outside of those: https://inv.nadeko.net/watch?v=zM3eR-VH91I
Replies: >>276880
>>276476
>>276724
>>276731
>>276748
Fromsoft is just plain bad at making AI, they're just getting better at covering that up. Same with their general coding practices. Becoming popular through Elden Ring just validates their shitty programming ethic.
b1af5ea13e512680779da2d65af3ad93f61518e876bdd96b9c685f552c08c599.jpg
[Hide] (387.5KB, 2048x1586) Reverse
flo_rida.webm
[Hide] (2.9MB, 1920x1080, 00:28)
cumskin_delay.webm
[Hide] (1.9MB, 1280x720, 00:10)
the_mid-air_wiggle_copycat.webm
[Hide] (3MB, 1920x1080, 00:06)
monk.webm
[Hide] (2.8MB, 1000x562, 00:06)
>hear that Elden Ring Reforged is a decent overhaul mod
>reading further into it, you can run it + Seamless Co-Op on cracked copies (aka 'it's FREE GAEMS BEEYATCH'), so I considered retardproofing some mods and getting some Anons together for a hardcore runthrough later in the year when I've got time free
>clearly adds a lot of stuff, but as a baseline, I check in on the "anti-cheese changes" to see the kind of modders they are, since I'm aleady quite familiar with how to break the basegame over my knee
<Giant Crusher RKRS seemingly got kneecapped by converting it to a default quality ash, but Anchor RKRS is practically untouched aside from a blanket RKRS duration change
<Comet Azur setup is practically useless (major damage nerf, major mana increase, major range decrease, now requires a huge stamina cost, Cerulean Tear is no longer infinite mana and other parts of the setup have been drastically lowered, along with all bosses immediately prioritizing aggro onto the caster) to the tune there is literally no reason to ever use it any more
<The Rotdog is even more of an earlygame roflstomp summon due to Spirit Ash rework that tries to make them "less broken" by initially not pulling aggro (in turn meaning the rotdog can apply rot even more freely)
<every weapon can now take grease, so every weapon that scales with occult is now a discount / better Ripple Crescent Halberd (my personal pick for the most broken weapon in the game, if it's unchanged from what it was pre-DLC). Morgott's Cuved Sword (another sleeper-broken weapon) also got even more buffs, which is a massive red flag as stupendously brokenly OP to me
<all catalysts have been borked because all scaling is now linear and there's reduced base effectiveness, on top of all school-based buffs being nerfed across the board (so tl;dr Carian Royal is literally the only good catalyst, instead of each catalyst catering to a different investment range or niche in the offhand)
>etc
Man I hate this shit. I'm not against the removal of cheese, but there's a line that's crossed where it's no longer balance and more dev-vendettas. Most of the difficulty just seem to come from blanket rebalances and movement / aggro adjustments, and the only anti-cheese is the most low-level basic shit possible, ignorant of less common but equally busted methods. It goes without saying that shit like Corpse Piler or Troonveil could do with being taken down a peg or two; but if you're just going to delete them from the game entirely, why bother dressing it up any other way. It just speaks to a lack of experience or consideration for design; and while on one hand it sounds fun to figure out all the new broken shit; on the other it's a shame to see, and is almost certainly watered down / unvaried "fun" that doesn't even achieve the goals it sets out to do.
Also
>Sign up for Shitcord for help installing!
No, I don't think I will.

Looks like I'll just be getting through the presouls games on my backlog; namely King's Field IV, Otogi, Yoshitsune and Ninja Blade.
At least if I can find isos that don't download at 50kb/s or slower for the damn things. Maybe just making an up-to-date slike guide might be a better use of my time, the genre's really spiralled out over the years, and one convenient image might help a lot of newfags..

>>276731
Anon, disputing ER's egregious input reading is not a game you're going to win, I have a dedicated small folder of clips I've lurked in my time. Between it and the animation slowing to bait rolls, the moment you notice it, it's a real damper on the experience as you can't stop noticing more of it.
>>276904
dance_of_the_sugarplum_fairy.webm
[Hide] (868.3KB, 960x540, 00:06)
>>276904
+1 more
>>276904
Reforged is literally advertised as an hardcore no-cheese-allowed mod, retards keep praising it as a generalist overhaul when the FAQ clearly states that default settings are meant to be significantly harder than vanilla.
With all of that said, last I checked it out Comet Azur was still very very good, 100-0'd Mohg without really trying.
My biggest issue with it is that it was very much vanilla+ in terms of overall design, and I really hate that stuff.
You could try Convergence, but that's very much on the "stupidly over the top OP" side of things, and it doesn't even try to touch on input reading and other vanilla idiocy.

Also thanks for the webms.
Replies: >>277227
Replay_2022.01.11-20.07.webm
[Hide] (2.9MB, 800x450, 00:15)
I wish invading had been a more explored aspect in this genre. Hell, even other genres would be interesting. It's genuinely the funniest shit to worm your way into someone's SP/co-op game and just screw with them. It just sucks that in ER every invasion just turns into 2hu where you dodge projectiles from 3 people non stop, doesn't even matter if they're casters or not, thanks to ashes. It just gets very old very quickly. LOTF2 made a feeble attempt at it, and it turned out worse than DeS/DaS1 invading. Why am I cursed with the invading autism?
Replies: >>277135
>>275460
Elden Beast fight taught me that shabriri woe + mimic and then taking it off on yourself is a Skip Boss button
>>250841
Using a shield is how I manage to beat sodomy duo final fight in ER DLC.
>>277093
>Invading in LOTF2
>spam the kamikaze allahu akbar summon
>lure the guy to get close to him
>win
Best gaming experience.
Replies: >>277147
sekiro walked so lies of p could run
>>277135
I did definitely have some fun with it, but the netcode was really bad. Do mind you this was at release. I'm sure they haven't fixed it, but I'd love to be proven wrong. I did see LOTF2 got a definite edition not very long ago, might just reinstall to play through it again.
Replies: >>277152
>>277147
I played a month ago and melee during invasions was atrocious. It stunlocks you while you are bombarded by dual wielded pieta swords. 
I really like the magic though. The best in any soulslike imo.
fda8cfb1e324d3863e9e89f2ae6f349d9c5bc23f705cfbc81ce72749b8d3add6.png
[Hide] (1.3MB, 1028x1028) Reverse
54cc7ca4bde787bd995ce1995e537fc4964abc71d61d2742b48aaeb0c3f4c6e5.jpg
[Hide] (825KB, 2048x1394) Reverse
640b31e7ef3943aa5640c79cba02be5eb6610f840ac1ba0771888e962d317555.jpg
[Hide] (44.4KB, 1080x689) Reverse
b5ef61cdb6f4a6401bedc81a89ee8a4be1559506d5be9beda8ed89c28b96d85e.jpg
[Hide] (1.3MB, 4637x2308) Reverse
61fa7d3b386975b7087de651b531b35a0d88d6cf7c30eb259ed13841c3d483a6.jpg
[Hide] (804.6KB, 2731x4096) Reverse
>>277002
Again; my issue isn't that it isn't a blanket nerf for the purpose of challenge runs (it's why I was interested in it to begin with, as well as it being Vanilla+, ideal for a NG+ playthrough while still being mostly-intact if any newfags tagged along); it's that the "anti-cheese" is obviously false advertisement for anything but the lowest common denominator, since they are ignorant of the game's intended design / mechanics. Example: I'm pretty sure the last section of the Raugh Ruins are foundationally designed on Torrent being able to ignore the total-rot-swamp in the last building, since it's treated more like a chase-escape than staying to deal with the ICBM Kindred. The entire area is arguably a macro-scale legacy dungeon dungeon intended for Torrent use, so making Torent instadie to Rot swamps is a blind nerf that doesn't account for that, and makes the area plain unfun and unintended - even if, on a surface level, it does sound like a good idea to force you off the horse in the Swamp of Aeonia and parkour over the flowers. Raugh would no longer be a fast paced challenge, but plain drawn out tedium with no skill-expressive challenge.

Then, from a balance standpoint, it exclusively attacks what everyone knows is broken (to the point of irrelevance), yet leaves in implicitly more broken systems, that from an outside perspective are equally if not more broken. Just between now and yesterday, I remembered yet another broken cheese loadout, checked in, and yep, you can indeed both grease Rotspur with any status (for a quad-status, now-Occult-scaling Rot-Poison-Bleed-XXX turtle stick), and reinforce the Fingerprint Shield giving it functional 100 Stability (and thus the guardbreak "penalty" is irrelevant). A quad-status true damage impenetrable turtle is somehow not considered cheese, but they sure as fuck remembered to delete Bloodhound Step from the game by both removing it as a Custom Ash and then still nerfing it to functional irrelevance on top (an Ash whose main issue stemmed from release PvP and "community perception" of it). Likewise, Pest Threads are nerfed to the point of deleting it from the game since everyone chiefly knows it can annihilate any large enemies it can tick multiple times for through their hitboxes, yet the modders somehow decided that Glintstone Spiral should be buffed to ignore shields, despite also being able to annihilate any large enemies it can tick multiple times for through their hitboxes (it's just slightly less optimal / infamous than Pest Threads, hence why it's overlooked).
An idiot would look at the basic changes and clap, yet here I am thinking how in the fuck they think they've addressed "cheese" when so much remains, and so much new cheese is added.

Basically, they have no fucking clue what they're talking about, and they should have just presented it as a hardcore vanilla+ challenge mod with bonus mechanics.

>Convergence
I don't remember why I have an aversion to that one, all I remember is that I'm already sour on it, and where there's smoke there's fire.
>>276904
it'll take a long fucking while to get it updated to Erdtree, but when it does, i recommend checking out the Dark Moon mod if you're looking for something (sorta) revamped.
it's more or less elden ring but with the bloodborne dash-dodge and health regen system. really the biggest issue is that armor doesn't matter too much because they wanted to go full fashion souls and thus you're locked to a frailer "light armor" build 24/7, but if you like weaving the fuck around everything it might be your thing
>>277227
>last pic
There is a dick between those legs, isn't?
Replies: >>279187 >>279207
>>276904
The seamless co-op playthrough is a good idea. I'll look forward to whenever you go through with it.
>>277227
>Convergence
It was originally a bad ds3 mod, that's most likely what you're remembering.
>>277227
>since they are ignorant of the game's intended design / mechanics.
Yes, like FromSoft: that's why I said I don't like Vanilla+ at a conceptual level, the vanilla game is already a blasphemy in comparison to DeS and DaS 1 and pushing even further in that direction leads to Ubisoft-tier cancer such as the hard gating of upgrade materials in Reforged.
>making Torrent instadie to Rot swamps
Last I tried the mod it only got ticking damage from hazardous terrain, which was a low effort solution to the "just run past the obstacle LMAO" issue but at least it was manageable.
Sounds like things got significantly more retarded since.
>A quad-status true damage impenetrable turtle is somehow not considered cheese, but they sure as fuck remembered to delete Bloodhound Step from the game
Full focus on iframes as the be-all-end-all defensive strategy, just like FromSoft.
>(an Ash whose main issue stemmed from release PvP and "community perception" of it)
Release Bloodhound Step was nowhere near the top of the cheese pyramid, but the mere fact a 96% iframe uptime option made it into the game speaks volumes about how little though was put into the overall design.
>Pest Threads and Glinstone Spiral
There's a lot of sleeper OP spells that are completely overshadowed by the obscenely OP spells.
Hell, vanilla Catch Flame was already a very strong option purely because of ministun spam and Reforged made it an FP generator with low damage, which means if you're low on FP you can just use it to stunlock almost any random enemy to death and refill your FP with zero risk and zero skill.

There is the occasional smart change, such as the removal of smithing stone bell bearings in favor of an automatic unlock system based on your most upgraded weapon and timed blocks making sub-90 stability blocking useful, but it's not a lot and it feels like happy coincidences in which the smart solution just so happened to also be the lowest-effort one.
>they should have just presented it as a hardcore vanilla+ challenge mod with bonus mechanics.
Unless they changed the mod page a lot, that's pretty much what I remember them doing.
Also LMAOing at the KWAB Radahn
1020211030215.GIF
[Hide] (1.7MB, 400x225) Reverse
bump
Is there a way to kill Gwyn and go out and keep exploring the world?
Replies: >>279449
>>277242
That makes it even better
Replies: >>279205
>>279187
That makes it GAY!
Replies: >>279209
2a3a703feaaa228bf9ea128fd250c46e.jpg
[Hide] (5.7MB, 3500x3500) Reverse
>>277242
I recognise that artist, it's {drumroll} rule 63, no dick attached, it's a bratty loli reimagining, the artist's angle being Miquella groping her on the down low.
Replies: >>279209
>>275421
They have never created an enemy that can defeat a shield. Dodging is a legitimate way to play, like magic builds, but it does require alot of effort and learning. If you find it fun, great. But it is hard mode.

I beat all of elden ring + dlc with brick hammer+shield rarely ever dying and beating most bosses the first time because you dont need to lean their patterns and telegraphs when youre holding a big shield. I only deviated from brick hammer a few times to try something different like the great stars or the great twisty club. 
Starting i just used whatever basic sword/axe+shield combo i found, but would eventually use greater shield and brick hammer as soon as stats allowed.
Eventually I used the fingerprint shield with the fire resistance because it blocks 100% of fire making furnace golems much easier.

At one point I dueled some boss npc guy in DLC and got the most broken weapon i  the game; the lance. Just hold up your shield and poke bosses to death. Including the final dlc boss. Could have beaten him with my eyes closed. 
I went back to brick hammer because lance felt like cheating. 

I only ever used wild swings or golden vow. I never summoned help, but did use ashes. 

I dont think I could ever beat this game 100% with a dodge build. I dont think Id want to. 

The entire game of Bloodborne was balanced around speed and no shield so it’s not quite the same. 

Darksouls I beat the same way. Shield+claymore and eventually shield+zweihander. 

The only reason speed beats weapon+shield in pvp is because of broken netcode and backstabs
Replies: >>279212 >>288187
>>279205
so is touching your own pp but you have no gripes about that

>>279207
◎ν◎ Anon...
1746547819837_hqdefault.jpg
[Hide] (5.4KB, 480x360) Reverse
>>279208
Shield is viable in pvp because of netcode and engine jankyness, at least in DaS 1 (the best souls for pvp) 
https://www.youtube.com/watch?v=wu9YhwPbyDw
Replies: >>279310
8cbbf9a762c9570adde99014aba7f897e350bdbe66613ab93628edafe0f19a10.jpg
[Hide] (8.3MB, 2800x4000) Reverse
Ekurea just likes cute monster girls and cute tummies. He isn't gay. Mostly.
>>279212
Viable, but not the meta. Only way I could win was retreating to the nearest corridor or hallway and hope I stunlock them with the electric zweihanders big swing and then keep smacking them and kill them before my big stamina pool ran dry.
>>279186
I don’t think you can. I tried dying in the arena, homeward bone and using cheat engine to overwrite the last bonfire I sat at, nothing worked. If you wrong warp then you will immediately start the ending that is triggered when leaving the arena. You can put a summon sign near the entrance of the arena, being summoned still works but after its over it will trigger the previously mentioned ending.
Replies: >>281295
fa26d10c9630b3b185886183a0e7bf6622827a41aaed22ff60f8a08872e3e57f.mp4
[Hide] (16MB, 720x1280, 00:27)
Not sure if I prefer demon's souls or dark souls 2. Dunno why people actually think demon's souls is better than dark souls though, demon's souls plays like beta of dark souls.
>>279449
yeah I tried wrong warp and got the age of dark ending, it sucks, I wanted to fuck around with his sword but I guess I'm gonna have to do it in ng+
ELDEN_RING_NIGHTREIGN_|_Bring_Me_to_Life_Trailer_[Ot6j_qqYQaM].webm
[Hide] (31.3MB, 1920x1080, 01:31)
Fucking Bring Me To Life on the release trailer.
Someone at the office is having fun reliving their edgy amv phase with these
>>281306
I feel like somebody fought to tooth and nail to get this approved.
You should have compressed the shit out of it to look authentic
Replies: >>281319
403.jpg
[Hide] (22.6KB, 600x363) Reverse
>>281306
>look it up
>its real
What year are we in?!
Replies: >>281316 >>281317
>>281312
People who made Naruto Linkin Park AMVs in 2006 are now old enough to work as senior diversity hires.
>>281312
Mom it was never a phase.
BringMeToNightreignLowBitrate.webm
[Hide] (5MB, 1280x720, 01:31)
>>281308
>You should have compressed the shit out of it to look authentic
Here you go, downscaled to 720p and decimated the bitrate (literally 1/10th of the og)
still looks good tbh
Replies: >>281320
>>281319
>still 720p
it's garbage
Replies: >>281323
BringMeToNightreignLowBitrate480p.webm
[Hide] (4.7MB, 853x480, 01:31)
>>281320
The song came out in 2003, anon. The only thing in that file that is not era-appropriate is the codecs used. (high quality Opus (96kb) has a lower bitrate than CD Audio (176kb) which is kinda funny)
Well, these are ffmpeg oneliners and I can just dispatch them in the background so might as well post the 480p of the low-bitrate version.
Replies: >>281324
>>281323
240p for maximum crusty authenticity
Replies: >>281326
BringMeToNightreignCrustiest.webm
[Hide] (871.1KB, 427x240, 01:31)
>>281324
Lowered the bitrate even further just for you.
>>281326
Perfection.
>>281306
If this isn't clear evidence that this is their experimental / fuck it steve-sama-san, if you think it'll work, let's try it release, then I don't know what is.
>>281326
lol
>>281326
lold
671249df9f84426a7c3868b43184c26cd183fedfc732037a17e594705a5cec1a.png
[Hide] (1.3MB, 2300x1900) Reverse
>Nioh 3
>Much smaller scope plot, covers the rise of Ieyasu, during the Tokugawa / Takeda conflict (aka during the events of Nioh 2)
>Living Weapon + Yokai Shift getting thrown together as Living Artifact as you become not!Ninja-Gaiden-man
>not fully open world, described as "open field" (or something like that)
but
<unclear historicity (possible pure-fantasy)
<clear elements from Wo Long / Rise of the Ronin that take from the established Nioh gameplay loop
<forces you to play Samurai & Ninja, and dedicates one Guardian Spirit to each forme-style
The monkey's paw curls, since I thought Nioh 2 really put a nice pin on things. I hope it doesn't do the previous two a disservice. Don't know how you can top being Momotaro, slaying the Big 3 Yokai, repelling the Yamata-no-Orochi & defeating Izanami's Rotting Corpse herself. The Big 3 Onryo is the only remaining big-bads that begins to claw at that scope, and don't hold a candle to the aforementioned.
Replies: >>281966
6a45eefabce5de33814496c24cd14ca4.jpg
[Hide] (29.7KB, 640x360) Reverse
media_GsozTgmWsAEcUvn.jpg
[Hide] (69.7KB, 1024x630) Reverse
Replies: >>281977 >>281990
>>281933
its a crime that TN spent the last 5 (6?) years making two subpar FOTM-trendchase games instead of making nioh 3, and now after they see all the shitposts under the review for their games saying "just make nioh 3" they make what looks like a watered down mechanically but upgraded stylistically sequel. no axe = no buy. so sick of developers not only fixing what isn't broken but parsing down elements that reduce player choice and agency. nioh 2 was a masterpiece and i honestly think they could have defined the sub-genre it started had they not been a bunch of lazy gooks.
>>281964
If there's a survey again, remember to complain about this shit
Replies: >>281990
>>281964
>>281977
Survey is up. Tell them you hate that shit. Then there's no excuse for them if they keep it.
https://teamninja-studio .com/nioh3/us/
36a310fac2d513e45e19a6b877c6ac2a1c647df5dbfb2b30871b5729aee11240.jpg
[Hide] (888.4KB, 1300x1300) Reverse
the_presence_of_a_master_at_work.jpg
[Hide] (212.7KB, 725x832) Reverse
>Code Vein 1
>Gothic Vampires & Io has tits each the size of her head

