There should have been a basic map to keep track of previous areas. In makes sense in Dark Souls because in 3D you can see all the way to the horizon, in S&S and can only see about 30 feet in any direction. One thing the game shouldn't have copied is the whole no-map thing. If anything the game became too easy, and I wasn't even using magic, the de facto Souls easy mode. Once I got my first greatsword I started having a ball of a time. There's a few more "bs" bits here than in the average Fromsoft game, but not enough to ever make me agitated. most of which is carried over directly from Dark Souls-weapon variety, character progression, tons of items, dismal locations, challenging combat, exploration with secrets, and a focus on boss fights. Whereas in S&S there's just a gate/elevator/tunnel leading to a previous area. The fact that New Londo Ruins emptied out into the Valley of Drakes was such a "of course!" moment. The way that game interconnected was brilliant and made sense in a 3 dimensional sense. I think there's an attempt at recapturing the interconnected world from Dark Souls 1, but it's just not done well enough. But you get enough statues to spawn as many NPCs as you need and there's enough shortcuts connecting all the locations together that it's never that hard to find what you're looking for. The different factions and the way they incorporate into the progression system and sanctuaries (bonfires) is really clever. There are a lot of good ideas here that sort of go underutilized for various reasons. The characters might look like New Grounds era flash characters and there might be a few differing mechanics but it's clear what it's going for. Maybe too admirable, it's only been a week since finishing it and the only thought I can scrounge together about this game is that "It's like Dark Souls". This one is an admirable attempt at translating the formula into a 2D plane. Wyrm flies off the screen etc.)ĭark Souls spawned a number of imitators and my purpose in life is to play *all* of them. Witch of the Lake.) + good block/parry system + Successful soundscape + Bestiary available + including bonus areas up to 30H in size - Level design a bit confusing/misleading/interlaced in places - also no map - some areas are too similar in terms of art design - hardly any indication of current progress and very difficult to estimate which level you need for which area - some annoying enemies and stages (teleporting skeletons in Hagers Cavern, Pitchwood, etc.) - Fast Travel cumbersome, must first be understood (then easy) - after bosses there are often no save points (sanctuaries) - Hitboxes often felt a bit unfair - No sorting possible in the menu - Story/lore, as is often the case in the genre, very cryptic and worthy of interpretation - there are a few known boss glitches (e.g. + good 2D implementation of the Soulslike genre (Dark Souls in 2D) + challenge + extensive skill tree + Soulslike RPG scope in terms of weapons, shields, items, level ups, etc + some very demanding bossfights (e.g. 31h PlayedGood 2D Soulslike, but has a difficult entry into the game, which can also get frustrating at some points.
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