this post was submitted on 15 Aug 2023
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Personally there are a few games which left me very dissappointed, after hyping myself up for years in certain cases.

Divinity Original Sin: turns out I prefer more streamlined, less packed games (love Pillars of Eternity) and that coop play in a CRPG stresses me out.

Wasteland 2: I actually managed to finish this one but secretly I admit I was hoping for a better Fallout which I didn't really get. New Vegas did the cowboy theme much better.

INSIDE: while the design was cool, it was just a ton of boring, easy puzzles in comparison to LIMBO, its predecessor.

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[–] Sordid@sh.itjust.works 4 points 1 year ago* (last edited 1 year ago)

I think the combat speed is probably the most noticeable difference between DS and Nioh, and I'd probably prefer some middle ground between the two, but IMO it's far from the most interesting or impactful one. For example, I love the sheer variety of attacks in Nioh and the emphasis on special moves. In Dark Souls, you mostly just spam the same basic attack over and over. Nioh gives you three stances to switch between (a system copied from the old Jedi Knight games, btw.) and a bevy of special attacks that you can learn. And I love that those special moves aren't tied to specific weapons but rather to your character and those three stances, so your moveset is not only much larger than in DS but also customizable. And I do think this is straight-up better than DS, because it's not just a difference, it's an addition. All that complexity and depth is there for you to explore if you want to, but you don't have to. If you wanted to, you could play Nioh like Souls and just use the basic medium attack. The reverse is not true, you can't play Souls like Nioh.

Another interesting difference is that Nioh lets you put pressure on enemies in ways that DS disallows. In DS, when an enemy's stamina is depleted and their guard broken, you're given the opportunity to do a finisher. But regardless of whether or not you take it, they regain their stamina and the fight basically resets, forcing you to dodge the enemy's attacks and chip away at them again. That can also happen in Nioh, but you can also choose to forego the finisher and keep the pressure up instead with a zero-ki combo. Attacking an exhausted enemy again will knock them on the ground, opening them up to a different type of finisher, but you can also still attack them normally (probably requiring a stance switch) in order to force them to stand back up without giving them the opportunity to regain their ki/stamina. At the same time, you can use well-timed ki pulses to replenish your own stamina, so if you have the timing down, you can keep an enemy stunlocked pretty much indefinitely. And you can even do this to bosses. Dark Souls doesn't allow you to keep the upper hand in a fight, it goes so far as to give the enemy several seconds of invincibility after a finisher in order to reset the fight. Nioh isn't like that, it does let you keep the upper hand and really exploit it if you know what you're doing. And once again it's not a difference, it's an addition. That basic DS cycle of "dodge enemy attack, break their guard, do a finisher, rinse and repeat" is present in Nioh too, but whereas in DS it's the end point and the pinnacle of player skill (because they game doesn't allow you to do anything else), in Nioh it's the start. It's what newbies do. Over time you learn to dominate enemies in far more effective ways, and it feels oh so much more satisfying than anything Souls can offer.

In short, I think Nioh is just a straight upgrade to Souls in terms of gameplay. Souls starts you off as a weak little hollow, and you fight like one. That's all well and good, but you never move beyond that, you're always the one under pressure even after you've absorbed the souls of lords and acquired legendary weapons. That slow, methodical combat is also present in Nioh, but it's an early-game element, it's something for you to grow out of as you upgrade your character and improve your own skills as a player. That late-game fast-paced brawling action is no less skill-based, mind you, I'd even argue it requires way more skill than Souls. But it also rewards you for your skill way more than Souls ever does.

I could list Wo Long right alongside Elden Ring as a game I found disappointing. It doesn't seem to have been very well received in general, and I stopped playing at the first boss. I could write a whole other diatribe about how the tutorial bosses in From Soft games become more and more unfair bullshit over time, and to my dismay the first boss of Wo Long is basically Iudex Gundyr, whom I absolutely despise. In other words, he's a fairly easy humanoid boss with clearly telegraphed attacks in his first phase, but in his second phase he turns into a mutated shapeless blob that spazzes the fuck out all over the place in ways specifically designed to kill you because you can't tell WTF he's even doing. You know the saying "when people show you who they are, believe them"? When Team Ninja showed me they were doing a Dark Souls 3, I believed them and lost all interest in playing further.

Sekiro and Bloodborne are interesting, since they're variations on the formula that show that From Soft is actually capable of trying new things. It's just a shame that, as with DS2, basically none of the improvements they pioneered were carried forward to Elden Ring (such as showing you the enemy stamina bar, which is also something Nioh does). Pretty much their only legacy is the replacement of poise with hyperarmor, which I consider a detriment. In Nioh, stunlocking an enemy is possible but requires a lot of game knowledge and practice to get the timing right. In From Soft games since Bloodborne, stunlocking an enemy requires nothing more than hitting them before they hit you, at which point you're free to keep swinging for as long as your stamina lasts. That's just dumb and boring.

As for farming a specific spot over and over, that is absolutely something that exists in Souls. It's usually not a boss, since most of the games don't let you easily respawn bosses (DS2 being the exception, with the Giant Lord specifically designed to be farmed), but farming for souls and/or upgrade materials has been a staple of the series since its inception.

If you do play Blade of Darkness, temper your expectations. I love it because of massive nostalgia, but it was clunky as hell even by the standards of its day. There are good reasons it wasn't a commercial success.