>Code Vein 2
>Steampunk Time Travellers & Lou not only has a completely inverted chest cavity instead, but thighs each thicker than her waist and hips wider than her shoulder blades

These fucking slant eyes.... they KNOW what they're doing. I don't know what they know, but they know. They understand their place in this ecosystem.
367fe772564155d94f5e235dc77e993d13de522cd8125f4e2d06810fc84fdc20.png
[Hide] (720.8KB, 1569x1667) Reverse
>Duskbloods
>Nioh 3
>Code Vein 2
>Mortal Shell 2
>Lords of the Fallen 23 2
>Lies of PLC + 2

<still need to get through Wo Long, Rise of Ronin, Lords of the Fallen 23, Wukong and Khazan
I appreciate that the industry is currently catering to me exactly; I do not appreciate my lack of time.
Replies: >>288528
Spoiler File
(383.2KB, 850x1200) Reverse
how did this shit "genre" become so popular?
You could literally just play half of the dark souls 1 and You have played just about every shitslike
>>282177
Because it's punishing but with a reasonably low skill ceiling all while still being linear, so normalfags can pretend to be "le hardcore gaymer" playing le sooper dooper hard game and can get their jollies vomiting the same memes over and over like "git gud XDD"
Replies: >>282187
33e37d275bb48e94876befc581f793917af237c20684753bdbd71e68d1b4c661.webm
[Hide] (1.2MB, 480x480, 00:09)
>>282177
Honestly, I just like the gameplay and think they're fun.
While >>282180 is correct that it's definitely become a bandwagon (aside from <caring what normalniggers / "le cummunity" thinks to begin with), it doesn't change that it's one of the few AAA genres that has managed to retain some shred of expected difficulty in the current year (it's usually not hardcore, it's more "normal difficulty from 2 decades back, while everything else has become journalistmode as a baseline"); and the common tropes of dark fantasy aesthetic, emphasis on bosses / exploration, generally flexible builds / customisation options and mechanics / world with some meat to chew on fits my tastes too. I think part of it too is that they feel like a natural progression for anyone who grew up with mainline Legend of Zelda before they derailed into BotW/TotK - they're mostly just 3rd person lock-on challenging Action-Adventure-RPG's. Also, people gloss over a lot of the wannabe slikes that never made it - to even be "counted" as a slike / brought up in discussion is almost like an unofficial baseline expectation of basic vidya quality.

>You could literally just play half of the dark souls 1 and You have played just about every shitslike
<<If you've played Space Invaders, you've basically cleared all of Touhou
<<Gran Turismo, Trackmania & F-Zero? Basically the same games. If you've beaten Mario Kart Wii Luigi's Circuit on 50cc, that's it, entire track racer subgenre over.
Two can make dogshit retard-tier "arguments" too.
Replies: >>282189
>>282187
brother fromslopware reuses animations, models, audio, so fucking much that your comparison makes no literal sense
they do not even fucking bother changing npc color sometimes
you can play exact same fucking style in first and third game, have pretty much same gear roll and do heavy attacks about pretty much same mobs ( sure boss is different, WOWZIES ) but they mostly have literally same mechancis too
Replies: >>282197 >>282198
>>282177
>implying most of the genre is even vaguely similar to DS1, besides the most superficial trappings such as rolls with iframes and stamina management
Dumb loliposter

>>282189
>you can play DS1 and DS3 in the same way!
Not even if you play them out of orders or follow guides/ecelebs, newfags seem to forget that DS3 flat out halved the stamina cost of rolls (16 vs 30) and granted better rolling at 70% than DS1 gave you at 25% (13 iframes + 8 recovery vs 13 iframes + 11 recovery).
If you try to play DS1 like DS3 you'll run out of stamina constantly, if you try to play DS3 like DS1 you'll get obliterated until you give into the rollspam.
d58354c3e820080694945e6fe13ad99289cc99720e435c035e61a9822e63f221.png
[Hide] (570.2KB, 1200x788) Reverse
>>282189
>the entire genre is FromSoft
>>one series of three games on 3 completely different engines are somehow functionally identical (and are all that there is to a genre named after being 'like' them) because they're popular among normalniggers
I seriously fucking shiggydiggyliciously hope you're not doing your best to make the worst quality, most braindead 'argument' possible. This is underageb& 4cuck-tier 'discussion'.
Replies: >>282205
>>282198
>3 completely different engines
DS2 is the only odd one in terms of engine, the others (including Bloodborne, Sekiro, Elden Ring, and even AC6) all run on slightly different versions of the same engines, to the point that most mod tools are automatically mostly compatible with all of them.
Hell, even DS2 isn't THAT different, just different enough to make modding a bit of a pain since things are never quite where you'd expect them to be.
If you have to reply to bait, at least try to not post dumb shit.
Replies: >>282207
>>282205
>DS2 is the only odd one in terms of engine
Of the Souls trilogy; 1 is on Demon Soul's engine, 2 is it's own engine, 3 is on the Bloodborne's engine. They are 3 distinct engines. "one series of three games on 3 completely different engines" is a factually accurate statement.
Replies: >>282224
>>282199
>slop
>cope
I can tell you belong.
Replies: >>282224
>Being this desperate for (you)s
Replies: >>282224
>>282207
>blindly parroting shit you read online
There's a reason SoulStruct can edit map and AI data in the same way for DS1, DS3, and Bloodborne, but not for DS2.
There's a reason param editors used to flat out not work for DS2, but supported ER to some degree at release.

>>282212
>>282215
>feeding the troll
Replies: >>282226
>>282224
Yeah, because From use in house tools for assets across games and engines.
b3837793bb96f0c3434f3fa43c333be771eab87c1ec97798f3927199ca1287d6.jpg
[Hide] (383.8KB, 1200x1200) Reverse
Since someone was asking in the not!E3 stream, here's some of my notes / testing on Nioh's Spirits & Soul Cores.

https://rentry.org/niohpocketguide
https://rentry.org/niohpocketguide-soul-cores

They're unfinished, unpolished and highly opinionated (they were going to be more general-help in nature), but it's better they're out there than not at this point, since I've not worked on them in ages. Might come back to them at a later date again since Nioh 3 is confirmed, but it remains to be seen.
Hope it helps.
Replies: >>282425
>>282415
Thanks, anon. I'll tell you my thoughts after I read it.
>>282177
Dark Souls 1 was just too good that people copied it, and it isn't something new, many horror games are just SH and RE copies, but nobody named it a genre. Every souls game offered something new to the formula, in it's own way, but they were all worse than DS1.
Soulsgenre is really only DS1 and BB.
Replies: >>282710 >>282720
5d472fbf-855e-48dd-83ef-d7026f885362_225x225.jpg
[Hide] (5.8KB, 225x225) Reverse
>>282703
>many horror games are just SH and RE copies, but nobody named it a genre.

Uhhh, anon...
Replies: >>282711 >>282720
>>282710
He probably meant the specific way in which those two series are presented. Resident Evil is a reimagining of an earlier game (Sweet Home) that was directed by the series creator and that game is often credited for creating the survival horror genre.
Replies: >>282713
>>282711
Sure, but Resident Evil coined the term Survival Horror thus "creating" the genre. All the copycats fell under that new label, not unlike the soulslikes that followed Dark Souls.
>>282710
Nobody calls them "resident-like" games is probably his point. The term "GTA clone" comes closer to what >>282703 is talking about.
sekirogiantgrab_shit_game.webm
[Hide] (1.1MB, 1280x720, 00:07)
>>249447
surprised_nigga.jpg
[Hide] (656.2KB, 964x990) Reverse
>>283060
>mfw I dodge too late and I get grabbed
38fe716aa8a9367fced81cf58c0b4699b01d02501dc090c071ebb8d0173b6439.jpg
[Hide] (321KB, 1646x1440) Reverse
>>283066
Sekiro in particular has egregious shitboxes on the grabs, since the game is foundationally designed for parries (it actually has a ton of lazy shitboxes, but since the default approach is to block them, they're barely noticeable ). While >implying the entire game is shit because of it is a stretch, command grabs are without contention an Achilles Heel of the gameplay and a damper on most runs.
The kicker is that Anon didn't even post the worst offender, just the earliest one that gates off the rest of the game. The worst being Ape Escape, which has 3 unreliable shitbox command grabs (including the single worst shitbox in the entire game https://www.youtube.com/watch?v=bHKiF2qnrF0 ), a shitbox projectile and a bonus unblockable status attack that comes out in unreactible frames. He's so unapologetically unfair that nohit runs that are typically high-pressure parrygods boil down to a passive-gameplay AI check for the first phase; staying as close to it as possible and praying it just does toe sweeps / blockable strikes and praying it doesn't pull the "I win" forced difficulty moves out if it's ass (puns intended). The second phase is fine aside from the scream (an unblockable instakill that can be unavoidable in either recovery frames or if near a wall, since the "counter" is reactive spacing) - with the only issue with Phase 2 being you get no practice at it, as the first phase is a dice roll in whether it puts you through the monkeyshit ringer.

>nigga
You appear to have spelt nigger wrong Anon, hope that helps :)
Replies: >>283167
>>283060
Literally gets hit by the hand
Replies: >>283169
>>283070
Your post makes me glad I didn't touch Sekiro. Elden Ring was pretty bad in most cases - to the point modding it was the only way to make it enjoyable.
I replayed Bloodborne and man, it was enjoyable in ways but then retardedly lazy with how enemies attacks can just whip around punishing you just because.
Yeah that's real fun gameplay bro.
>>283066
>>283093
If you don't see a problem with what happened in that video, you're retarded and used to eating shit.
I’m still not over the fact that they reused Radhan for the final boss of the expansion. Did they really do it to save the Gloam Eyed Queen and a resurrected Godwyn for a sequel? I mean with Nightreign it shows how they want to milk it anyway possible.
It’s honestly one of the most horrible games narrative wise, it answered nothing, and provided zero conclusions, and fat chance that Miyazaki will work on the sequel, it will be another DS2 situation. Unfortunately they indeed brought in GRRM for marketing and for Miyazaki to meet him like a fan girl.
Replies: >>283575
>>283060
What's especially egregious, far more than the poor hitbox, is the way the enemy turns 90° in a single frame to give the impression the grab should have connected.
Actual dishonest game design.

>>283066
Dodges in Sekiro do not have any startup frames, if the dodge starts it wasn't too late.
Good to see that Myadrones still lie at every opportunity, at least.
81085fa992c20c1ece95ae336910f775f31378bb9ab05b90aa38e3522314d3ad.jpg
[Hide] (523.9KB, 1920x1080) Reverse
e3ae15a4548d5dc967cbe1301ac9475c413b5f99488628cf34ab936428e30862.png
[Hide] (683.2KB, 719x810) Reverse
a5d456440ea6d1d3173e0eb2e7b1e1c792fa113251acb54cf987e0e0b8da1cf0.webm
[Hide] (3.5MB, 960x540, 00:06)
6d2a25553a6d8bc785f86c41bd11d496313acd127336aa0da6b4364a8c10f188.png
[Hide] (151.6KB, 490x706) Reverse
>>283173
>Gloam Eyed Queen
Melina is like 85%+ chance of being the GEQ post-retirement / redundancy (she's able to seek private audience with Marika through the thorns, her link to Miquella via Torrent, the fact she's enough of an accomplished assassin already that she killed Therolina before you woke up to prevent another Vyke / Bernahl shitshow, her entire spiel with the Frenzy ending), I'd be extremely surprised if it's given to a new face entirely. It's a poorly tied up plotline, combined with heaps of cut content and the part where the events of the game involve her misguiding railroading you along a tardproof incorruptible path you to begin with, but I'd be happy to say it's done with as it is. Not saying it's impossible Melina isn't the GEQ, just that it's improbable, and would need some hoops jumped through to make sense considering how much it points to her already. The bigger question regarding Melina (/ possibly a different GEQ) / Messmer is who's the daddy?
>and a resurrected Godwyn
On the other hand, this is the total bullshit blueball of the DLC; considering everything leading up to it (Miquella trying to resurrect him, Godwyn being the adored Golden-child by Marika / Godfrey / Marika / Miquella, the whole theme of the semi-afterlife Shadowlands etc). If they are planning on sequelbait, the only place I think they could take it is the badlands / foreign countries that Godfrey was sent with the penal legion to wage war with the civilisations of the other Outer Influences spread the good word of the Golden Order (Badlands, Land of Reeds, Frenzy Israel etc) - but Godwyn doesn't work whatsoever in that setting, since he's a homeboy, not a traveller-type. Absolutely fumbled that, and I don't even know why, considering the time they had to do it. There's clearly cut / changed content given how the promotional material had Miquella on Torrent, and IIRC there were lines recorded with Miquella aiding the player; but it's such a stupendously stupid move, there has to have been some reason for it. (Hopefully... 'some' reason.)

<they reused Radahn
Heh... yeah...
You rike?
Replies: >>283599
1d327d4eb7b8c016de120870e62ef8b771786788edead5ed38827749dbb4b1e7.jpg
[Hide] (23.1KB, 737x416) Reverse
573dddf4eb9d114d3824312899e3310c4ac7c313bbdfa150054e40dafacd247f.png
[Hide] (2.9MB, 1446x1449) Reverse
>>283575
>considering everything leading up to it (Miquella trying to resurrect him, Godwyn being the adored Golden-child by Marika / Godfrey / Marika / Miquella, the whole theme of the semi-afterlife Shadowlands etc).
Not only this, also the amount of the dragons in it, there’s even a painting of the Shadowlands called “Domain of The Dragons”. So not only an afterlife theme, but a dragons theme too, it’s as if the Shadowlands became Godwyn’s home. The game’s plot isn’t only poorly thought out, it full on contradicts itself. And all those issues are related to the main story, it’s like they never proofread it at all.
>If they are planning on sequelbait, the only place I think they could take it is the badlands / foreign countries that Godfrey was sent with the penal legion to wage war with the civilisations of the other Outer Influences spread the good word of the Golden Order (Badlands, Land of Reeds, Frenzy Israel etc)
They will not commit to the Badlands or Lands of Reeds, in Dark Souls there was also an east asian country mentioned and it was never included in the sequels, even BloodBorne had one. They just put them for patriotic reasons (yes we’re westaboos but we didn’t forget about our origins). Same thing applies to Badlands, foreign lands mentioned for worldbuilding purposes that are never going to be explored. If I’m not mistaken, Dark Souls 3 was in the same setting of DS1 but post apocalyptic with newly added areas. Elden Ring will be just that, they will make up new areas and connect them to the old ones, like GEQ making a city for herself.
>but Godwyn doesn't work whatsoever in that setting
Remember that Godwyn is ER’s Nameless King, who we finally found in DS3 as a dlc boss. Godwyin if not a main boss will get the same treatment probably.

Unfortunately despite all my gripes with this game and I don’t even wish for a sequel, the GEQ stuff intrigues me so much for some reason. But I know if it’s ever explored again, it will be undercooked.
Replies: >>284327
soulstime.png
[Hide] (299.4KB, 959x751) Reverse
I just started playing Dark Souls 3, it's been about a decade since I last really sunk my teeth into anything Fromsoft-related.
If I go through the rest of the series so far in order, am I going to get any Nightreign time in before the game inevitably dies completely?

Also, I've heard that Elden Ring is more or less "Dark Souls II 2". Is that about right? That sounds pretty interesting to me, but I know I'm going to be disappointed when I find out that they haven't brought getting invaded as a hollow back.
>>283805
you will never be japanese
Replies: >>283845
>>283805
It’s Dark Souls but open world with jumping that’s really it. Also the bosses now have an arsenal of AoE attacks they spam every second because the hame was designed around summoning.
Replies: >>283848
>>283806
And neither will you have another woman touch you besides your mom but you don't see him bragging about it.
>>283844 
>whining about the easiest game in the series
Replies: >>283853
>>283848
It’s the easiest of you summoned, but I finished it solo unlike the faggot you are
Replies: >>283854
>>283853
>actually bragging about beating it
lmao
ea719016daefde49bfe86a82980194b0630dcfcbc65e22457a5ef60ef1a76cec.png
[Hide] (3.9MB, 1920x1080) Reverse
Rate my fit, im about to face the queen herself. I love getting pegged.
>>283963
malenia please peg my asshole. Thank you for pegging my ass, blade of miquella.
>>282177
I will rape your mother and sister, eat your father intestines and shit down your neck bitch. Say that shit one more time I dare you.
>>283963
Nice of you to wear a dress to the fight.
b13e0f6d759bc98a5a445db7e924d78a1cd7fe2b1e91f7e1b0ae7730f2ee6df7.png
[Hide] (201.7KB, 493x419) Reverse
>>283963
>>283963
Are you body type A or type B?
Replies: >>283985
WHY IS THERE SO LITTLE PROPER HENTAI MANGA FOR ELDEN RING?

