• starman2112@sh.itjust.works
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    2 days ago

    Lies of p has a difficulty slider that decreases damage from the enemies and increases the party window. That really doesn’t do much. You still need to “memorize” the moves no amount of button mashing saves you even on easy.

    It sounds like that’s a happy medium between “Mash attack until victory” and “memorize every attack pattern and still get stomped.”

    Do we argue horror games should have options for low horror so we can enjoy it without the horror? puzzle games should have a second set of easier puzzles for those who find them too hard? Story centric games should have low-story varients for those who still want to play? That dating sims should have aromantic varients for those who just like the comedy?

    None of these are analagous to the accessibility options people want in soulslikes. None of these are literally unplayable for people who simply don’t like the genre. If you don’t like the horror aspects of a horror game, you can look up when jump scares will happen. If you can’t figure out a puzzle, you can look up hints. There’s nothing preventing you from sitting through a story you aren’t interested in. Contrast all of these with Remnant: From the Ashes, which I desperately wish I could play because I like the story and the gameplay, but I can’t because there isn’t a single boss I can beat. I can’t just look up the answers to a puzzle online, I can’t just sit through a story that I don’t find interesting, there is literally nothing I am able to do to progress. Giving me the option to reduce the insane health pools on bosses would take nothing away from the people who like chipping away at a brick wall for half an hour.

    The intense strategic combat where numbers change little and skill changes everything is the point. That’s what these games are built around it’s their fundamental concept.

    What an insult to the writing teams. The only game I can think of that this actually applies to is IWBTG. Numbers change little? The game you’re describing is Sekiro. Every single other soulslike in existence relies heavily on boss enemies having really big numbers and the player having really small numbers. What “strategic combat” is involved with killing the Orphan of Kos? Hit enemy, don’t get hit, repeat.