BareKnuckleRoo wrote:Demon's Souls also lets you die as much as you want without preventing you from progressing.
It's a checkpoint game. You mean to tell me there aren't STGs without checkpoints?
Leveling up is actually discouraged in the Demon/Dark Soul series (why devs were forced to add soul memory in DSII). And leveling up doesn't level you up anywhere near as much as other RPGs (also stats hit dimishing return very fast too + combine it with first time inexperience & no hand holding, and your gonna die a lot back to last checkpoint regardless of leveling). It's still at heart & by a very large margin a trial and error videogame. ie. Old school style. Your always going to die a lot the first time..
The only thing that helps casuals a lot in this game in the online help (which is usually for boss help). Folks get really excited when you help them beat a boss in this series, lol. Myself included (that blasted Red Dragon in DS DLC, lol, was I excited when I found some proper help and the tag team went very well + I was able to cut the tail first too). But online is a double edged sword too. With most invaders that know the game way better then you.
Other then that, the other things it had going was the game's theme. Graphics/budget. It's an RPG and that genre is still popular enough. Then word of mouth almost alone turned the game from a dud to a hit. Thus game's quality & enough bells & whistles alone saved this game and made it into a series. Otherwise it was pretty much dead on arrival.
The only hope for STG genre is bells and whistle budget merged with actual quality (something STGs always had)... and both these things never fall together these days for the genre. So that's why it's doomed.
Elixir wrote:Sinful wrote:The Demon Soul team just did what they wanted from beginning till end without any interference, including not altering the difficulty, and thus it became a good, popular and hit game. Creative freedom is the key. Shut out everything else, including the fans.
Actually, every single Souls game has received multiple patches in response to fanbase feedback. Some patches even making the games easier, such as DkS2. FROMSOFT have responded to connectivity issues, issues with framerate and graphics, completely broken weapons/gear/rings, moveset issues, issues with the environment, hacks, various other game-breaking stuff, etc etc. FROMSOFT invaded players who "acquired" DkS before official release day. They made an entire PvP arena in DkS' DLC for the fans (which didn't really work properly, but still). DkS and DkS2's DLC is well thought-out, even story-wise. And, as much as it pains me to admit, the broken "Soul Memory" thing in DkS2 was created to prevent people who have spent huge amounts of hours (at x level) acquiring gear and perfecting their character and invading other, regular players, that are at the same level.
I also should probably point out that the "PREPARE TO DIE" thing is actually Bamco's doing, and none of that is advertised in Japan.
Yeah, I know. Why DSII is the weakest one. They tried to satisfy both Demon & Dark Soul fans by mixing elements from both games, which actually did more harm. In regards to patches for balancing the game, that's another thing entirely. It's called fans playtesting much deeper & dev's being forced to fix. So anything in response to this is different as in response to "But we need to please both fans of DeS & DS to maximize profits" corporate BS. ... Course it didn't help it that the main guy behind the series sat this last one out, and yeah. DSII lost a lot of soul. Sadly. Thus looking toward that new PS4 ip with the main guy behind it. The day I finally buy the latest gen system.
Skykid wrote:Sinful wrote:Maybe I thought this at one point? But... Demon/Dark Soul series proved this wrong. Even thought it's not that hard as folks say, it's marketed as super hard. Folks online say it's super hard. And so on. Yet it became a huge hit ip. And thank goodness this is still possible. So yeah. I call BS.
Demon's Souls is just a reaction to an industry that caters to the lowest possible skill level. It's not that surprising that they used challenge as a selling point - it was a good promotional opportunity.
Wrong. DeS was a game made to please the main guy behind it. Who believed that overcoming great challenges was it's own reward (read a few interviews with him). And he was right. He made a game he thought was good, thus it was good.
The marketing behind it at least proves that hard games can still sell. Thus I call this topic a little BS or not all true.
Squire Grooktook wrote:Souls also have length and content. Don't think they would have been nearly so popular if they were 30-60 minutes long. Considering everybody hypes the games difficulty way past what they actually are like, I think it just goes to show that "intimidation" isn't the issue.
Yes. Length is a big crutch to the STG genre. Most gamers don't care about replaying games. Most play once and back to trade in for a new one regardless of how much they enjoyed it. It's quite sad. DS series thankfully has both length and replay value (fun, over 5 loops, etc.). But still not enough replay it.
To me STGs like Darius series seems like a great solution to replay value for STGs. I'm sure there are more methods out there. But nobody cares about the genre anymore. So who cares... fun enough to talk about, I guess?