>>283980
I have multiple larvae tears. I can be whatever type you want, baby.
Replies: >>284327
I'm thinking bloodborne might be the greatest game ever made.
Replies: >>284307
>>284290
Then you need to play more videogames.
>>284307
He already played the greatest one,  it's all just downhill from here
Replies: >>284309 >>284312
>>284308
Perhaps, but there are still good games left.
The original God of War on god mode plays a lot like the souls game do, for example.
1029a66120ab8a94af6acfe409cbe9839f0f4ce85dfa5519444cb439f3538b47.jpg
[Hide] (10.7KB, 225x225) Reverse
>>284308
>it's all just downhill from here

>>284309
The forced wall climbing and scripted segments alone make it shit
Replies: >>284314
>>284312
Only the original carries any challenge at all. I didn't die once in God of War 2 or 3.
Replies: >>284316
ClipboardImage.png
[Hide] (575.7KB, 563x800) Reverse
>>284309
>>284314
Have you guys tried Rygar? The game GoW was ripping off.
Replies: >>284318 >>284319
>>284316
Honestly I haven't, But game play reminds  me of Maximo or N64 Castlevania considering the release date.
>>284316
I thought GoW was ripping off off Shadow of Rome and DMC?
1eaab406dd05db4f81c1adbd6f5b25f8737a589c673746292ac140afb523b913.jpg
[Hide] (2.6MB, 3186x4096) Reverse
8a2c749821d420fddac93543851a93fae9a70f281f8b393a6279b1c826cbb3b3.jpg
[Hide] (1.3MB, 2480x2822) Reverse
1aa78c1aa4d84faf97020a085e50989e191e4cb7720bf9cdf7c7d993933912e2.png
[Hide] (974.2KB, 1030x976) Reverse
5469569fc68e21ba2b1c3495b0d1dcfd1bfe50a0d7a5503de38367c50475d061.png
[Hide] (33.9KB, 1238x556) Reverse
c5f0000a656fc349279277bddfadba189e6293fcc57a3e555f845af6bf079ad8.png
[Hide] (798.9KB, 1200x682) Reverse
>>283805
>am I going to get any Nightreign time in before the game inevitably dies completely?
From what I can tell about Nightreign; the "base" is perfectly playable solo + offline and just plays like a cocaine-fuelled time attack slike - made up of randomly generated returning bosses across not!Limgrave, with a Binding-of-Isaac style gamble with RNGsus that you either get gifted a workable build to steamroll them, or enough resources to purchase extra lives to bruteforce anything as you face one of 9-10 actually unique extra-difficult end-of-run bosses. Difficulty is mostly dependent on how independent each character is, with John Darksouls, Legolas & John Sekiro being EZmode, and the two backline casters (Pearl & Marina) being the hardest; needing to beat all the end-of-run bosses with each character at least once to "beat" the game.
These bosses (along with tiny character arc / plotlines) being the only actual unique content to Nightreign, and thus the only actual reason to play it. Anecdotally are each boss is supposed to be pretty good quality, with a good balance of difficulty and cinematic style, but each hinge on some kind of "critical weakness" that you're supposed to fight them with; or they'll roflstomp your ass with scripted attacks / patterns / resistances you can't interrupt.
That said - are they worth a full purchase for them alone? Probably not.
Pirating? Maybe, if you're bored and a slike enjoyer.

Multiplayer (aka no pirating, you need a legit copy for the servers) is harder, because now you're tardwrangling other normalnig retards who will jack up the difficulty with increased scaling, their own deaths forcing you to juggle more shit, and requiring more resources (ie, Solo you can make do just with a good stick to bash with; Multi wants each player to get something different). No PvP strikes me as a real nasty downside too. If you're holding out on the multiplayer component, unless you've got a dedicated group of irl bros; I don't see much of the value aside from the initial novelty.
The only time-limited actively-being-updated online component (which I am guessing is short term / time-limited, as I'll explain) is that the end-of-run bosses have an extra Uber-difficult variant that the game cycles through, often starting in their default final phase, and getting a special extra phase that completely overhauls the fight and gives them a cooler model (eg the Abyss Dragon summons a death-tornado that greatly limits the safe region of his arena, as well as mini-tornados that launch you up to dodge his new cutscene-tier nuke attacks). I would imagine that by EoS, these Uber-bosses will be made available at all times, or at least all on auto-rotation. Whether these are multiplayer-mandatory, I don't know, but I'd imagine there should+would be a mod to get them offline, since the files should exist in any install anyways. Fitgirl already has a Nightreign repack out in it's first-patch state, but since these Uber-bosses aren't out yet, I'm waiting until the release cycle is finished before I bother checking it out.
Going off of releases of these Uber bosses, I'd guess the game is still going to get content until August / September; so if you're playing with a legit copy and want to play the multiplayer, you'll be fine until then. It's also set for a 'notable DLC pack' in Q4 / around December, whatever that means (probably getting a trailer along with the last Uber-boss); so it's definitely going to mill around for a while.
Don't feel any rush to get through your backlog for it.

Possibly wildly inaccurate tl;dr on the canon-fitting 'Lore' of Nightreign from what I've gleamed for anyone uninterested in the game otherwise : The game is entirely set in the nanosecond after Marika shattered the Elden Ring, causing a warp in spacetime; dragging shit in from neighboring alternate universes. The various playable characters are amnesiac ghosts from these alternate Universes with lingering regrets / unfinished business, seeking redemption, while the "Night" is either just the encroaching apocalypse or the chaotic void between universes, embodied by various other doomed souls / end-of-run bosses who bargained too much on their soul and got lost in the sauce. Beat the game, patch shit up to a "gud enuf" state that the Night can fuck off to the background until the next crack in reality, the events of The Shattering + Elden Ring can begin.

>Elden Ring is more or less "Dark Souls II 2"
Not in the slightest; it's DS3 2. There's a great diagram I've saw floating around that just tree-diagrams of each game's world layout, and to sum it up:
<DS1 is a web that all connects
<DS2 is a tree, with multiple linear branches
<DS3 is a visibly pathetic straight line
<ER is an open world cloud, that funnels into a straight line by lategame
ER is made on the DS3 engine too, which itself is built on the BB engine; and as such is firmly a roll-focused / rollslop title; compared to the slower and more block-focused DS1 & DS2.
Invasions are scuffed, but you can use an unlimited item called the Taunter's Tongue to invite invasions. Downside being that it's poorly thought out / intentionally scuffed, so any time you die or quit out, the Tongue de-activates. Mods should fix it, an ideal one (which I don't know if it exists or not) would just be one that auto-activates it while you have a Rune Arc active or not, either mirroring the Hollow invasions or Embered invasions, depending on preference. Seamless is also a thing, but that's it's own can of worms.

>>283599
Fair points, but do keep in mind that Nightreign was retroactively built off of a few lines of throwaway lore "hinted at" in the basegame; with the Lord of the Night outer being that the Nox worship, and the same general "thing" that Renalla groomed Ranni into heading the world towards because she got cuckqueaned by Marika.
IIRC the Bloodborne Deep Sea rune has some deeplore schizotheory direct connection between all the Fromshart slikes too, that connects the Outer Beings or some shit, so I wouldn't put it past hackazaki to build an entire game off of a single line directly stating the Land of Reeds exists.

>>283963
lmao fag
>>283985
Most singleplayers are low on hentai / doujins, though ER has got a lot of oneshots and miniseries that don't get listed as full mags. Just check the ER pixiv and poke around, they're pretty common. Sadly, a lot of fujoshit, with Morgott of all characters being absolute hit with the ladies.
There's also the gag manga, but I doubt it's got the porn you're looking for.

>>284309
GoW is a hack & slash with QTE's, and fits in it's own distinct subgenre with games like Rygar, DMC and Bayonetta. If you're counting any 3D melee action-adventure game that you can self-impose to be difficult as a slike, then you may as well say Legend of Zelda, Yakuza, Monster Hunter & the Witcher franchises are all slikes, which at that point is either a joke or a delusion.
Being able to define something is both being able to say what it is, and what it is not. GoW is not a slike.
Replies: >>300515
>>284307
What level design even compares to bloodborne?
Replies: >>284337
>>284328
Nothing comes close, but the first two games in the Sands of Time focus a bit on castle-like architecture for their levels.
Replies: >>284366
>>284337
I only saw the movie of prince of persia.
>>284307
What, is it ocarina of time instead?
Replies: >>284501
e0378b9f5d92678be2d1c7f0068105798e42bb2c99c8749379fe86f14b53cd6e.png
[Hide] (897.2KB, 1024x1024) Reverse
>But Sire! Lord Gwyn, we can't just leave our subjects down there! The Darkwraiths will slay them and eat their souls! Please lift the lockdown! With only a couple more days we could evacuate ALL the citizens!
Sunk city fallacy.
Replies: >>284503
>>284379
>entire first half is a slow-ass tutorial for retarded babbies
lol no.
Anything else is better than OoT.
>>284498
Best portrayal of a king in vidya.
Replies: >>284522 >>284540
Spoiler File
(13.3KB, 579x512) Reverse
90f6355415dfb22b5deda0ded02f152d25871bf7eaed6590f886903aadad7934.jpg
[Hide] (553.7KB, 1920x1080) Reverse
e31c82accd78b17fd276e709fe2631630614ce8232ebce8132625d92e32813e3.png
[Hide] (2.5MB, 1920x1133) Reverse
>>284503
There's an unironically better portrayal of one, and he's tangential to the other conversation ITT too. Will say though, the Ivory King had a really cool atmosphere going on.
>>284503
Nah, that's Pankraz from DQ5.
151b507a8a0e9eac292bf1995393bb5abe6d112488c537ce2a916a8093fab3cb.jpg
[Hide] (42.2KB, 681x653) Reverse
69e96bad006e73a7e38d90280b807ce0e6508bc9aaac34eaf72e71c0210e46bf.jpg
[Hide] (784.8KB, 1920x1080) Reverse
Going to be chowing down through a long backlog of non-From slikes, starting with Wo Long. Going to be going into all of them with low expectations, and hopefully I'll be pleasantly surprised with a few of them. 
Any tips or heads up to be aware of? Any good self-imposed challenges to consider? I'm well acquainted with Nioh, if that means anything.

Also
>Nightreign is 1:1 ripping off Depths from Nioh, right down to the fucking name
lol
Replies: >>288142
Nightreign_Ending_LEAKED.webm
[Hide] (4.7MB, 1072x1072, 01:09)
>>288138
Can't really give you the quick rundown on things if we don't know your list. I personally skipped Wo Long (iirc I thought it seemed too musou at the time) so I don't really have anything for that one.

>right down to the fucking name
I personally don't think these things matter at all but if they did Bloodborne had Depth years before Nioh, just it was a Chalice Dungeon thing so 90% of people didn't see it.
>>279208
>They have never created an enemy that can defeat a shield *  *.
>* with near-100 stability
>** and with near-100% elemental resists
>*** and with high status resists
Just because Elden "assets from my last software" Ring gives you access to a handful of comically overtuned greatshields, that does not mean the overall state of shields is healthy.
>I beat all of elden ring + dlc with [...] fingerprint shield
Sasuga, guidefag.
Replies: >>288189 >>288199
>>288187
>shields are bad
>except when they're good
>and I'm not immune to everything just holding a shield up
What a fucking nigger.
Replies: >>288199
>>288187
>didn't even mention control grabs
Shiggy diggy.
Anyways shields were never in a good spot, even DS1 let you get to 100 stab via strong magic shield, startup frames on parries (DS2) and the gutting of stamina management for the fastshit audience (DS3) were just the last nails in the coffin.

>>288189
>fingerprint shield user calling anyone else a nigger
>>282176
+ 

>Swords of Legends
>Onimusha
>Black Myth Zhong Kui
>Phantom Blade
As of Gamescom.
LET_IT_DIE_INFERNO_-_Announcement_Trailer_-_State_of_Play_-_Sept_2025.mp4
[Hide] (27.2MB, 1280x720, 01:47)
LET_IT_DIE_INFERNO.jpg
[Hide] (817KB, 1920x1080) Reverse
ITS_HAPPENING_-_The_Office_clip.mp4
[Hide] (797.5KB, 640x360, 00:09)
>>249512
First_Game_MC's_daughter_Lavinia_Voda.png
[Hide] (1.8MB, 1400x1400) Reverse
Ibaraki-doji.jpg
[Hide] (388.7KB, 1920x1080) Reverse
>Code Vein II is set to be released on January 30, 2026.
>Nioh 3 is set to be released on February 6, 2026.
<time travelling vampires vs time travelling ninjas
It's been a while since there's been such an aggressive release clash.
>>291074
Second pic looks like shit.
Looking for people to play nightreign with, if you are interested please slide into my dm. Thanks
>>291074
I thought Code Vein 1 ended where God Eater begin? What is there to continue
Replies: >>291934 >>291969
>>291871
It's time travel bullshit, they ain't gotta explain shit.
Visible_confusion.jpg
[Hide] (56.1KB, 661x637) Reverse
>>291074
>First Game MC's daughter Lavinia Voda.png
Wait so how does that happen if my character was female and the only NPCs I bothered to befriend were Io, Mia and Coco?
Replies: >>291949 >>292001
1392354420576.png
[Hide] (522.3KB, 1000x833) Reverse
>>291945
its-magic-i-aint-gotta-explain-shit.jpg
[Hide] (57.5KB, 700x466) Reverse
>>291871
They take place in different parts of the world so it could still go on simultaneously.
But also it's time travel bullshit.
>>291945
She's like 8ft tall, even if she's not the MC's direct kid, she's definitely got some kind of time travel bullshit going on too.
>>250421
>my post from a year and a half ago is still up
I decided to start playing The Surge 2 a couple days ago after being reminded that Soulslikes still exist due to the wave of revisionism currently encircling Dark Souls 2. However rather than revisit DaS2 I figured I'd treat myself to something new (and I'd already pirated TS2 years ago, just hadn't installed it).

I just got through the first main area and the first secondary area, then defeated the first big boss. The game feels a lot more complete than TS1 and it doesn't have the jagged difficulty curve that the first game did. It still has the "we don't understand Dark Souls" vibe where basic enemies can easily kill you and the game becomes significantly easier after the first couple hours because you've upgraded your health and stamina.

That said, there's much more enemy variety and lots more gear to find, and it overall feels like a game that has much more intentional design. In TS1, I think I had about 5-10 weapons after the first couple hours, whereas in TS1 I'm approaching 20 weapons in that same time and there are more weapon classes and effects that change how your weapons feel. There are more shortcuts, more pieces of level design that ask you to think about how you get from point A to point B and how you engage with enemies (holes in the floor, enemies that make turrets, etc.) without being as cheesy as TS1 where you could successfully kill an enemy with a finisher animation and careen to your death off a platform.

The attack system has also been overhauled, and I think part of the reason there are so many new weapon categories is because they've taken TS1's weapon animations and distributed them more evenly over the new weapons. This is good because TS1 had a recurring problem of being way too complicated for its own good; weapons had directional attacks with regular button inputs, but you could also get new chains of attacks by inputting directions with the movement stick, and you could flow between different chains and maintain your spot in the chain by dodging. A lot of attacks went unused simply because you never got the chance to commit to a 6-second chain of attacks.

I'm enjoying the core combat enough to continue, but if I reach a point that's frustrating then I'll probably drop it.
Replies: >>292345 >>295301
Todd.jpg
[Hide] (61.2KB, 475x356) Reverse
DS2_reviews_over_time.png
[Hide] (46.6KB, 951x469) Reverse
>>292166
>due to the wave of revisionism currently encircling Dark Souls 2
Why do certain fags still try to push this blatant lie?
https://steamdb.info/app/236430/charts/#reviews
>It still has the "we don't understand Dark Souls" vibe where basic enemies can easily kill you and the game becomes significantly easier after the first couple hours because you've upgraded your health and stamina.
WTF am I reading
Replies: >>292362 >>292422
>>292345
>Steam reviews
It was released as SotFS (the definitive edition essentially) on Steam, which fixed a lot of people's issues with the base game.
Replies: >>292401
>>292362
>lying again
https://steamdb.info/app/335300/charts/#reviews
SofTS reviewed a few % worse than the original release, and it too lacks any significant spike/dip in scores across its entire lifetime.
What's your agenda?
Do any of the Elder Soulsborne games after Demon's Souls deviate from the 3D Castlevania/Ghosts'n Goblins-esque design philosophy?
Replies: >>292445 >>292476
>>292345
>blatant lie
The release of DaS2 was one of the bigger sources of nerd rage I remember witnessing in my adult life. The game had huge expectations from the runaway success of DaS1 and was promising to take the things the first game did well (namely the interconnected world) and build upon them with a significant graphical upgrade and a torch/fire mechanic that would require you to forego a shield frequently. Then there came the graphical downgrade, the overabundance of enemy clumps that all ran directly at the player and attacked frequently, and the world that felt more like an obligatory series of video game levels that were less interconnected and had less nuance in the design due to the bonfire warping being available from the start.

