- 1 month
Football games. I don’t see any gameplay difference between one made in 2007 and the latest football game, so why people still decide to drop 60$ for the very same game every year is something i don’t get.
∟⊔⊤∦∣≶@lemmy.nzEnglish
1 monthBeat saber. There’s 1001 better games for VR that are so much more fulfilling
- Zahille7@lemmy.worldEnglish1 month
Idk, it’s just a more interactive Guitar Hero imo.
I have not played it myself.
- Zahille7@lemmy.worldEnglish1 month
I’m just giving a reason why people might like it so much. Rhythm games, especially interactive ones, are pretty popular.
Why do you think they made so many Guitar Hero and Rockband games?
- belunos@lemmus.orgEnglish1 month
If your first post had been this, I would have upvoted and moved on. I agree. There’s just so many ways to read that first post.
- mohab@piefed.socialEnglish1 month
Maaan, easy: soulslike. Combat so slow, they’re the closest real-time combat will get to turn-based. Everything moves at a snail’s pace in most of those games, holy shit.
If I want difficulty, I’ll just play Bayonetta or Ninja Gaiden or something, it does not need to be slow and boring AF.
- TheOakTree@lemmy.zipEnglish1 month
I don’t find soulslike games to be slow, but that may just be a result of me being used to the controls and therefore having a lot more agency of what my character does.
What I will offer as an actual rebuttal is this: the committal nature of slower movement and attacks really forces you to identify the right approach for a situation. Same reason why I prefer Greatsword/Hammer in older Monster Hunter games. You reach a point where your character looks like they’re demolishing enemies in a relatively effortless manner, but only because the player understands exactly what needs to be done.
The initial challenge is pattern recognition and strategy, the long-term challenge is consistent execution.
- mohab@piefed.socialEnglish3 hours
What I will offer as an actual rebuttal is this: the committal nature of slower movement and attacks really forces you to identify the right approach for a situation. Same reason why I prefer Greatsword/Hammer in older Monster Hunter games. You reach a point where your character looks like they’re demolishing enemies in a relatively effortless manner, but only because the player understands exactly what needs to be done.
This is my issue with soulslike combat: all of this is also applicable to fast-paced action games, specifically on higher difficulties. You won’t Platinum Jeanne on Infinite Climax in Bayonetta if you don’t know what exactly needs to be done.
Furthermore, in fast-paced action games, you don’t only need to know timing, spacing, specific boss exploits, but you also need to master mechanically challenging techniques. The latter is replaced with RPG consumables/builds in souls-like, which you get by exploring—another reason that bogs down the game’s pace.
I’m not shooting down the value of soulslikes; I’m fully aware Dark Souls has no intention to play like Bayonetta, and that does not indicate it’s worse in any way. Just pointing out why their slow pace puts me off.

