No Rest For The Wicked

Hateyou

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Yeah the ladders that aren’t all the way down are just shortcuts that you will get to later and kick down. There’s a lot of that and one sided doors, elevators, draw bridges that are all just shortcuts you can’t access until you find the correct pathway. Once they’re down you can traverse the level a lot faster. That’s one part of the world design that reminds me of Dark Souls level design.
 
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Caliane

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yeah, the world design is very Darksouls/metroidvania. more dark souls. which makes some of their other choices odd.

I didn't play much honestly. its beautiful, but gameplay didn't suck me in completely. (also in the middle of other games, was more just checking it out, then going for a full play.)

the dark souls map design struck me for sure. hidey holes, and constant looping on itself. every inch packed.

the map respawn via timer, and not on rest seems like an odd choice.
dark souls resets are a good design choice for it.

lets say there are two hallways. one hallway has 3 tough enemies. that will take 2-3 health potions to beat on average. second hallway, has 3 enemies that will take 0-1 health potion to beat. the player has 3 health potions, which are set, and fill every time they rest.

this creates a simple elegant design scenario. hallway 2, is the easy path, new players, will be funneled to. hallway 1. they will kill 1 enemy. run out of health potions, have to go back and heal.. which. resets the enemies. no progress. the only way to progress down that harder hallway is to A. get good. B. come back later with better gear.
but if the monsters don't reset.. you can just whittle them down. brute force progress down that "wrong" path.

healing potions based on farming, and not reseting also has problems. as a designer, you won't know how many the player has at any time. and creates tedious farming. the advantage is it allows players to have options. stronger, weaker, etc. various effects. opposed to the simple estus flasks which are all the same.


I just don't see how the arpg systems will fit into this. if it was just a isometric Dark souls. sure. make sense.. but the farming, etc...
especially once you explore everything. its like grim dawn. you can only explore the map once. so that whole main draw goes away at some point.
 

Hateyou

Not Great, Not Terrible
<Bronze Donator>
18,669
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yeah, the world design is very Darksouls/metroidvania. more dark souls. which makes some of their other choices odd.

I didn't play much honestly. its beautiful, but gameplay didn't suck me in completely. (also in the middle of other games, was more just checking it out, then going for a full play.)

the dark souls map design struck me for sure. hidey holes, and constant looping on itself. every inch packed.

the map respawn via timer, and not on rest seems like an odd choice.
dark souls resets are a good design choice for it.

lets say there are two hallways. one hallway has 3 tough enemies. that will take 2-3 health potions to beat on average. second hallway, has 3 enemies that will take 0-1 health potion to beat. the player has 3 health potions, which are set, and fill every time they rest.

this creates a simple elegant design scenario. hallway 2, is the easy path, new players, will be funneled to. hallway 1. they will kill 1 enemy. run out of health potions, have to go back and heal.. which. resets the enemies. no progress. the only way to progress down that harder hallway is to A. get good. B. come back later with better gear.
but if the monsters don't reset.. you can just whittle them down. brute force progress down that "wrong" path.

healing potions based on farming, and not reseting also has problems. as a designer, you won't know how many the player has at any time. and creates tedious farming. the advantage is it allows players to have options. stronger, weaker, etc. various effects. opposed to the simple estus flasks which are all the same.


I just don't see how the arpg systems will fit into this. if it was just a isometric Dark souls. sure. make sense.. but the farming, etc...
especially once you explore everything. its like grim dawn. you can only explore the map once. so that whole main draw goes away at some point.
It doesn’t have to be pigeonholed into one genre. It’s described as an arpg which is really what it is, an action role playing game…but it’s not what we typically refer to when we say arpg. It’s not like Diablo, Poe, etc with a giant flat map and loot explosions everywhere.

It’s ok for games to do something different. With this game I don’t want another dark souls or grim dawn, they already exist and I love them and go play them when I want those experiences. I want what they’re doing because it’s different and refreshing. It’s a mishmash of lots of things we’ve seen in the past but the way they put it together it feels like something new.
 
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