I played the SotFS edition shortly after it released and I remember being very annoyed at how remedial it felt; everything that DaS2 did tolerably well was done better in DaS1. I figured that most people felt the same way and my perception of the game was that discourse of it fell to a dull grumbling over the years. The only people I've ever seen defend the game do it conditionally: the PVP is great, the build variety is great, you're too stupid to understand the great genius of unremarkable trap doors that kill you instantly, and so on.
Replies: >>292431 >>292450
>>292422
DaS2 was tragic. Overambitious team having most of their work scrapped and the final release was cobbled together from what they had left and pushed out the door. Its definitely the black sheep of the series, but if you actually give it a chance and push through the sloggish parts you have a real diamond-in-the-rough.
>>292405
<-esque design philosophy
What the fuck are you trying to describe here? Be more precise.
Replies: >>292453
>>292422
>I figured that most people felt the same way and my perception of the game was that discourse of it fell to a dull grumbling over the years
That's what happens when you never leave your echo chamber for a decade straight, who knows how many other retarded ideas you take as fact.
>The only people I've ever seen defend the game do it conditionally
What a surprise, before the hordes of gitgud-spamming posers people were willing to point out flaws in the games they enjoyed: the Capra Demon arena and the dragon butts hell in DS1 got plenty of flak too for obvious reasons, and let's not even get started about Blight"10 FPS"Town.
>you're too stupid to understand the great genius of unremarkable trap doors that kill you instantly
>trap doors
>plural
If you got instakilled by either of the (admittedly cheap) kool-aid ogres in Aldia's Keep you're a VIGlet.
If you got instakilled by the sand door in Tseldora, you're beyond VIGlet and well into "min hp challenge run" territory.
Otherwise, feel free to point out any other instance of unremarkable damaging trap doors in the game, protip: you can't.
Replies: >>292478
>>292445
Demon's Souls feels like a pre-SoTN Castlevania in 3D, in that every attack has a relatively long animation locking (You) in place when executed, the level design and enemy placement is extremely deliberate and the game heavily rewards player skill by making even strong enemies die in a few hits when timing your attacks just right/exploiting weaknesses while at the same also punishing you immediately for fucking up.
Where it differs is that old Castlevania games didn't have nearly as much cheese involving bows.

t. has never played any Soulsborne aside from PS3 Demon's Souls and is thus an unqualified NIGGER too black to partake in the finer aspects of this thread.
Replies: >>292467 >>292471
1711908723640693.png
[Hide] (446.7KB, 1024x758) Reverse
>>292453
DS2 is your best bet (slower, methodical, classic fantasy with some bosses with clear weaknesses), DS1 mayyyybe but less so. Both lack the explicit hardcounters that DeS had; closest to that I can imagine being Nioh's habit of having horn's be glowing weak spots that you need to get a directional attack with enough break to hit, sometimes only exposed for brief windows, but misses what you're looking for due to the significantly faster gameplay and likely the equipment system (though it has ebin bow cheese if you want it).
Thing with the genre is that it's generally either sped up and become more combat-over-gimmick driven in the case of the more established titles (matching the pace it's playerbase has improved by), or the alt-slikes simply lack the difficulty / mechanical complexity to hold anyone. Maybe Lords of the Fallen 23 fits your bill(?), since I've heard alright things about it, but I've not had the time to play it myself yet.


Honestly, DeS is probably what you were looking for; but you'll probably have a fine time with DS2 if you're really itching for it (they're all functionally standalones too, don't feel like you're missing out). Action-adventure RPG's aren't limited to slikes either; you might find some luck in looking to older title emulation; something like Legacy of Kain, King's Field 4, Witcher 1, God Hand or the original Assassin's Creed.
Replies: >>292469
>>292467
So all Souls lead to DS2, naruhodo.
I personally could do with faster attacks and more overall mobility, but the level design has to be just as on point as the base game mechanics which DeS does a great job at.
The small size of the levels also helps in keeping everything focused as fuck.
Replies: >>292487 >>292504
>>292453
Indies are an option, both Hellpoint and Void Sols might fit your tastes if I understand correctly.
Tunic and Master Key are more focused on puzzles, but might also be a good enough fit.
Anyone who praises DS2 over DS1 is a retard and don’t take their opinion seriously. It’s like saying shit is better than honey and calling it an opinion.
Replies: >>292481
>>292405
Yes all of them except DS1 and a little bit of Bloodborne kept some of that dna. Now shit like Elden Ring is just an entirely different design, where it truly became dodge slop.
Do souls games really take from early Zelda?
Replies: >>292487
>>292450
I was there DaS2 was hated by everyone who came from DaS1, but now there’s an army of defenders who somehow happened to play it as their first Souls game for some reason. But remember that everything you like about it was done before in DaS1.
Replies: >>292481 >>292484
>>292475
>>292478
>having such a melty over DS2 you just HAVE to post 3 times within 10 minutes
Replies: >>292484
-TF2_15.ai-_The_Mercs_Argue_Over_Their_Favorite_Rappers.mp4
[Hide] (23.7MB, 640x360, 11:45)
>>292478
>>292481
Is DaS2 the Fatal Fury of Souls games in Mexican terms?
These exchanges bear strong resemblance to the faggotry over in the fightan thread.
Replies: >>292488 >>292526
1737951118343659.jpg
[Hide] (1.4MB, 1656x1080) Reverse
1647728436848.jpg
[Hide] (1.5MB, 700x8704) Reverse
Yugo_Kanno_-_Daigoji_Castle_(Jurakudai)_(Nioh_2).mp3
[Hide] (7MB, 720x720, 03:44)
>>292469
In that case, go ahead and try Nioh. It's more like a Ninja Gaiden hybrid than a classic fantasy pace; the levels are stage-based like DeS rather than open world and the level design has some nuance to it. The only reason I err on caution recommending is redundant now I think about it, since the later NG+ cycles just start throwing enemies everywhere, but in NG at least, they're pretty calculated. That said, while Bosses do have their gimmicks, most still have a fair chunk of meat to their health; and levels 2, 3 & 4 will kick your teeth in with difficulty before smoothing out. Maingame final stage (The Demon King Revealed) is unironically one of the best levels of the 2010's and nails the atmosphere too. 'Shame the best OST in Nioh is in the second one's big castle.
The only thing I can see souring you is the diablo-style equipment drops. It's a deciding factor for most, and it doesn't really get a chance to prove itself until the DLC, since building for anything is pointless when you just get immediately better statted stuff in the level afterwards anyways (until then being an inconvenience if you don't manage your loot).

Main difference between 1 and 2 is that the first places greater emphasis on timing your Living Weapon (a temporary damage immunity forme that has a unique attack per equipped spirit), while the second places greater emphasis on Burst Attacks (mandatory input responses that are undodgeable+unblockable and will oneshot you if mistimed). More people seem to prefer 2 (even if they're never seem to get the most out of the Soul Core system), but I'm a stickler for 1 really.
Oh, and it's set during the Japanese war of unification, do some light historical research in advance, you'll enjoy it much more.


>>292469
>So all Souls lead to DS2
Less that, more that DS2 was the last of the "slow" / block-heavy slikes, and is spiritually as much Kings Field 5 if anything. The faster / dodge-heavy games after it generally just follow a different design philosophy, and are what much of the genre has modelled itself afterward.
Each has their positives and negatives, and both share the same distinct space, but there's an undeniable difference in approach. Picrel2 points some obviously biased and inaccurate fun at it, but it gets the point across.


>>292477
Yes and No; much, much lesser focus on puzzles and exploration, much greater focus on enemy encounters and builds. That said, slikes are a natural progression if you played Zelda as a kid (mainly OOT, MM, TP & SS; TP in particular), and are closer to whatever the fuck open world crap Zelda's been for the last decade.
>>292484
I guess? I think an accurate analogy would be fighting games that focus on short openings from neutral vs fightans that are combo-juggle-extender focused. Clearly in the same space, but distinct niches.
I don't know anything about them, but I think (?) the former is like Guilty Gear / Tekken vs the latter like Marvel v Capcom / Mortal Kombat. Don't know where Fatal Fury would lie.
Replies: >>292512
Played both DS1 and DS2 at launch. Can't recall any specific locations off the top or my head, but DS2 felt like it had several cheap deaths with no prior warning. Also dual-wielding still felt like shit even with power stance added. Enemies permanently despawning if killed too many times was gay and I didn't even realize it was a thing until I had done a lot of PVP at the rat vanguard cave with all the trap keyholes and those mammoth knights or whatever stopped spawning. Soul memory was also retarded and never should have been put into the game. If you died again without collecting your souls, you permanently gimped your character. I still liked the game overall, but it felt like a step down from 1.
Replies: >>292492 >>292526
8596fa5301c39febe729fc33d1c37ddbfe6d7db6fe7c2ea2a4c119c52da996d7.jpg
[Hide] (120.7KB, 1280x720) Reverse
>>292491
>If you died again without collecting your souls, you permanently gimped your character.
What in the flying fuck?
Replies: >>292494 >>292500
>>292492
Instead of matchmaking you based on soul level, it was done using a count of how many souls you collected over your save and permanently losing unspent souls wouldn't bring the count back down. The system may have been less shitty if it did, but it's ultimately pointless because it didn't address any problem related to matchmaking and character power from DS1.
GIjK8MFXUAAB9QT.jpg
[Hide] (224.6KB, 1240x1754) Reverse
>>292492
Soul Memory, it was exclusively an online matchmaking thing and didn't affect your offline play in any way. Basically nuclear option to stop twinks, hackers and invasion-onlies from ruining invasions, but ended up screwing over FCfags (a community that didn't exist in Backstab Souls 1, and wasn't really considered in the design process).
The intent was that you'd be exclusively matched with people who gathered the same amount of souls as you, not necessarily used them on upgrading your character; so experienced players couldn't just stop levelling and hover at Lv15 and continually shitstomp new players with maximum upgraded lategame gear like the +25 Chaos Zweihander Giantmoms of DS1 - they would instead be forced to play against accounts their own age, and see if they could pull that shit with the Lv200+'s they were suddenly up against.
The issues being, that on the lower end, noobs would lose souls and then be forced into tiers above their own equipment grade (in one way, letting them summon far more powerful phantoms, but more prominently attracting stronger invaders) (the issue here being that stronger phantoms were rarer in early areas, while invaders using stronger equipment wasn't), while on the higher end if you were an invasion-only, nobody fucking plays past a certain point, so they were only being grouped with themselves and quarantined away from the immense number of scrubs running through the basegame that they wanted to dunk on, as well as making Fight Clubs really awkward, as you'd have people in different Soul Memory ranges that simply couldn't connect, unless everyone was on uppermost Soul Memory tiers (which required 12,000,000 souls minimum and ideally 30,000,000 - in a time before most people were willing to fire up cheat engine or were on console, meaning new Fight Club characters required a brutal grind in a game with no respec).

Suffice to say, assmad Anon is being a bit melodramatic. It absolutely did what it intended, it just did it far too well, and terminal whiners clung to it like it was the worst idea since the industrial revolution and it's consequences, much like many opinionated things in DS2. The major flaw was just friends trying to play through the game together  / one friend trying to hardcarry with endgame loot, which it prevented, since password-summons weren't a thing at the time and the Soul Memory tiers were vague / uninformative, especially at release. But other than that, it did what it intended to do, to the chagrin of the people it was intended to target. I'd argue the system needed improvement, not scrapping. The tiers were absolutely unevenly distributed, and it should have had additional checks for progression. Still, the result was that DS2's online was still far better than what Elden Ring's limited free-for-all ended up being.

Again, did literally nothing for offline / solo play.
>>292500
It most certainly did not stop hackers lol. Their cheat detection has always been dogshit. I have used edited saves on all 3 DS games across multiple platforms and have never been banned from online play on any of them. Your faith in their cheat detection is even more questionable considering some users were deliberately joining others' sessions just to get them banned. Don't forget online for these games was temporarily disabled because RCE exploits were discovered.
>FCfags (a community that didn't exist in Backstab Souls 1
Did you actually play DS1 online or interact with its PVP community at all?
>password-summons weren't a thing at the time
Name-engraved Ring was close enough.
>Again, did literally nothing for offline / solo play
With how many items and systems are designed completely around online play, it's odd to handwave soul memory off as being an online-only feature like it affects an insignificant part of the gameplay.
Replies: >>292510
>>292469
Honestly, try The Surge 2.
>>292500
>>292503
Soul memory only really affected the early levels and your first playthrough. After a certain point, the soul memory brackets are so large that it becomes secondary to character level for matchmaking. Its biggest negative impact was on first-playthrough Co-op because players trying to co-op would be pushed out of the bracket for the target players. Smurf invaders could work around the soul memory issue so it didn't actually fulfill its intended purpose.

My problem with DS2 PVP was the braindead attempts 'balancing'. Anything that was considered overpowered got nerfed to the point of uselessness, rather than tweaked to a reasonable level, most egregiously lightning miracles. Yea they were OP, and yea they had too many casts, but nerf one or the other not both unto unusability.
Replies: >>292514
>>292488
>actual gameplay
He's trying to say that the discourse around DaS2 and whether it was/is good resembles the discourse around the new Fatal Fury: City of the Wolves, which is a typical lackluster SNK game propped up entirely by Saudi money, and the two camps:
- "ayyy esse, dis issa good gaem. we luuv fatal fury, we luuv SNK. no more of that gringo japano Streeeeet Fie-or shit. only classeek faighteen gaems!"
- "nobody under the age of 45 knows what Fatal Fury even is because the game hasn't had a new entry for 30 years."

City of the Wolves is an obviously mediocre product, and whether or not you defend it is purely a product of whether or not you think SNK having quality standards stuck in the early 00s is a problem (and the dumbest guest characters in any fighting game). The game simply isn't a functional product, but it has millions in prize money.
Replies: >>292513
566bcdf809a0ef4081ad7b95720a09f9.jpg
[Hide] (885.4KB, 4096x2895) Reverse
>>292512
>he's STILL mad
>>292510
>Soul memory only really affected the early levels and your first playthrough
This is a pretty big deal, though. I doubt most players go past NG+1, especially in DS2 due to bonfire ascetic letting you upgrade individual areas to the next cycle. Soul memory wound up causing more problems than it "fixed". It didn't prevent hackers or save editing, it only slightly complicated trading down endgame items to fresh characters and it punished a tiny minority of players who were good enough to obtain endgame items without ever leveling up (if they can beat most of the game with harsh limitations, I don't really care if they go back to the early areas and shitfuck noobs). People able to use cheat tables were also a small minority, but probably more numerous than people willing and able to clear the game at minimum soul level. However, editing a console save on DS1 was brainless and merely required formatting a USB then plugging it into a computer and using a program to extract it. For people even too lazy to do that much, there was the bottomless box glitch which copied the inventory of one character to another, which is what I'm guessing the majority of fresh characters in endgame gear did in the early days. Soul memory was essentially trying to address problems that either no longer existed, it couldn't do anything about or that weren't problems in the first place while also creating new problems on top of it all.

As far as PVP goes, I really hated how hard poise got nerfed right out of the gate compared to DS1. Of course, poise was ridiculous in DS1 PVP and let shitters facetank while mindlessly mashing R1 forever, but it was overcorrected in 2 to the point that it didn't feel worth investing in at all. Tanky builds were already pretty shit for PVE, but no longer being able to effectively trade blows as one in PVP rendered them useless. Tangentially related, the Mirror Knight summoning mechanism sucked balls compared to Old Monk's in Demon's Souls. They should've just had an area of the map which wouldn't display red signs to other players, but still allow them to be placed to enter a queue for being summoned by Mirror Knight.
Also, soul memory is a huge headache for organized PVP i.e. the community's attempt to reasonably limit unfairness in Souls game by creating some loose structure, typically centered around soul level limits. In DS2, it takes ~1.56m souls just to hit SL150. Then of course there are the extra costs of refining equipment, purchasing spells and consumables, etc. which will vary a bit between builds of the same level, which the soul memory bracketing clearly isn't accounting for since the ranges are still pretty narrow around that point. Then even just winning PVP exchanges exacerbates soul memory discrepancies, further dividing organized PVP. Worse, the souls you receive for killing a host are far less than what you get for killing an invader, so it just adds an unnecessary tightrope act even if the other myriad problems didn't exist. A half-decent player of organized PVP quickly wouldn't even be able to match with many other players if successful.
>Agape Ring
Players shouldn't have to sacrifice a ring slot in order to disable the effects of soul memory. Should've been a NPC dialogue toggle or something, maybe without the soul gain being disabled in case a build allowed for gear variance. Just revert it to SL-based matchmaking. It's a real shame DS2 had soul memory because some of my most memorable PVP experiences in souls games took place on this (like when the game had peak player count and I fought a real player phantom instead of a stupid NPC during Mirror Knight, for example). It had a lot of creative implementations for PVP, but many prominent systems limited their fun factor.
>>292484
dunno about Fatal Fury, the problem with DS2 is that it introduced online bans to the series: as a result, the massive cheater population that had formed over the DeS and DS1 years got extremely asshurt and attached itself to any excuse possible to hate the game, including shitty "critiques"  from ecelebs so unskilled they were backstab fishing all the way to the Kiln of the First Flame.

>>292491
>muh SM permanently gimped my character because... because it moved up the brackets a bit sooner
Nigger, the whole point of SM is that it keeps moving you up the brackets no matter what, you're not being "gimped" just because you can't twink SL1 noobs forever.
Also the coop and duel brackets were far larger than the corresponding SL brackets in the previous games, imagine if DS1 allowed you to coop at SL120 with someone at SL80, invaders were the only ones that got hit with shorter downward ranges (besides blues).
>inb4 but b-but what if I farmed 100 million souls all in one go and lost all of them
What if you put points into resistance in DS1?

