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Originally Posted by
Fox
1) I'm so glad you're not a game designer.
I always find it amusing how divisive the idea of me being a professional game designer is for people. I may have mention this before, but the first game I ever coded was impossible to win by design. My instructor was rather amused. :wcanoe:
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I've never completed Dark Souls in part because it's so brutal from so early on. It's better when games ease you into their systems, especially when they have complex mechanics. Which to be fair even Dark Souls does do, relatively speaking, it just the starting point is much higher up the difficulty scale.
Honestly Dark Souls isn't difficult. The biggest hurdle I feel most players need to overcome with the series is basically realizing how trivial death is in this game and not losing their trout when it happens. I mean it actually feels nice to just take minor setbacks in stride, and that's pretty much the real learning curve of the Souls franchise outside of PvP nonsense. I don't even feel like the games have a high learning curve as much as they simply require approaching them with a different outlook than a Pass/Fail mindset.
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2) I found the VII demo way harder than DMCV's tutorial, why does DMC get away with it?
I have not had a chance to play DMCV, so I'm basing this really more on DMC1/3.
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It seems like your only actual issue with the the demo was too many healing items. As you said, when you 'Leeroy Jenkins'd everything you had to use an extra 7 potions. Seems to be like if the mechanics of the game didn't actually matter, you would have used the same number of potions each time. If the game had given you 6 potions instead of 16, you'd have died. I, too, hope the game is somewhat less generous when the tutorial is over. I'm not a super hardcore action game player, but I like having to be tactical and engaging with the mechanics.
There are certainly too many potions in the demo, but even the rare times I came close to losing a character, and its almost always just one of them being close to dying, I honestly just never noticed until Cloud started whining at me about his wounds and I saw he was in the red. I mean Cloud starts with 3x as much health as he did in the original and both party members take hits like a champ. It seemed like it took forever to get either down that far. Even then, most of my potion use was between battles and I almost never topped the party off like I did the first time, so technically I used more the first time around due to OCD rather than because playing with skill matters.The fights still felt like they took about the same time, so I can't exactly say I feel staggering opponents is actually rewarding.
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...Apart from Turbo Ethers. I have to save all my turbo ethers for when I REALLY need them and thus finish the game with 99 of them.
I have spent the last few years finally breaking myself away from conserving items anymore in games, cause I always did that silly "save it for when its actually an emergency" and likewise ended the game with a bunch of powerful items maxed out. I think SMTIV finally broke me out of the habit because they would limit how many of the really powerful items you could hold, and would prevent you from opening treasure chests if you already had the item maxed out. So I had to basically have my two RPG OCD traits battle it out to see which was more OC. Unopened treasure chests won.
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I also think you're looking at this from slightly the wrong lens. This isn't really an action battle system, it's a real-time RPG. Yes there are some elements of positioning and timing, but mostly it's a resource management game. There's no skill involved in doing my Braver attack, I just choose it from the menu. RPG combat is all about managing which bars are full and which bars are empty at any given time, and VII is no different.
Actually the problem I generally have with action-rpgs is that I hate how they try to create a fusion of two very different gameplay styles, because they usually fail to appeal to either. The game is more interactive and gives you more reactionary commands, but the difficulty curve is usually so low that the skill based mechanics are simply not rewarding cause they don't really matter. The RPG command based mechanics are also never rewarding because the core action commands are usually just as efficient to get the job done, completely negating resource management based design, which frankly is an issue in even modern turn-based RPGs.
I hardly ever used Braver because it was useless. Why waste the ATB bar on a skill that does slightly more damage than your basic Punisher combo? Even the Thrust move used to increase Stagger feels arbitrary cause staggering an opponent simply means you get 30 seconds of free hits on an enemy that would still not be able to do enough damage to actually be a threat. If the combat was really about ATB bar management, then they should have either treated it like a stamina bar and linked all actions to it like I suggested earlier, or they need to make those moves actually worth using with Staggering being more important by making the enemies a bigger threat. Even with magic, I felt Cloud's Fire magic was only useful for giving me an options not to switch to Barret. Even the fact the normal guards are extremely weak to it never tempted me to use it on them since it was a waste of my time considering how easily your basic attacks tore through them. So its not about having too many healing potions or not getting this is an RT RPG. It's about the moves not carrying enough weight to them, either due to poor results cause several enemies are too tanky for their own good, or because the enemies are not challenging enough for me to waste it on them. Its about my party having too much health that even the Guard Scorpion has to put in real effort to tear them down or I have to be purposely playing recklessly to notice.
My overall issue is that I never felt like my party was ever in danger and everything felt pretty effortless on my part. There is no tension in combat because my party's stats are too high to put them in direct danger, and my skill set isn't important enough to really matter, which just kind of made combat boring for me. Granted, I will fully admit that I am simply incredibly picky about action-rpg combat system. I feel if a game is going to try this hybrid system, I'd rather they do a 80/20 split for one side or the other than try to make it even, cause it never works out otherwise due to the enjoyment of both systems coming from very different places. I simply hope that SE might do what Aulayna suggested and add a hard mode, cause if this is a taste of the overall game, it will need it.
In retrospect, I feel like the first encounter with the Sweeper was a missed opportunity here. It just seemed boring how you had to see it and then rush in to fight it, whereas I felt they could have added a bit of a stealth option here. Of anything, I really feel the devs should have taken some crib notes from The Last Story with how the party interacts with the environment, like letting Cloud have the option to duck behind walls and stuff causing the enemy to lose sight, and give the player the option for a stealthy first strike. Or let the Guard Scorpion dive above the battlefield onto some rafterd and give you the option to either strike the Guard Scorpion for minor damage or strike the rafters themselves to cause them to break and send the whole boss crashing down for high damage. Hell let us hit the reactor and cause it to spurt out Mako juice to cause environmental damage to the boss. The most disappointing thing about real time RPGs is how little they incorporate the environment as a tactical option.