Squire Grooktook
The wind blew all day long
- Joined
- Sep 6, 2013
- Messages
- 2,330
- Reaction score
- 1,350
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- 113
- Age
- 31
- Location
- The nexus of the universe
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- Squire Grooktook
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- SquireGrooktook
Yeah. I don't like TBP as much as the classic shmup/arcade style set up, but I liked it a lot. Enough that I no deathed it twice, once for fun and again to record it.
It's not just souls though. It's also humanity, which fundamentally affects your experience (how you interact with other players, how you progress through the game world, etc.)
And of course there's the risk of two deaths in a row before recovery = souls lost. And some of the boss fights and stretches can be quite lengthy (even moreso in Demon's Souls which has MUCH longer checkpoint lengths).
I've never seen it as "death doesn't matter". I mean, it doesn't matter in the sense that there's no shame in losing in a video game, and that the possibility of loss is something necessary to the experience whether it happens or not (anyone remember that Twilight Zone episode where the gambler/thrill junky couldn't lose a bet...and realized he was therefore in Hell?), but I've always felt that death does fundamentally matter in Souls and has real impact on the player. And the fact that it does matter, is what makes the games feel so tense and exciting.
I've always felt and i've heard other people say that losing your souls in souls games isn't about penalty. It's more like extra incentive to get you back to the challenge. Souls is all about teaching you death doesn't matter. What matters is finally figuring out how to get passed a section. Time investment alone is certainly enough punishment for plenty of people. 5 minutes adds up.
It's not just souls though. It's also humanity, which fundamentally affects your experience (how you interact with other players, how you progress through the game world, etc.)
And of course there's the risk of two deaths in a row before recovery = souls lost. And some of the boss fights and stretches can be quite lengthy (even moreso in Demon's Souls which has MUCH longer checkpoint lengths).
I've never seen it as "death doesn't matter". I mean, it doesn't matter in the sense that there's no shame in losing in a video game, and that the possibility of loss is something necessary to the experience whether it happens or not (anyone remember that Twilight Zone episode where the gambler/thrill junky couldn't lose a bet...and realized he was therefore in Hell?), but I've always felt that death does fundamentally matter in Souls and has real impact on the player. And the fact that it does matter, is what makes the games feel so tense and exciting.
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