>>292500
>which required 12,000,000 souls minimum and ideally 30,000,000
Pre patch, max tier started at 15M, so you could put down a red sign at SM 9M and max level players could see it (and do the same at 3M with a dragon orb).
Post patch, 15M with a red sign or 7M with a dragon orb could match
up to tier 43, aka SM 45M, aka SL 300 + 20M souls for other expenses.
In either case, farming any short runback boss (Rotten, Giant Lord, Old Iron King...) with ascetics would get you there within an hour at most.
>in a game with no respec
Your infinitely farmable soul vessels, sir?
Replies: >>292527
>>292526
You clearly have no idea what you're talking about regarding soul memory.
Replies: >>292544 >>292550
Also resource costs and tedium ≠ infinitely farmable nor does it magically negate the problems created by soul memory. Soul vessels don't affect soul memory in any way.
Replies: >>292544
>>292527
>>292528
>no self control, double posts within minutes instead of writing just one well thought out post
Common trend with those whining about DS2, guess all those complaints about "ganks" were because proper aggro management requires a tiny bit of patience and that's just too much for your kind.
Ah, and don't bother replying for other anons if you don't understand what the argument is about.
Replies: >>292545
>>292544
>ad hominem about posting habits which is completely divorced from original argument
>randomly mentions "ganks" when they weren't mentioned a single time
>n-no u dont the argument
Good chat, retard. Come back when you have something of substance to contribute.
Replies: >>292550
>>292545
>AIEEE NOT LE AD HOMINEM
Bitch you posted >>292527, what kind of answer did you expect?
Replies: >>292590
>>292550
>on-topic statement of fact made me butthurt therefore you ad-hom'd first
You clearly don't by trying to downplay just how narrow the majority of the brackets are. If the purpose of soul memory was to keep a level playing field, it was self-defeating because it didn't account for unspent souls permanently being lost. When a lot of the brackets are separated by 100k souls or less, losing several thousand or more at a time is a big deal and objectively causes a loss of parity between the player and who they'll be matchmade with. If a noob dies enough, he'll effectively be fighting the equivalent of twinks again anyway (and this is ignoring that soul memory, gear, etc. can be edited outside of the game so it never truly leveled PVP out). Luckily this clown fiesta of a system was never used again.
1219634626.gif
[Hide] (2.8MB, 288x284) Reverse
>playing through Wuchang blind
>bretty good, was going to save a longer post for when I finished

>hear some enemies laughing
>investigate from the shadows
>literally a random fucking murderhobo enemy doing picrel as an easter egg
For the first time in a while, I have been caught completely off guard laughing my ass off.
[YTP]_Techmoan_has_ruined_The_8-Bit_Guy's_life-Q7YTJIoYjsw.webm
[Hide] (14.9MB, 1280x720, 02:14)
Jesus Christ the EN trannylation of Dark Souls is even more of a joke than the one of DeS, who the fuck translates 城下不死街 as "Undead Burg", it's an Undying/Undead Castle Town not some reddit place.

Also how is Dark Souls 1 "better" than DeS, because personally I don't really like having to backtrack on foot everywhere after getting stuck/tired instead of just dying or teleporting back to the Arrowhead Temple like in DeS for a change of scenery.
ClipboardImage.png
[Hide] (38.4KB, 337x548) Reverse
>>294936
So it's a fortified town?
>>294936
>who the fuck translates 城下不死街 as "Undead Burg", it's an Undying/Undead Castle Town not some reddit place.
Look’s like the English script and voiceover was outsourced to staff at a “Frognation Ltd”. A few do have Japanese names so I would guess knew Japanese, which would leave “Ryan Morris” and “Lynn Robson” as the most likely suspects. Just my analysis though, and weirdly, I don’t even see a mention of “translation” or even “editing” regarding the English version, but instead just “script writing”. Contrast the English version also crediting “Additional Chinese Translators” elsewhere.

In general though, it looks like Frognation have had their hands in every souls-style game From Soft has made in various roles for overseas elements, including Demon's Souls and Bloodborne (being that those were Atlus and SCE here, not Bamco), as well as Armored Core 6, just to be thorough. Only the Dark Souls games seem to specifically use "script writing" for such though, whereas Demon's Souls, Bloodborne, and Elden Ring do not.
>>294936
this better be bait
1710574461531890.png
[Hide] (1.9MB, 1348x1020) Reverse
1711094228355272.png
[Hide] (2.1MB, 1746x1650) Reverse
1720531351540193.gif
[Hide] (2.3MB, 576x432) Reverse
1758224977118171.jpg
[Hide] (110.7KB, 596x628) Reverse
>>294936
From has dogshit translations, case in point that one of Elden Ring's endings is complete fanfic-tier mistranslated bullshit and has fucked any attempt at online or irl discourse with it's normalfaggot playerbase.

>Also how is Dark Souls 1 "better" than DeS
People like the open-ended interconnected world, you get teleport around later in the game but until then you need to stumble your own way back to Firelink whenever it loops back around to itself; on top of it being the first to really lean into the huge worldbuilding and build variety. 
That said, it's 100% a product of it's time, and everyone today misses out on the early internet side of it where there's 101 hidden things and an amateur retard playerbase with no guides and who don't know any of it 3 months in (but do like le praise the sun man and feel a sense of genuine accomplishment from defeating the ultra-hard Taurus Demon). Still appreciable today, but most people who still suck it off are like a Zelda fans who are still caught up on Ocarina of Time.
Replies: >>294978
>>294957
>The goat boss demon
I killed him by accidentally falling off the ledge with him following.
It gave me his souls upon respawning and allowed me to progress further but I didn't find any items where he died, did I fuck myself?
Replies: >>295106
>>294978
Taurus has multiple ways to deal with him; the boss-wall collision is deliberately designed in a way that a gravity kill is one of the intended options. The only drops it has is humanity and a homeward bone, don't get too caught up over it.
The more I play Dark Souls the more I wish it had an Arrowhead Temple equivalent.

While the level and world design is highly commendable with various shortcuts intended to ease inter-campfire traversal, the base movement mechanics inherited from DeS just aren't made for a large open world.
It's cool that you can go to any place you can see from the many cliffs, bridges, towers and so on, but running all the way back to a campfire after you beat a boss or obtained upgrade mats followed by a long trek back to the Smith in case you didn't find the shortcut elevator while fighting through cannonfodder enemies you've outleveled long ago feels like unnecessary padding in a way the difficulty spikes in DeS didn't.
A hybrid of DeS with perhaps with a few "large" campfires near key infrastructure you can fast travel to from any campfire in combination with "small" campfires you can still heal, level up at etc. but can't be fast traveled to so as the preserve some of DeS' level progression would be my preference.
>>292166
I finished The Surge 2 a few weeks ago. It was okay, but would have been better if the first piece of equipment you get in the game didn't have a visual indicator for directional blocking. The game is such an enormous step up from the first that it defies description, and if you're curious about what a good Western soulslike would play like, then pirate the FitGirl repack and give it a try since it has all the DLC.

The really strange area where it drops the ball is that, despite armor sets giving partial and full set bonuses, and limb dismemberment giving both schematics and crafting/upgrade materials, almost no armor sets have interesting effects. There's like one that actually encourages you to play in a meaningfully different way to take advantage of it, and it's a DLC costume and is also the obligatory fursuit costume. no, not the ironmaus costume. that one's OP.

The story and weird not-Lost Angeles city are really funny in a Eurojank way.
>cockney accented man named Mortimer Gideon the Third
>nanotechnologist who helped invent sentient nanites is a black Cajun named Okunjo St Croix
>Bill Gates lookalike who blasted the atmosphere full of nanite metal particles is named Jonah Guttenberg. His granddaughter is a 12yo magical negro girl with the face of a 34yo HR woman.
>religious fanatic who has used nanomachines to overcome death is named Brother Eli, who delivers grandiose sermons with the inflection of a guy from Brooklyn named Jimmy

It's a strange game. I hope the devs make a third game someday because it'd probably turn out to be solid.
>>276904
>Most of the difficulty just seem to come from blanket rebalances and movement / aggro adjustments, and the only anti-cheese is the most low-level basic shit possible, ignorant of less common but equally busted methods
This is exactly what I thought a year and a half ago when I tried it. The entire mod is a joke, the authors openly hate the game they're modding and are shit at it (ividyon, for example, couldn't even beat fucking Friede in DS3 and needed coaching from Kirnifr so how good do you think he is at ER? They openly shittalk vanilla every chance they get), and all the changes do is slightly shuffle the cheese and increase tedium. The AI changes are just the shit cherry on top, turning regular encounters into "DS2 but you can't even play smart to manage aggro" and bosses into the exact aggression meme that everyone spouts about ER. 

There are totally random changes all over the place like "oh we just increased flying dragon speed for no reason" or "nope can't take that shortcut anymore" or "nope just removed the entire option to use X when all it needed was a small nerf" and the whole thing just reeks of being made by idiots who don't even understand what difficulty means. Difficulty isn't "we took away your option to play smart" or "you need inhuman reaction time to pass this test", it's "here's the challenge, solve it using the tools given". When you remove tools, or drastically increase the execution requirements of the challenge by FUCKING UP THE AI or increasing animation speed, you just make it so the logical solution is to figure out a way to ignore those elements entirely. Vanilla had this problem, Reforged has it even worse. Sure, you can just "le git gud" and press the iframe button at the right time 20 times in a row then deal 3% damage and repeat, there is even a second iframe button now on L1 if you do it right and a totally redundant duck for some attacks, but that's not really the way the game encourages you to play.

I'm not saying vanilla ER is flawless, it's clearly pretty fucked in a lot of ways, but Reforged isn't any better. It's a prime example of why modders can't really "fix" games they don't like. The best mods for any game are made by people who actually like the game and want to increase its good qualities, or by modders just doing some absolutely wacky shit with the engine, not by seething discord troons trying to create some nonexistent idea of balance and gameplay perfection that was determined by community committee AKA a group of tens of thousands of retards screaming over each other. The best "vanilla+ mod" for Elden Ring still doesn't exist, but when it does it'll just be a bunch of small patches that probably reduce the overall difficulty of PvE but make the game have less difficulty spikes and more of a proper curve.
Replies: >>295993
>>295940
>the authors openly hate the game they're modding
I find that difficult to believe, given how hard the mod sticks to some of the worst vanilla concepts, but I'd welcome any sort of verifiable info about it (such as a public video of the Friede stuff you mentioned).
>The AI changes are just the shit cherry on top, turning regular encounters into "DS2 but you can't even play smart to manage aggro"
That sounds like complaining that you can't run past everything.
>Sure, you can just "le git gud" and press the iframe button at the right time 20 times in a row then deal 3% damage and repeat [...] but that's not really the way the game encourages you to play.
That is absolutely the way vanilla encourages you to play, because (without a guide) finding out the good tricks takes such an ungodly amount of time to do you're better off memorizing the movesets of each and every boss.
Hell, even figuring out by yourself which enemies can be affected by sleep is an ordeal if you don't stumble upon one of the 3(?) weapons with innate sleep buildup, since then you need to expend Trina lilies, which don't respawn and have a singular viable farming location that is well hidden in an endgame area.
the_cats_come_in_patterns.jpg
[Hide] (914.5KB, 1892x1080) Reverse
Huge news for Nioh 3
Replies: >>296204
98f7dd02aeacbcf3055942e6295555f85b37ac09a9208ac8d7d386a1eeef7977.png
[Hide] (188.3KB, 866x1053) Reverse
>>296203
Nioh 1&2 was enuff
>fake 1080p 60 fps
>standard settings
>6700 XT
dying.webm
[Hide] (1.2MB, 400x400, 00:13)
heavy_laugh.mp4
[Hide] (142KB, 1280x720, 00:05)
[laughs_in_Spanish].webm
[Hide] (689.1KB, 400x300, 00:10)
Laughing_Aryan.webm
[Hide] (1.3MB, 640x272, 00:21)
risitas_3.webm
[Hide] (706.6KB, 640x360, 00:10)
>>296204
>Upscaled 1080p 30FPS 
<Ryzen 5 2700
<16GB RAM
<RX 5600 XT
<125GB SSD space
>>296204
Anon, the 6700 XT will be half a decade old by the time the game is out, and having fake frames as an option doesn't mean it's required.
I reserve judgement until release, but even my midrange rig should crush those requirements.
Replies: >>296207 >>296212
>>296206
>the 6700 XT will be half a decade old by the time the game is out,
That's a lie a single year since 2022 never passed.
>>296204
Didn't they also added the whole "body type 1&2" trannyshit?
Savannah_Cat.png
[Hide] (3.8MB, 1318x1811) Reverse
1762246773148755.gif
[Hide] (2.4MB, 242x244) Reverse
>make one post that cats are cute on the internet
>because I like cats, and I like Nioh, and it's a thread where it belongs
>return an hour later
>wow, (5)! let's se-
<instant doomniggertry about hardware and rent-free trannies 
Can we not enjoy anything? Can we not discuss fucking videogames on /v/ in peace? I'd rather not even entertain the idea of gender politics, but you fuck heads literally cannot shut the fuck up about it unprompted and reminding me it exists.
Fucking seriously. And don't try to spin this as a one-off, half the Game Awards thread is unmoderated /pol/wanking about which US President is the most jewish or some shit.
Anything you can sneak in and get away with that isn't the topic itself.

Cancer.
906a9ea369c1a9bf9f65d53ea375e201280e3ddf3c13b6d7e2ee66056a6315bd.jpg
[Hide] (52.8KB, 720x517) Reverse
>>296210
With how much salt you are crying because of your stupidity you might be able to start a rock mining quarry.
>Don't discuss games even if it may be hardware
>But this thread only allowed because of jester mentality
Not even my imaginary sister inside my head is this dumb.
alex_after_reading_your_post.mp4
[Hide] (911.4KB, 480x480, 00:06)
>>296206
>durr [thing] is [years[ old
So Nioh 3 will be visually superior to Crysis 3, Battlefield 1 and other stunning games that the 6700XT can run at native 4K60FPS with ease? 
STOP DEFENDING GARBAGE OPTIMIZATION YOU DUMB FUCKING NIGGER
Replies: >>296222
>>296210
You sound like a woman.
i_give_up._an_ms_paint_comic_is_all_i_can_muster.png
[Hide] (32.6KB, 800x600) Reverse
>>>/v/296214
The bullying will continue until the optimisation improves.
>>296214
Welcome to the modern internet
>>296214
Not an argument, go back to crystal cafe.
>>296214
Moot was right about tertiary discussion.
Replies: >>296220
>>296219
Then you should've stayed back there, retard.
There's a difference when/if those topics are actually related to the game in question.
Replies: >>296221 >>296225
449212555.gif
[Hide] (1.6MB, 480x354) Reverse
>>296220
>if you want your videogame discussion without anyone derailing with anything conceivably topically tangential to trannies, niggers, jews, neo-nazi'ism and third world ESLs complaining about their third world conditions you should go discuss it on 4cuck instead
>it's got one line in the outsourced translated character creator about gender, so that's what all the discussion is going to be about here (IT'S RELATED TO THE GAME IN QUESTION), and that's final
Replies: >>296224
>>296212
Crysis 3 looks ass compared to Warhead.

Also it seems that with Niggerpill's death(???) came waves of actual consensus crackers straight from the depths of the swamp, at least they're more fun to engage with.
Replies: >>296223 >>296236
1469731217690.jpg
[Hide] (27.1KB, 387x420) Reverse
>>296222
>Crysis 3 looks ass compared to Warhead.
t. someone who hasn't played Crysis 3
>>296221
>retard can't tell the difference between allowing discussion of an issue vs letting it derail a thread
Yeah, you belong back on cuckchan, critical thinking is allowed here.
Replies: >>296235
>>296220
>Then you should've stayed back there, retard.
Lol I wish I could go somewhere and not have to deal with edrama and the daily humiliation circlejerk. But no, I already tried going back to cuckchan and it's just another one of your hangouts. Almost like you're all oozing out of one centralized pocket of the Internet, like maybe a phone application or something, but I can't put my finger on exactly where.
Replies: >>296259
>>296224
I've certainly been censored here in the past for voicing a dissenting opinion.  Like just about every other image board, "critical thinking" is only allowed to the extent it agrees with some janny with a god complex.
Replies: >>296246 >>296259
>>296222
>waves of actual consensus crackers straight from the depths of the swamp
t. actual consensus cracker straight from the depths of the swamp
The real solution to threads like this is to just ban everyone involved when they devolve into three idiots making abhorrent posts while possibly IP hopping.
Replies: >>296251
>>296235
No place with a hierarchy will ever be perfect, but there's definitely degrees of how bad it can get
>>296210
>I am allowed to talk about things I like in a game (funny cat pic)
>you are not allowed to talk about the things you don't like in the same game (absurd hardware requirements, ideological brainrot, etc...)
Why are you even here?
The rest of the internet is more than eager to accomodate your dreams of a perfect hugbox, why go to the one tiny corner that doesn't want to play along?

>>296236
>(1) asking to ban everyone ITT
???
Replies: >>296255
Surely all of this somehow ties back to Dark Souls II.
Replies: >>296255
1711481365755949.png
[Hide] (264.4KB, 512x512) Reverse
>>296251
I care that scampusses now come in tabby cat, and I appreciate Anons post informing me
I don't care if you can't run a game that isn't even out, and I don't appreciate you derailing and bitching like niggerpill
Simple?
simple.

You don't even play slikes.

>>296254
Darklurker = nigger pill
ADP = A Dark Pill = niggerpill
SEE THE TRUTH 2+2=ELDEN RING
>>296225
>Lol I wish I could go somewhere and not have to deal with edrama and the daily humiliation circlejerk
>humiliation circlejerk
What e-drama or circle-jerk? You literally asked for discussion on Nioh and you got it.
>Oh noes don't talk about the specs, don't talk about the pozz
Even blacked.moe aren’t this faggy.
>>>296235
>I've certainly been censored here in the past for voicing a dissenting opinion
Thing is, we have no idea what you got “censored” for. You could’ve been banned for being a complete retard for all we know, so your word means jack shit without proof. I've seen tards whine about being censored and it turns out they were actually breaking the rules. Not that I disagree Seagull can be a massive retard, he has literally censored anons for disagreeing with him on allowing gaymer gay threads here along with a couple other things.
SOPFFO_A.png
[Hide] (1.4MB, 1920x1080) Reverse
SOPFFO_B.png
[Hide] (2.2MB, 1920x1080) Reverse
SOPFFO_C.png
[Hide] (2MB, 1920x1080) Reverse
SOPFFO_D.png
[Hide] (2MB, 1920x1080) Reverse
SOPFFO_E.png
[Hide] (1.9MB, 1920x1080) Reverse
I've been busy playing some slikes, and I'd just like to give a status report / quick review to anyone interested in lending an ear;

Stranger of Paradise
Final Fantasy, but Nioh.
With a 35yr old edgelord protag.
Angled completely seriously.
And it works.
It just. Works.
Comedy is not an adjective often associated with this genre, yet I laughed my ass off about 5 times though the story, then cried like a bitch when it yanked the chain and hit me in the feels from left field. It was either written by an experienced and adaptive writer or a genuine idiot savant, but the result is the same enjoyable narrative (a rare feature for the genre). All the memes about CHAOS - it's all real. It's 200% serious. I started screenshotting whenever Chaos was mentioned, and I easily hit over 100 individual mentions. We kill Chaos. Behead Chaos. Roundhouse kick Chaos into the concrete. Slam dunk Chaos into the trashcan. Crucify filthy Chaos. Defecate in Chaos's food. Launch Chaos into the sun. Stir fry Chaos in a wok. Toss Chaos into active volcanoes. Urinate into Chaos's gas tank. Judo throw Chaos into a wood chipper. Twist Chaos's head off. Report Chaos to the IRS. Karate chop Chaos in half. Curb stomp pregnant Chaos. Trap Chaos in quicksand. Crush Chaos in the trash compactor. Liquefy Chaos in a vat of acid. Dissect Chaos. Exterminate Chaos in the gas chamber. Stomp Chaos's skull wearing steel toed boots and hot topic leather cloaks. Cremate Chaos in the oven. Lobotomize Chaos. Mandatory abortions for Chaos. Grind Chaos in the garbage disposal. Drown Chaos in fried chocobo grease. Vaporize Chaos with a ray gun. Kick old Chaos down the stairs. Feed Chaos to alligators. Slice Chaos with a katana. 100% Chaos holocaust.
Is that Chaos? Let's kill it. I hate Chaos. Oh it wasn't Chaos? Well maybe it was Chaos, huh dumbass, you think about that? What is Chaos? I dunno... but it's Chaos.... I'm pretty sure Chaos is mentioned by name, at one point or another, in quite literally every single fucking cutscene, and the inter-party chatter.... yeah that's Chaos alright. Fuck Chaos. If Chaos lives rent-free in my head, good, because now I know where Chaos is..... so I can ''KILL CHAOS' GRRRRRR. {Tone-deaf but perfectly-fitting music starts playing} {Fistbumps the screen}. Even after the DLC credits roll, the funniest part is that I'm pretty sure they don't ever actually define what Chaos (as a noun like it's used, not as a state of being in the conventional definition) really even is, it just kinda exists and is chaos-y.

That said, I wish I'd gone in with the knowledge that it's a "prequel made better by knowing the franchise" rather than a "prequel that sets up the franchise" - I only realised that each level is based off of a different Final Fantasy entry late into the game, when the "Industrial Steel Waterworks with Moody Black-Green Lighting" was styled after "World 7" aka FFVII. The entire game isn't as much a prequel for all of Final Fantasy, as much as it is a not!HDremake of Final Fantasy 1 for the NES. Partly my fault, I'm not a big FF guy, and the early levels are based on the obscure titles, while the iconic FF games are saved for the lategame levels, but playing it blind also added to some of the reveals in the narrative, so it's not all lost. Still, the levels are nicely varied, although the enemies get repetitive (not helped by FF's semi-generic aesthetic) and there could have been more mechanical level-gimmicks, as is a common issue in Team Ninja slikes. There were also times where I could very obviously tell what was an assetflip / rigswap of something from Nioh / Wo Long. That said, I did appreciate that the game's lack external information isn't too much of a problem, because all the enemies in the game translate well from their TBRPG counterparts - I didn't know how to deal with a Tonberry, until I looked up what a Tonberry's RPG skillset is and usual elemental weakness, and extrapolated it accurately. It was nice.
And on the topic of the RPG, is it's standout gimmick in relation to the combat - the Job Class system. Which is a really nice unique take on levelling. Simply put, there are no direct levels. You don't get to level any specific stats until the DLC, but instead train your class proficiency (Lv1-30), which dictates your weapontypes, combat skills and stats - with the usual soul-store items functioning as a way to level classes (which again, come the DLC's, only then confers into direct stats). A Knight gets to use a Sword&Board, a Mage gets to use Magic - but the variations and evolutions from previous classes detail the concept further (eg, from the Knight; a Dark Knight is high attack and critical health damage bonuses, a Liberator has huge defense and aggro pulling skills, a Paladin has huge health and healing on hit - all branching spinoff from the same core concept). Each class has a distinct playstyle / niche it contributes to, and you get to equip 2 classes at once, much like Nioh's 2 weapons, but instead this functionally gives you full access to 2 fully distinct and completely different builds at the same time, and cuts down majorly on the optimisation and loot needed to achieve it. From there, there's chain-cancelling, which despite it's obscure application and misleading name, is in reality swapping between classes to animation cancel and fluidly blend your two class options together. For example, you can go Dark Knight and then use your self-damaging attacks with a Greatsword dark-ranged-slash, chain cancel into a Paladin Sword-and-Board to defensively heal it back up, then on your heavy Holy Element slam, cancel back into a Dark Knight again to exploit an opening; ping-pong'ing your health back and forth to get the best of two opposing classes.
That, and you can bark basic orders at your teammates, to get them to play their part in a fight. Typically I prefer to beat things solo unless it's required for quest progression, but the party mechanics are implemented so well and the AI / difficulty is evenly balanced for both Solo and Party combat, so I didn't much mind having allies in SoP.
Which in laymans terms is,
Turn-Based RPG and Slike hybrid gameplay.
And it just works.
It just. Works.
My main criticism with the main game is that each level, you start with 2/6 Mana Capacity, which you need to charge up to 6/6 with perfect guard drain-blocks ('absorbing' the mana from enemies attacks). And Mana is essentially your fun-meter, even before buffs that cost Mana Capacity itself, which means you need to spend more time charging your capacity back up. It dictates your buffs, your special attacks, your spells and your class-specific skills - and it's also the principle component of the game's good combat depth. If you're a mage trying to play at range, you just get fucked - not even because you have no Mana pool to cast with, but because enemies don't come near you to attack you, to enable you to increase your Mana. Having to start from 2/6 every level is a serious flaw, there's no way to increase it pre-DLC set-cap-unlock-bonuses before going into a mission, classes can't have a higher default Mana cap, and it puts a handicap on a lot of classes that feel great at 6/6 Mana but take their sweet fucking time getting there. Also boss-only levels are just torment due to this.
As for difficulty, it's another Team Ninja curve - first few bosses kick your teeth in, an early-midgame boss is the hardest boss in the game Tiamat, and it's not even close, she's one of the harder bosses in the genre full stop, had me stumped for a full day , smooth sailing, final boss is a ball buster, then the DLC is cock and ball torture if you try to do it legit or another joke if you're geared and optimised. If you've played any Team Ninja slike, you know what I'm on about. Except, this time around, something something hindered development, so instead of the DLC introducing new map packs and difficulties to keep you engages, it instead only introduces level-adjustments, which you need to clear to access the DLC bosses.... except the final DLC, which brings the hardest difficulty, the highest levels and the only extra level + true ending. Which results in each "difficulty" tier boiling down to clearing the easiest missions at ultimate-maximum-level, getting the mega-loot to get online, then cleaning up just enough that you can challenge the DLC boss. Three times over. It's an extremely egregious case of "increase the numbers, to earn the right to farm for higher numbers" - and while I can always give Team Ninja's games a pass on their Diablo / Borderlands lootdrop system (it's never a problem if you keep on top of it), I'm not excusing this. It's the worst implementation of this NG+ cycle, it's just plain bad, plain rushed, plain grindy, plain dragged out and lacks the amenities that Nioh and others have to make their NG+ cycles engaging (eg the Blacksmith in SoP is significantly simpler and less complex, and enable less in terms of postgame build options). While I can tell the gear system and variety of builds is extremely expansive (moreso than Nioh), the introduction to the lategame made me not want to engage with it at all.
The basegame thankfully does not suffer from this, and is a rounded, complete experience. But most people aren't just going to beat the basegame - they want to clear the 3 DLC's they paid for, and see the end of the story that leads into a franchise.
Other than that, I feel like it's a nitpick, but having weapon-skills spread across all Class progression, and being forced off certain auto-combo skills if you switch classes (to level it) means that you're best off ignoring a chunk of the system outside of 1 skill until you've levelled all the classes to 30 - only once you've got all the classes maxed out, it when you can really "decide" on your highly-custom build, but until then, it's not pointless, but it's definitely "murky". It would be like in Nioh, if you unlocked Spear skills by progressing Axe Mastery (if I want a Prayer / Team-Heal for my Faith Paladin, I need to acquire it by using a Mace-catalyst as the Healing Mage class). It doesn't feel 'right', even if in reality it's the system enabling me to borrow from completely different classes for a wider range of build choices. Also, I didn't like being limited to only 4 non-combat custom skills, especially with the lack of item management.

Overall, it's my pick for the best coherent narrative in the genre - one of very few JP games where the VA's are just better in ENG (Jack might be a literalwho casting, but he's got an iconic voice, and heavy-masculine suits the character better than nasally-edgy; similar for Ash being voiced by an actual chill black dude instead of a jap, or Jed not being a full-bishie VA). It's not told through item descriptions, and the worldbuilding falls a little bit flat since it's limited by the established rules of Final Fantasy but it's fun to play along with since the main appeal is honestly seeing Jack and his buddies antics as they chase around after CHAOS. The gameplay is a solid offering, even if the DLC forced-triple grind put a damper on my enjoyment. Good game. Did I mention that..... HE'S GONNA KILL CHAOS.

>"CHAOS could be here" he thought, "I've never been in this level before. There could be Chaos anywhere." The cool wind felt good against his bare chest. "I HATE CHAOS" he shouted. Frank Sinatra My Way reverberated his entire earbuds, making him pulsate even as his 9 elixirs circulated through his powerful thick veins and washed away his self-inflicted wounds from his (merited) hatred of Chaos. "With a crystal, you can go anywhere you want" he said to himself, out loud.
WFF_A.png
[Hide] (62.8KB, 273x371) Reverse
WFF_B.webm
[Hide] (3.9MB, 960x1076, 00:16)
Wuchang Fallen Feathers
Honestly, I am shocked at how competently made no, 'good' this game is. I went in with rock-bottom expectations because of the censorship bullshit, >UE5, the overwhelmingly negative reviews and my past experience with chinkshit copycat knockoff crap, it took about an hour to get going (getting basic combat systems going, getting a feel for the weapontypes), and from there it's been ~45 hours of constantly being impressed when taking my time with it. In terms of gameplay and polish, it's easily one of the best in the genre (the entire genre), just from the studio's first outing (and this is speaking from years of experience with shitty slikes that wannabe the next souls).
The main reason the game starts slow is how it's combat system plays - most of it boils down to building up Might, then expending it to cancel slow windup animations or cast spells to play around movesets (namely variations on Alacrity enhanced iframes, Resilience stagger-tremor reductions, or a lategame Poise Shield). Earlygame it feels like shit because, you don't have the 5 Might Cap, you don't have many ways to build Might, you don't have any spells and you don't have any ways to spend Might to cancel / shorten your extremely slow charging animations (which are designed to be sluggish / punishing, for when you're out of Might). Once you get your basic upgrades and perks sorted, the game's combat opens up massively, and is an accessible but high-ceiling system that plays very fluidly and fairly, with a lot of responsive moment-to-moment decisions that look and feel flashy and impactful. Once the game is comfortable throwing the harder bosses at you, the midgame and lategame is an absolute treat to play.
It's main shortcomings are simply that it could have done more with what it had. The level-up system being linked to a perma-respeccable skill tree is a nice idea, but it also means that Base Stats and Weapon Skills are competing for the same Level-Resource (unlike, say, Nioh, where you level up your stats with your Amrita, then have Skill points in an entirely separate menu). As such, while it's combat system has a nice depth, it doesn't have the depth it obviously and easily could have had. That, and most of the choices are your typical stat boosts (compared to new skills or perks), but limited to connected nodes on a branching upgrade tree rather than just putting points into what you want (and I can see only 4.5 weapontypes and limited 'build' variety being a problem in later playthroughs). Another thing is the inclusion of mid-combat charged-heavy R2's leading to instant ripostes. It doesn't belong in the game, it should have been out of combat / sneak only, and it trivialises many well designed bosses, that feel like a great push-and-pull combat dance without it, to a 15 second long glorified cutscene with it (and this was me using the Spear, the weapon with the longest duration and most punishing charged heavy animation). This felt especially bad in the midgame humanoids - earlygame bosses forced you to make moveset concessions due to your limited levels to spec into said moveset, while most lategame bosses are immune to this mechanic.
Likewise, another fair criticism is that the world map feels.... juuuust too small. It feels like ~95% of a game, and would have benefited massively from a DLC, or at least one more moderately sized area. That, and it falls prey to poorly thought out NPC questlines, that seem to be a disheartening trend within the genre - numerous times I was unable to deliver items to NPCs because I spoke to them out of order, which borked their questline, including one where I locked myself out of a blind run True Ending for no good reason. Also, the outdated AA means it suffers a bit in the jaggies department (TSR/FSR1 only, no fancy DLSS / FSR4 shennanigans). It apparently has some upper-level performance requirements, but in-game, I didn't notice any grievous performance flaws with the two on my good rig (but might be a factor for other Anons on weaker rigs).
But other than that? Great aesthetics, great soundtrack, armor actually matters and has tradeoffs to consider for fights (with transmog by default for /fa/), a nice difficulty curve with some niche tough nuts sprinkled thoughout (few too many EZPZ ones in the earlygame imo), good variety of enemies that are spaced out well and don't feel repetitive, moderately deep and still well-executed story that doesn't overstay it's welcome, and some patches of welcome non-linear exploration and progression. I can see myself running the game again on NG+ at a later date to see what I missed + the extra boss on the True Ending.
Is it derivative at times? At times (same can be said for a genre with "-like" in the title). But it does more than enough of it's own stuff (unlike a lot of chinkshit), and it feels like the places it's borrowed notes, it's only taken the best + what's appropriate, and rewritten them to be it's own answers. The fact this game hasn't even been nominated for a GotY category this year (or any awards as far as I'm aware) is fucking criminal; especially when literal dogshit like Hades 2, Pokemon ZA or Monkey Kong Babyanza are hogging nominations. Having actually given a shit about forcing myself to play more games released this year, it's easily my pick for GotY, and was about the same as my enjoyment of Clair Obscur (I just prefer this genre). I would comfortably place this behind Bloodborne as the objectively second best executed slike in the genre, at least in terms of the basic "single player first NG playthrough". I have my preferences, and it has some flaws, but it's as *close* to flawless as Blooodborne got, easily. It just needed more content, and ideally a bit more more nonlinearity.

That said.
I (deliberately) played the pre-censorship (1.04) patch.
Because the game, quite infamously, got a knock on the door by the chinkfeds and censored by the CCP.
And not le Western "women aren't allowed to be women" censorship - I'm talking rampant politically motivated historical revisionism.

As for the censorship, you just can't hate the CCP enough. I was told going in, as a quick tl;dr, that the censorship:
>made the game easier
>historical figures no longer die (I was spoiled that Zhao Yun in particular got a censorship handjob)
>soldiers aligned with one historic military faction no longer attack you
but having played through it, reaching the obvious historical names, then seeing the rest of the changes on Jewtube, it's actually so much worse. There is absolutely no disservice being thrown at the figures, the difficulty changes are far more far-reaching to the point the game is very obviously trivialised with them (namely, the game is clearly balanced around slow, punishable healing windows and knockdowns being a panic to get back up before you get your skull caved in instead leisurely iframes you want to maximuse), and the enemies that are turned passive are some of the better elite enemies in the game. Enemies stunlock easier, traps are neutered to uselessness (that weren't a problem when you played around them, but punished you appropriately for activating them) and Act 4 in particular (an already underwhelming Act in a 5 Act game) would have had the enemies turn passive and undamageable. But most criminal of all, and one I'll keep it to a genuine spoiler, but the Ming Emperor boss that gets hardest with the censor-stick is literally Ludwig the Accursed / Ludwig the Holy Blade 2.0 style boss and it's fucking awesome + executed so well, and his monologuing during the fight while he beats your fat AZN gorl ass across an icy abyss is heartfelt and well performed. The Ming General is another great boss done a disservice, and yes, Zhao Yun gets demoted to bitchmade. It runs contradictory to the entire narrative - essentially all of the historic figures were already historically dead in the year you fight them anyways (mid-1600's), and you're fighting their twisted resurrected corpses to put them out of their misery, as the game hits you over the head time and again that it's unhealthy to hold on to grief and obsess over missed opportunities, to seize the moment, and focus your energy on the now rather than claw back what's already been.
It's just so fucking bad.

Oh what was that?
The game received massive backlash in China because it "sided on the wrong side of history"? The CCP essentially shuttered the studio after it passed their censorship check on launch but then they changed their mind and wanted it censored again? International markets were turned off from it because of the points I made at the very beginning on top of reviewers + review outlets bombing it for out of context "Souls Fatigue"? And the lead dev was heavily fined and ashamed he ever made the game, so it's unlikely we'll ever see another game from Leenzee Studios?
...Wonderful.
Well, can't say I didn't go into this not expecting disappointment, but this certainly wasn't the type of disappointment I was expecting. The monkey's paw curled. Oh yeah, and Bae Bai Wuchang has a cute face, a cute body and a cute butt. But I didn't need to tell you that.


~


Methinks Steel Rising next. I'm on a world tour, and I'll see what the French have been up to.
>>296663
Nice review Anon but I honestly didn't even know this game existed sun monkey black myth overshadowed it entirely.
Screenshot.jpg
[Hide] (676.7KB, 1920x1080) Reverse
>>296663
Thank you for this review. I don't like souls games at all, and surprisingly, I am enjoying this. Playing on release version without patches. Currently in the snowy area.
Has the right amount of challenge to be enjoyable for a total scrub like me, I remember getting filtered out of the entire dark souls series at the fuck you castle with lizards, which didn't flinch a shit when I swung with heaviest sword available, I know the genre is meant to be this way, cbt tolerance development is too strong of a gameplay for me. Here though, I think the stagger is a bit too potent? I do play with axe and rampage, which probably makes game considerably easier than it meant to be.
I don't get tired of retrying bosses, after first few successful hits and dodges it becomes like a flow, and then it is ogre, for you or the enemy. Combat is simply enjoyable, unlike Code Vein that is also on my pc, which is pure turd compared to this. 
Questing is ass I do agree, I already miserably failed one without paying attention.
The ending of the words is: her titties are nice.
Replies: >>296882
Meant to link an uncensored 1.04 repack for posterity
magnet:?xt=urn:btih:72ce90266bb983cd659fa6bdcbbf332210c151e8

>>296871
Happy you liked the recommendation. You're about the point in the game when the bosses start to push back, trust the process. I will admit I didn't play with the Axe, so I don't know how it affects the poise balance.
Try the Ming Leggings for some very nicely fitting jeans.
Replies: >>296906 >>296984
>>296882
>>296663
Thanks for the review, I will pirate it.
s.png
[Hide] (4.3MB, 1920x1080) Reverse
nuff_said.jpg
[Hide] (29KB, 640x157) Reverse
>>296882
They are indeed, but the mongolian axe wielder keeps prevailing. 
Fresh outta the birb boss. Even though it is the first boss to not get flinched by usual means - the additional feature that I am sure is rarely seen in soulsgames is what keeps it going. I only briefly tried the other weapons, still I believe this is the most "unfair" weapon for the genre. As a shitter I welcome it. Try it out if you eventually play again.
Athenais.png
[Hide] (1.1MB, 1920x1080) Reverse
Cityscape.png
[Hide] (1.9MB, 1920x1080) Reverse
Steelrising
French Slike.
Set in France.
During the most French point in French history.
Surrounded by well-known French figures.
By a French studio.
And a gratuitously French aesthetic.
Except.
No French dub, just English with some French words.

And really, that whiplash of expectation in the first few seconds sets the tone that carries through this game from minute 1. Not just because I always play in native language if possible either - even the body language in the cutscenes honestly feels like they were animated in French, in that typical "they're saying something, but emoting just out of sync" way. Thanks outsourcing.


We're in the early days of the Revolution (before everyone turned on each other), as the handmai-d-roid mannequin dancer-bodyguard of Marie Antoinette, fighting an automatron uprising. A.... Steel Rising....!
The story is pretty uninspired, I just have to say "guess what the androids are powered by", and you can probably already guess what the midgame reveal of this soulslike is, even before the second item description you pick up basically confirms it in under a minute of gameplay. Other than that, it's hardcarried by it's setting. Though I will say the earlygame is frontloaded with the least interesting and most generic setpieces, the mid- and late-game regions are far more varied and aesthetically pleasing as you do a Tour de France Paris, hitting up tourist hotspots. Game is split between 8 regions - 4 "major" cityscape regions that you frequent a lot, and 4 regions that are closer to one-way levels +1 DLC level. My main gripe with that is that I honestly feel like this would have been better as a proto-open world, rather than split up, especially within the 4 main areas of the city - you can see the landmarks the maps are built around from each location, and they're all pretty close-by. The 4 major regions have a lot of back-tracking, side-areas, quest areas and (pretty nicely) completely optional areas that have no incentive other than bonus exploration, but I feel like unlocking a sewer grate only to find it lead to a previous region would have been a seamless addition. I do respect the chunk of genuinely optional side-content and exploration otherwise, it's nice.

Despite my many criticisms of the game, you can feel the common denominator is squarely in the direction it was led. I was actually surprised to learn that this game is an offering from the same developers as Greedfall (a game I tried years ago, and dropped within a few hours, because it was dogshit) (I guess them holding me to the end this time is an improvement?), but I can vaguely remember similar problems. They seem to have a capable enough studio, and certainly enough to make a great game if they had someone who knew what the fuck they wanted, but you can constantly feel like the choices in direction speaks to weak management who have no fucking clue what they're doing. Example: I remember seeing (I think in a Crowbcat video) that the developers of Left4Dead made sure to pay extra attention and expend extra resources to the gamefeel of killing zombies (ragdolls / death animations / gibs / gore / blood splatters, etc), and focus less on shit playtesters didn't bother with - because that is something the player is going to see over and over again and pay extra attention to, so the management who understood this, focused on it. It speaks to a clear vision and well-managed resources.
Conversely, in Steelrising, it feels like, despite the clear talent employed, there is no clear vision - rather, 50+ people with a vague idea of what the end product is, but nobody whipping them all onto the same page. These guys definitely hopped on the Slike bandwagon because it was the in-thing. The main gameplay loop is fighting mobs, yet you don't ever need to adjust your playstyle really. There's ~15 enemy types, each with 3 variants, but despite their varied designs and wide array of attacks, your approach to all of them is almost identical - bait an attack, rush in, dodge out, repeat. You don't seem to have much in terms of iframes, so you can't really stick to their sides. There's no loot-goblin enemies to pull you into obvious traps. There's no hyper-aggressive enemies. No frontal-defense-backside-vulnerable enemies. There's no enemies that chase dashes or punish disengagement. There's no (common) fast unblockable attacks / command grabs that keep you on your toes in a crowd. There are no parrybait enemies, or relentless attackers that a shield would do well with. The only exceptions to this are two of the three spider-variants (which Shield / Heal their allies respectively, so need priority) and two of the three DLC enemy variants (a zoning-caster which can create a curved damaging ice-wall you can't pass through, and a thunder-necromancer). But the DLC enemies don't show up in the maingame, only the DLC region well...
Actually they do.... - and in earlier versions of the game too, pre-DLC. Locked off, in areas that are impossible to access without keys that you find in the DLC. Which, if I had to guess, we're dealing with content that was cut from the maingame, to be sold months later as DLC. I'm extra-suspicious about this, because the DLC details exactly how the machines were created - meanwhile in the maingame, this is just "figured out" by an NPC.... the same NPC you use to access the DLC. As if they cut his questline. Except, nobody gave a shit about Steelrising, so the scam didn't work, nobody got to play the DLC or see the content (it's not even in pirated repacks, I had to manually patch it) and all that was left over was a DLC that nobody played, which added nothing much, which was at the expense of cutting some nice content from the main game itself.
And worst of all - since they're all robots, they have these heartbreaking clank-animations which just leave them immobile, wide open for damage, or even interruptions for the attack they're winding up. Earlygame, it's not a problem, but later on you can kill them before they get a chance to respond. The worst of this is the not!secret boss (it's not really a secret boss, but it is the optional pre-final tough one) - I had the thing nigh stunlocked down to 30% health, because it kept pausing to try to change phases, until I took pity on it and backed off just so I could see what attacks it had. Which were pretty neat, and dangerous and would have been great if it dictated the pace of the fight (not me).

Back to the misfocus on questionable design decisions, and poor direction.
I vaguely recognise the sound of some of the voice actors, and checking the credits, a lot of them are semi-big-names in British period piece dramas, I've probably heard them in some movie. Setting aside the fact they didn't choose French voice acting (or even offer them as an option) (which I'm emphasizing, because it's fucking stupid, and should have been a priority), the amateur performance wasn't their inability to voice act (they're trained professionals), but rather, whoever was directing them (and whoever greenlit that to go into the main game) failed to reinforce the focus of their script, or tell them to re-do lines that didn't fit the scene. The biggest example of this is the lead character: a robot. At the start of the game, she sounds..... like a robot. Unemotional + Deadpan. Perfect for the character, since she's got a great android design and her animations are spot-on for being a mechanical dancer. And then you get into the side-quests, the responses, the midgame, the everything else. In some scenes, she's robotic (great), in others she's slighlty bleeding emotion in or adding words a robot wouldn't say (not great) and in others she's nearly crying her eyes out (wtf). And this isn't any kind of progression (eg, the robot becoming emotional trope) - it swaps between the three states, and is jarring every time. A good director would not have allowed any of this shit to slide. There would have been a vision. This is one of many examples like it - where the ingredients were fine, the result was not.
The Bonfire-substitutes for the game are intricate high-tech servicing stations, activated by a statue-like mechanism. Beautiful. Why is there one in a run-down field, surrounded by pigshit and horse stables, clipping through a tree, or 200ft underground in a mine. Because somebody didn't think it through. Not quite all-style-no-substance, but there's examples of it.
On the topic of the robot: character customisation? A complete waste of resources, and any options other than the default just looks worse. The marketing shows a strikingly designed, pallid-white porcelain mechanical doll.... but apparently it was a priority that you can make her porcelain browner, or her hair blonde, a messy bedhead instead of a powdered wig, or her trim a shiny green. And you only get to change this once, at the start of the game. Why? Well.... ???.

Oh and her fashion!
She looks amazing.
Period-perfect armor sets, from doublets, to lace, to leather.... but you'll never use ~80% of them. Because the best armor you have access to is better than other sets in every way, and you only get better armor a few times. They do come with small perks (more Stamina, faster ammo-recharge, more loot etc) - except the best armor also has the best perks. At least it's one of the better looking ones. Whoever the fuck was directing this let someone spend ages on these beautiful clothing designs, but didn't realise that 75 armor points is better than 3-10 armor points (and +5% poise isn't going to save the latter's usecase), or even implement a transmog. It's another example of wasted development time, contrasted by something that obviously needed more effort. What a waste. Playing dressup at the end of the game in the morning light feels like "see all the shit you could have worn!".
The balance in this game is even more fucked than that. Weapontypes: There's Fans, Duel Rapier-Sabers, Claws, Batons, Duelling Pistols, Ball&Chain, Halberds, Wheels and Warhammers. Like the enemies, each are split into a few variants with different unique special attacks, usually boiling down to an Element-Buff / Shield / Parry / Ranged Attack / Channeled Attack. All identical within their class otherwise. And, the kicker is that the only remotely usable weapons are the Fan, Batons and Rapier-Saber, and the best weapon in the game (bar none) is the Rapier-Saber. It's the third fastest weapon type, widest sweeping, has generous split-scaling (so benefits the most from the softcap-ended levelling), and is the only weapon where all three attacks have a solid combat use. Aside from the aerial attacks. This game has a jump button, but it doesn't dodge anything, there are no aerial enemies and all aerial moves clunkily freeze you in the air, making you a sitting duck - so if you accidentally aerial attack, you're basically fucked for 2s while you un-pause your fall, and can use your actual moveset. Not just a pointless addition, a detrimental one. Pistols are laughably weak and take ammo away from your tools, Claws are so poke-y that they can't deal with crowds (on top of being a 1-attack-wonder) and everything else is too slow without any benefit. To that extent, the game is ridiculously DEX-ended - the STR weapons aren't just slow to the point of unfun, they're fucking unusable. Elemental weapons require Dual-investment (Alchemy for DPS, Engineering for Status Buildup), only to kill enemies slower than Raw anyways. This shit wasn't playtested. Oh, and STR / DEX also have additional properties. STR can interrupt low poise attacks, while DEX builds up stagger for a high-damage critical attack. Guess which is better. Not that it matters, because the Rapier-Saber is split-scaling, so it gets both anyways. You see my point?
Oh yeah, and you get a not!TitaniteSlab like 25% into the game as a main-storyline reward. The game is the tedious kind of slow damagesponge difficult to begin with, evening out into easy as shit. The game peaks if you do a sequence break and go for the second custscene boss first - well designed and just the right difficulty, but not good enough to play the game for alone. Play in order, and it's a bore.
There are no difficulty roadblocks.
I was actually looking forward to the elemental gameplay - what being it's apparent main draw compared to other slikes it competes with. Wasn't that a fucking disappointment. You've got Fire / Ice / Thunder. It's not a Rock/Paper/Scissors, so you can't tell which enemies are going to be weak to what, you have to waste ammo to try all three of your tools on them, then see which had more status buildup. And since enemies are forgettable and either buildup status too slowly early on, or die too fast anyways later on, outside of the spiders and the biggest bruiser-elites, there's no point remembering who's weak to what. Don't get me wrong, the tools you get over the game were pretty fun both for combat and exploring new areas in previous areas - the thunder-hook is a neat mini ranged tool that complements your choice of weapon Rapier-Saber, and the other two actually have a useful status (because Thunder only shreds armor for future Thunder damage which isn't much anyways, and does nothing otherwise - meanwhile Fire is a DoT that pauses their stance recovery, and Ice is a fucking 10 second long Freeze which sets up a massive damage wakeup for any Raw damage). But making a build focused on any one of them is pointless, when Raw does it all (for free / no ammo) anyways. Would it have been far more interesting if you were forced to interact with the elemental system, with no Raw options? 100% yes. Is that what Steelrising is? No. Whose fault is that? Direction.
I'll give props that Steelrising is the only game in recent memory where you can use a historically accurate Breaking Wheel's moveset yes, I am aware of Bloodborne's Logarius Wheel, no that doesn't count, it's moveset is shallow as fuck, but I would have preferred it to have any +1 usable option instead of something that just looks cool.
And to top it off: these weapons are split between Medium and Heavy..... but there are no Light weapons, and Medium / Heavy doesn't affect anything like your dodge speed / distance. At all. It's just a pointless classification. lol?


All that's left is performance.
Dogshit optimisation.
It's 3 years old, I'm on a strong rig, 1080p no upscale, I still had to make concessions to get it to run, with some slowdown when loading in. Very obviously made with NVidia dev tools, some patched together frameworks (can't quite elaborate, but just a feeling, and I got the feeling that some assets were from third parties (even if they were blended in well). I'm running MonHun Wilds just fine on Ultra - but this game is temperamental on High.
That, and there's very minimal quality control (the game has no gamebreaking bugs or crashes, but is rife with textbook AA jank - souls at the bottom of a bottomless pit, enemy return-pathing issues, enemies clipping out of sight after a backstab, terrain blocking a stealth backstab animation, visible-invisible light sources, slightly-too-snappy movement when locked on, detailed character menu but barebones template-tier pause menu). I could go on and on and make it sound like a bigger problem than it is, but it was honestly more a wide range of meaningless annoyances and visible jank, ~1 per hour, but nothing that got too much in the way.
I will take the time to say: I did respect the lighting. Increasingly rare example of a game having the balls to be very dark when it's time to be dark (you could even say it has artistic clair obscur) - and it does impact gameplay, fighting barely visible mechanical enemies by the dim lit shine of a small lantern is cool. If there's one place raytrace bullshit does well, it's making marble and brass reflect cinematically in low light and dynamic conditions: which is an immaculate fit for this game. But. BUT. Turn that shit off, and all of a sudden a lot of things turn to play-doh (especially the human characters). Playing this game on a lower-end rig / lower settings would look hideous - and just in case you weren't aware, you've got NVidia's logo on the front screen, to remind you that the game was made with RT in mind. Pains me to see playthroughs on YT with a jacked up brightness setting on Low making everything cloudy mush, when the game is clearly designed for RT. Pains me more to see them use the difficulty slider settings to let them oneshot everything, but that's normalfags for ya, there's a reason why games need painted walls to tell you where to jump.
At least it's on an in-house engine? Would have preferred Ultra settings at 60fps without hitches.


~


In summary. This game is AA. The definition of a AA game.
It's got production value. It's higher budget than indie 1man devs. But this is not a AAA experience at all. It does some things well, but it's dragged down by the many things it does amateurishly. There's some thought put into it, and honestly the studio could do better, but the lack of direction bleeds through. Despite being an unapologetic pirate, I still checked the price, and while they weren't dumb enough to charge $60, $45 is still overblown compared to it's $30 value.

But I'm not a pessimist. I'm critical. I still had an alright time with the game. If I didn't, I would have dropped it.

This game is ideal for two types.
One type (me), interested in an entry-level companion-piece to learn about the basics of the French Revolution. Have Wikipedia open, Alt-Tab to look up names as they're mentioned. At first I felt it was biased, considering the endings are split by the political ideology you allow to take over, alt-history style (especially when one of the earliest NPC's is a shoehorned-in representative of Le Amis des Noirs and the only guy here https://en.wikipedia.org/wiki/Society_of_the_Friends_of_the_Blacks#Notable_members who is the odd one out, with the shortest article, and no portrait because he wasn't really relevant - guess who, guess why, guess for what obvious reason), but as I went through, it became more and more obvious that it wasn't as revisionist as much as it was just.... juvenile. Aimed at kids who don't care about the depth or complexities of the period, and who need an essay done by the end of the week. Compared to Nioh being as careful as to even have historically accurate NPC bloodspills, and I feel like there was massively missed potential for the frogs to brag about their history. Their loss, not mine. Honestly, I would recommend it to schoolkids if anything - better than studying some gay textbook.
Second type is guys with a doll fetish because holy fucking shit the A R T I C U L A T E D J O I N T S on this bitch holy fuck I might not be a dollfag, but if you're the type that gets a hardon in a boutique, I can tell 100% you had a guy on the inside for this game and you WILL bust a fat nut to this game. I can recognise a niche fetish when I see one. Sound design, animation work, the little details. Nailed it. Sex sells, niche fetishes sell, and if Toy Chica is enough to get a notable coom-base I'm aware of, Aegis deserves a few posts in some backwaters /d/egenerate dollfag thread too.

This slike is a very stable 5/10, if not slightly less. It gets a passing grade if you like the genre, but it's not hard and it's not got a French dub. If you're interested in either of the above two reasons, it won't be a waste of your time, but I wouldn't recommend it to anyone else in our limited lifespans.


~


Nioh 3 vs Code Vein 2 showdown next month. Hype?
I need a short game so I don't get burnt out. Apparently Thymesia is just that: the Plague Doctor slike.
thx 4 reed'n like+scrubsrribe
Replies: >>299120
>>299118
Nice review.
>Nioh 3 vs Code Vein 2 showdown next month. Hype?
I'm just waiting to see which one is more laughable in how terribly they perform.
>Have the hardware to play both without issue
>Won't bother until they're super duper cheap
Replies: >>299121
b9ad8d258fd91fb6b424d0edff75b5b7.png
[Hide] (2MB, 987x1963) Reverse
bbb9c8990900a1333cab76146582d50718b117aa1b42362d04e46119f23a7390.png
[Hide] (703.8KB, 788x975) Reverse
e8db38e89fb2d4097824ab1db5b63918.jpeg
[Hide] (1.2MB, 2560x1900) Reverse
e9cb74ea1e0d59cb4fcee8e5219f08552cece31538b6107d695abf002ddf9bdb.png
[Hide] (1.9MB, 1216x2255) Reverse
Have_it_writ_upon_thy_meagre_grave..._Felled_by_Morgott,_last_of_all_kings!.webm
[Hide] (1.3MB, 1280x720, 00:11)
Oh yeah, and Nightreign is going to be finishing up it's Everdark releases soon, IIRC just one of the DLC bosses and the final Boss getting it's hardcore True variant. With it's being apparently semi-well-recieved for a blatant cashgrab, I've got that on the list too, maybe I'll see if I can phone in a few Anons to play with.


>>299120
I'll similar but different
>Have the hardware to play both without issue
>Will play both as soon as they're free then shit on them anyways where they deserve it
I want to say one of them requiring a 3080 for low spec is them trying to say 16GB VRAM for texture stability in a way normalfags can understand, but announced requirements is not one of the places I'm willing to give benefit of the doubt in advance.
Replies: >>299124
>drunk spelling errors
fuck it happy new year Anons
>>299121
> is them trying to say 16GB VRAM for texture stability in a way normalfags can understand, 
Probably considering the AMD alternative is the RX 6800 non xt which is about the same as a RX 9060 xt 8gb in relative performance.
>Slightly worse
>16gb model is 4 percent better
>Current mid range cards cannot play it at 1440p without probably fake resolution
sit.png
[Hide] (345.3KB, 465x465) Reverse
art_1.jpg
[Hide] (176.2KB, 1013x1013) Reverse
wall.png
[Hide] (554.1KB, 603x603) Reverse
Thymesia
Plague Doctor assassindude vs Alchemy itself.
Short, not definitely not sweet, but punched well above it's weight.
And by short, I mean the entire game is 5 (4) levels long across 13 missions. Took me ~2 days (taking my time with it); I'd compare it to just over 1 Nioh region in size, assuming you do all the side-content.


So let's get one thing out of the way first.
This game's presentation, is dogshit.
Pure dogshit.
People sling the phrase "looks like a PS2 game" around a lot, and that would be inaccurate, because this looks like a PS3 game instead, and a very cheap one at that. This is certified UE slop. The walls have flat textures with no texturemap. Dropping ladders down doesn't have an animation. The main character's plague mask has stock lenses which you can see through, showing the same leather wrap texture that makes up the rest of his head. The character model hovers when you're stood on stairs. All the trashmobs are just basic humanoids, but with different weapons. Don't even get me started on the performance requirement this crap has - I can run it fine and the requirements aren't too high, but it's still unacceptable given how shit it looks. The music is bland, the voice acting ranges from stock white woman crying to the fat amateur taiwanese guy at the studio grunting, the environments are pretty uninspired and filled to the brim with anti-soul gas. Most character models look like poorly made GMod characters, and there's one "glowing eye effect" which is literally just a red sphere overlayed on top of a dude's eye socket. 'Oh yeah, and every time you get an execution, ignoring that you're probably going to clip the enemy through a wall, the sound effect is so fucking loud you're going to get tinnitus unless you turn it down to ~30% volume.' The QUALITY whiplash in the first minute of gameplay is like sucking on a lemon, and is easily the worst part of the game.
Level design is a variation of very basic corridors, halls and ladders. Levels are separate stages from one another, and while they do hide a lot of (intentional) secret items pretty well, there were a few times when only ladder you need to progress is also hidden (unintentionally) because it has an almost identical appearance to the wall behind it. It almost loops back around to being maze-like at times because everything looks the damn same. Lighting is boring, the setting is dreary, and not even the emergency Alice-loli level-up-girl saves it.


But.


I can see why Thymesia is at least recognised within slike discussion. Combat and gameplay is good. This game lives and dies by the concept of "gameplay is king", and it's the combat that keeps you interested as you tour through the uninteresting levels.
Let's start with levelling, and use that to explain the combat. Corvus (our hero), can only level 3 stats. Health, Light Attack Damage (Wounds) and Heavy Damage (Cauter). Each level up to 25 also offers 1 Perk point, which can be assigned and re-assigned freely (at which point you stop getting Points, because the game will not let you have everything). All three are important, all three feel like a serious decision, and while Heavy feels the most important, it's only so in optimal play, and forgoing the other two will lead to you struggling with trashmobs or getting oneshot off of a failed parry respectively.
All this is because the game designers 'understood' how to balance Levelling.

Depleting an enemy's White Healthbar will not kill an enemy. Thymesia's combat revolves around wounds - essentially all enemies have permanent Grey Health. While your Light Attacks will lower their White Health, they will passively regenerate (aggressively) if you don't maintain damage uptime. Light Attacks will lower some Grey Health, but not much at all. They also have very little stagger, and do not slide toward enemies much, but they do pivot well since they're so quick. Lights are easily your weakest attack, so Lightspam is extremely sub-optimal, but they are the least committal and safest input.
All this is because the game designers 'understood' how to balance Light Attacks.

Grey Health is depleted / "cauterized" by your Heavy Attacks (a cool spectral crow-claw), and ensures the enemy cannot heal back the damage you have done to them. Heavy Attacks do not lower White Health at all (though there's a perk you can grab which allows them to inflict a small bleed, which barely does any damage, but will pause their regen while it's applied). Additionally, Heavy Attacks aren't slow, and when you release the button the attack has very short delay, so they feel responsive to use. They have generous sliding / tracking, but do not pivot well at all, so dodge-y bosses can easily juke your attempts to lower their health cap if you throw them out without thinking, or get too greedy. Heavy Attacks feel like the most important attack (since you need to lower an enemy's Grey Health to kill it, not their White Health), but they are conditional in their use, and have clear downsides and fair punishes.
All this is because the game designers 'understood' how to balance Heavy Attacks.

Charged Heavies are not worth using just to deplete Grey Health with - but they still have their use. You get a small amount of superarmor while charging, and if you land a full charge:
<You get a small stagger if the enemy is not in a superarmored state (aka a free Light)
<The enemy has a chance to drop a bonus item (once per enemy, usually a permanent upgrade token for a Spell)
<You are rewarded with one of their unique attacks as a temp-cast Spell / spectral-weapon-attack - the benefit being that these have hyperarmor and each one does more White + Grey health at the same time than any of the attacks you have available, and some have additional effects / buffs associated with them.
You can also pre-equip a spell once you've unlocked it at your bonfire, but these come at the downside of not having Hyperarmor, and costing Mana to use (which is restored via attacking enemies, or perks that only regen mana slowly at 100% or <20% HP). You can get a full charged Heavy when an enemy is vulnerable to an execution, but comes with the tradeoff that you don't get extra drops, don't get heal from the execution perk and the stagger means nothing (ie, you just take their temp-cast). It's closest to SoP's Burst Counter system, but is more aggressive in implementation.
All this is because the game designers 'understood' how to balance Charged Heavy Attacks and Spells.

Finally, there's Parries. Corvus is a dual-wielder - he has a sabre for the damage, and a parrying knife in his offhand that he can cancel out of his Light chains to use. Scoring a parry will deplete far more White Health than a Light Attack, but comes with the obvious drawback that mis-timing leaving you vulnerable. Dodges on the other hand have far more generous safe windows than Parries, but do not cancel you out of your Light chains, and do not offer any reward other than evading damage - this means you need to be disengaged to use them, and very often the time taken to dodge will mean the enemy will have started to regenerate their White Health (I told you it was aggressive in how fast they auto-heal). Parries are actually very generous in their startup frames and recovery frames, but have tight active frames (you can increase the active frames with a perk, but this comes with the tradeoff that they do almost no White Damage, forcing you to make up for it with Light Attacks). All that - and you still need to claw away at the enemy with Heavy attacks to get the kill - Parries deplete White Health, not Grey Health.
All this is because the game designers 'understood' how to balance Parries and Dodges.

Finally, there's your throwing daggers / Feathers. These do very little damage, and regenerate slowly, but you can use them in a pinch to do 1 damage from range, to keep an enemy from regenerating. On the contrary, Feathers are how the game wants you to interrupt Unblockable attacks - the window is limited, but if you miss it, or have wasted your feathers on pausing their regen too much, you're going to eat an Unblockable + Undodgeable floorsplat that will probably kill you.

That's not to say this game's combat is flawless. For example, a lot of perks are dedicated to an Optional Mikiri-Counter style input for Unblockables (dodge forward and you jump on an enemy instead), but this felt too high-investment, and I don't think it applied to all Unblockable attacks. Additionally, the Spells are not balanced well (tl;dr the Bow is brokenly OP and invalidates everything else, while Boss-spells require you to beat them ~6-7 times to max out their upgrade level and are at best equal to the basic ones). There's others, but it's not too much that it detracts from the core gameplay loop.
Either ways, the result is a heavily Parry-focused game, where all your inputs have clear usecases + downsides, resulting in a hyper-aggressive engaging gameplay, rather than passive and defensive wait-your-turn gameplay. You are not allowed to sit and watch your enemy. Their attacks take priority, their attacks don't miss, and their health is constantly regenerating. There is no "one shot kill" reward at the end of the parrybaiting - you have to stick to them like fucking glue, you have to learn every enemy and you have to catch their attacks mid-chain.
The result. Is fun.


I'd also like to take a second to note on the game's Story and Bosses.
The game is short, and it's story is packed almost entirely into hidden notes; but for a game that's 4 non-boss levels long (+ alt-objective repeats of levels), it has a decent enough narrative, and it all focuses on informing you of the world and what ending you want to choose, rather than any "shock twist". I'd also like to say, I appreciate that it feels more real by having notes repeat things, but from different viewpoints - it makes the world feel more lived in, that multiple speakers comment on major events, and for less obvious elements of the world to be more obscure, and isn't as punishing to your understanding if you miss 1-2 missable notes (rather than being told the world's main religion on a minor description for an easily missable consumable pebble 78 hours into the game, like... 'some' slikes do).
Despite there only being 7 Bosses, all of them present a solid challenge, and all of them are well designed. There's no "brutal death gatekeeper" (like I personally like to see), but all of them have their fangs and do push back. All 7 are a pretty by-the-book spin on usual genre tropes, but they're well thought out, and feel like iterations on stereotypes rather than just clones of the same boss you've fought elsewhere - with a decent Lady Maria (who has a phase change so cheesy it caught me off guard and looped back around into being completely unique and hype) (https://youtu.be/sWk9qsxEWKg - with almost that exact visual effect), and probably the best example of a Dragon God style boss I've seen. Additionally, the bosses do have parry fake-outs that don't ever fall into feeling like Sekiro / Elden Ring's bullshit fakeouts (eg Margit's infamous 5s long rollcatching overhead slam, which only makes sense in a metagaming context, and looks ridiculous by itself). The best example I can give is a boss who swings his arm at you, but it's the tendrils on his back that are ~2 frames behind it that are the active hitbox - blindly reacting to his arm and you'll get smacked across the room, but watching the tendril too much and not reading his movements, and he can just smack you with his normal arms. Another is a giant monster that has an easy-parry ground slam with it's claw, but will then drag it's claw back across the ground and smack you from behind if you try to punish it too quickly.
All this is because the game designers 'understood' how to implement a slike-style unspoken lore, and 'understood' how to design challenging + engaging + fair bosses.


However.


Is it good enough that it makes up for the (again) utterly dogshit presentation?
And that is a tough question.
The game genuinely feels like a really, really good closed alpha / demo for a much better game. They at least understood that with the ~$15 asking price / ~$5 on sale. The core combat is an easy 8/10 and only needed more content and a few balance patches to be something special. It carries the game from beginning to end. But the "everything else" is a solid 2/10. There is no inbetween, and trying to give the game an "overall score" is dishonest.
While most other lesser-known slikes are made by people trying to chase a trend they don't understand, Thymesia feels like people who are genuine fans of the genre and who understood what makes it tick, but lacked the resources to do something special with it. Evidently the odd Corsair sponsor on the intro screen (yes, the hardware company) didn't pay much. While it seems to be the developer's (OverBorder Studio) first outing, it's actually published by the guys behind Worms, Lemmings, Yooka-Laylee, Blasphemous and The Escapists (aka, there's a few names on their belt, but it's offset by a ton of irrelevant DEI brownslop)..... but I can't tell if it was funded by them, or if it was just formally released by them.
At the very least, I hope the actual devs got some good experience out of it and can worm their way into a bigger studio or get more funding next time.



~


Also, because I was interested in what it meant too:
Thymesia = Thyme -esia (Latin Thymum > Greek Thýmon > linked to verb Thýō) = State of Sacrifice / In a condition of Sacrifice / Being Sacrificed
'Sacrifice' is a pretty badass name for some herb you don't think twice about.
Internally it's called PlagueProject, which is odd, because if I had a nickel for every slike with the words Plague and Project in the working title, I'd have 2.5 nickels. Which isn't much, but it's strange it's happened that much. Bloodborne was Project Beast, Wuchang was Project Plague, Thymesia is Plague Project.

Honestly, this game was actually much shorter than I anticipated. I'm not.... really.... sure what to do now, because I really don't want to start something longer and get burnt out on it. I think it's probably going to be Code Vein 2 on the 29th (or as soon as it's cracked + repacked after then).
Replies: >>299621
>>299620

>Honestly, this game was actually much shorter than I anticipated. I'm not.... really.... sure what to do now, because I really don't want to start something longer and get burnt out on it.
When I'm lost for games to play I just revert to playing Puyo or Tetris old Sega/Nintendo games
>>284327
>ER is made on the DS3 engine too, which itself is built on the BB engine; and as such is firmly a roll-focused / rollslop title; compared to the slower and more block-focused DS1 & DS2.
this is retarded, BB and DS3 are built upon the same engine as DaS1. Tying meta mechanics to game engine makes no sense
Replies: >>300516 >>300521
>>300515
>BB and DS3 are built upon the same engine as DaS1
Except it literally isn't. BB/DS3/ER are all Dantelion, Sekiro is on a heavily modified Dantelion, DS2 is on Katana Engine and DeS/DS1 are on Phyre / Proto-Dantelion.
Replies: >>300522
>>300515
Being deliberately obtuse goes nowhere, it's pretty clear Anon is talking about how the game is coded (DS3 and ER both share identical bugs / exploits like moveset swapping). DS1/2/3 were coded differently from the ground up as separate games, ER very obviously iterated on the gameplay / physics / controls / movement / design of 3.
>Tying meta mechanics to game engine makes no sense
Tell that to UE5.
Replies: >>300522
>>300516
so they are all built on dantelion

>>300521
Being deliberately obtuse goes nowhere, it's pretty clear Anon is talking about how the game is coded 

they also share identical bugs to DaS1 (eg boss attacks remaining active after phase transitions) . 

point is, difference is not about how game is coded but about how game plays , ER is "rollslop" because rolling takes little stamina and has generous iframes ; they could have use the same game engine / code but modified it to nerf rolls if they wanted. 

my point is that ER being rollsop is an intentional game design decision, not a result of an implementation choice.
louloulou.png
[Hide] (1.1MB, 1064x1064) Reverse
amri.png
[Hide] (1.9MB, 1536x864) Reverse
ONE MORE WEEK!
TWO HEAVILY UNOPTIMISED SLIKES GO HEAD TO HEAD IN A BATTLE FOR RELEVANCY VS FROMSOFT!
IT'S A WEEBSHIT SEMI-OPEN WORLD VS WEEBSHIT SEMI-OPEN WORLD, HEAD-TO-HEAD CLASH!
THE STAKES, AND THE GPU'S ARE ALREADY HEATING UP!

WHO WILL WIN?
WHO'S NEXT?
FIND OUT NEXT EPISODE ON DRAGON BALL Z!
>>300821
the winner will be the one that doesn't have type a or b
Replies: >>300826
>>300825
I'm sorry anon they all have that
Replies: >>300835
>>300826
WHAT?!
>>300821
>who will win?
The one that will get cracked first
So certainly not Code Vein 2
>>300821
Anime tiddy like
68fab5ac53ea0665f4347826385d4ec545d0b7ed2ecaef7a978507da282b59d9.png
[Hide] (826.2KB, 733x733) Reverse
641c5e26507a06f8fed916cc80ea93078f11cb33150e17d6972959ec8612dc99.png
[Hide] (651.7KB, 965x1127) Reverse
<524 days
Cracked.
>>300895
Fuck, really? Now, if only they crack Stellar Blade...
Replies: >>300926
>>300821
Just from general surface impressions code vein 2 looks like trash
>>300919
Nah, Khazan is the next one on trapped on Denuvo's plantation.
>>300895
My theory as to why it took so long is because the scene is indunated with chinese/sino-sympathetic russian hackers and wukong was a symbol of national pride.
Replies: >>300967
>>300821
Never played CV but from having played the demo of Nioh 3 I feel I can safely say that it's changed too much that made me fall in love with the first one 10 years ago.
52ca33d0b877a391df1d25f97fa824762dff8482b657295f1bbacb6957ea4019.png
[Hide] (824.1KB, 770x762) Reverse
>>300895
Unpatched prepack out on DODI I'll wait on a better pack because it's 150fuckingGB

>>300941
On one hand, solid theory.
On the other, most notable ruskie-adjacent games I've ever known of has been cracked in negative time (before the game even released), and if not around that time frame.
98ade7e34aa3a3965262130ac49150d4d378209c65a11d4734f69b3dde2f08b7.png
[Hide] (1.3MB, 1428x932) Reverse
befb142b8fd2eb9666c27b70a5c4dbae28324940cb26effd00b488627d9188e5.png
[Hide] (1.5MB, 1439x2048) Reverse
888ffe8597c4075476e3bba71ca4f5c4a13376f88772160a9078b12452930eb1.png
[Hide] (610.5KB, 1352x607) Reverse
https://archive.ph/3GfAf#selection-963.0-963.89
https://techxplore.com/news/2024-01-japan-world-game.html
"Localizers" censored Code Vein II already
Replies: >>301320
>>300991
>2nd pic
Oof, it's the stellar blade fiasco all over again.
Replies: >>301321
>>301320
Looks like we're bumplocked, new thread?
[New Reply]
448 replies | 191 files | 297 UIDs
Connecting...
Show Post Actions

Actions:

Captcha:

Select the solid/filled icons
- news - rules - faq -
jschan 1.7.3