I know PhoenixMGS has been posting it as a reference [https://www.youtube.com/watch?v=AC3OuLU5XCw] for the last year or so.
hanselthecaretaker
4 hours ago (edited)
Interesting video, but I somewhat disagree with the general premise of dodging automatically being objectively more fun. I really like Bloodborne, but it feels less tactical overall by relying on dodging around like a rabbit (Happy Easter) or gun parrying for defense, which is easier and less risky than Souls because you can attempt it outside of your opponents' range. Dodging and hacking/slashing especially just makes the combat feel like nearly every other action game (which is probably why Bloodborne instantly resonated with people that didn't "get" Souls) by removing the tension that guy felt against Allant around 16:25 and forcing you to rely on i-frames, which I personally consider somewhat of a bane of modern game design and one of the worst aspects of SoulsBorne combat. They are basically like a QTE without the actual prompt. Bloodborne remedies a lot of Souls' bloat and imbalance by a quality over quantity approach and buffered by practicality in upgrading and summoning, but it still carries over the biggest combat design flaws and limitations.
This is also why Kingdom Come: Deliverance's combat is a breath of fresh air, because every action feels tangible and logical vs gamey for the sake of looking cool if nothing else. I don't think Bloodborne "solved" any of Dark Souls' issues, because all it did was side step them literally. It took a series lacking technical depth (too often playing ring-around-the-rosie for backstabs for example) and doubled down on its shortcomings instead of actively attempting to correct them. It also is telling if it's true that Miyazaki thought it was a mistake giving players a shield right away; in other words, "why give them one at all" seems to be the take away. In that case, maybe he should have skipped right to Bloodborne? I think the over-reliance on dodging and i-frames trivializes what Souls could have or should have been about. Why should I be able to invincibly roll right through a physical attack just because QTer, I timed it right? If anything it should at least have a different damage model, but every attack you're in range of should always connect. I-frames throw out game logic for the sake of what, looking cool, or keeping combat design conveniently shallow?
But as it is stands with Souls, a general perception is that the player conditioning was done intentionally to make players aware of the "fool me once" mantra. You'll know to look behind you for that ambush enemy in the future if the game introduces them early, as you also perfectly understood in Bloodborne at 1:15:32 and onward. You'll know that picking up a shield first doesn't mean it should always be a first resort. The game throws these things at you to teach the importance of becoming aware of your surroundings and to never get too over-confident or careless. In that way it definitely succeeds, but again the actual combat could have been balanced better between offensive and defensive strategy to make each feel equally important in a typical encounter. There are far too many games that go all-in on offense but never consider defense, which makes them too predictable and boring. I don't consider a gun parry that involves both near-perfect timing and near vacancy of risk the best example of defensive strategy by any means either.
Having said that, perhaps third person has its limits as to how precise and situational the combat move set can be...
As an aside, while I enjoy Yahtzee's commentary I don't consider his opinions gospel by any stretch. Supporting arguments may be helpful to present, but in one case you use one of his at 25:00 to help contradict one of your own established originally at 6:07. It makes the final takeaway point you're trying to make unclear. Also, while it might have been for you and I and quite a few others, Demon's Souls wasn't everyone's first Souls game, especially considering it was a PS3 exclusive. So the "weird and new thing" comment would translate well for them. The reason the Souls games have gained such a following is because of the "weird and new" anyways. It also gives the player far more options and play styles than Bloodborne, which is why although many people "got" and enjoyed Bloodborne more than they did with Souls, many more Souls fans still consider Dark Souls a better Souls game, regardless of it having a subjectively labeled "boring" way to play. Shields can still be fun if done right.
In short I'd say Bloodborne is a better action game than Souls overall, and definitely more refined in key ways (I still like the estus system more than blood vials though; DS2 balanced it well imo), but it also limits itself sometimes too much in the process despite still retaining key mechanical flaws; a big one you also get into around 1:01:56 and also 1:07:33. I also still haven't gotten around to playing DS3 after all this time, which many Souls and Bloodborne fans say is the best balance between the two. I hope so.
ps, while I also think the chalice dungeons were the worst part of the game from a level design perspective, I think their main purpose was to provide an elaborate playground for farming and upgrading. In that respect they exceed anything offered in the Souls games. But again, that reveals another couple considerable design flaws; or at least how they're implemented imo.
pss, I've always been kind of curious about Vampire: The Masquerade - Bloodlines, but haven't actually gotten around to playing it yet either.
hanselthecaretaker
4 hours ago (edited)
Interesting video, but I somewhat disagree with the general premise of dodging automatically being objectively more fun. I really like Bloodborne, but it feels less tactical overall by relying on dodging around like a rabbit (Happy Easter) or gun parrying for defense, which is easier and less risky than Souls because you can attempt it outside of your opponents' range. Dodging and hacking/slashing especially just makes the combat feel like nearly every other action game (which is probably why Bloodborne instantly resonated with people that didn't "get" Souls) by removing the tension that guy felt against Allant around 16:25 and forcing you to rely on i-frames, which I personally consider somewhat of a bane of modern game design and one of the worst aspects of SoulsBorne combat. They are basically like a QTE without the actual prompt. Bloodborne remedies a lot of Souls' bloat and imbalance by a quality over quantity approach and buffered by practicality in upgrading and summoning, but it still carries over the biggest combat design flaws and limitations.
This is also why Kingdom Come: Deliverance's combat is a breath of fresh air, because every action feels tangible and logical vs gamey for the sake of looking cool if nothing else. I don't think Bloodborne "solved" any of Dark Souls' issues, because all it did was side step them literally. It took a series lacking technical depth (too often playing ring-around-the-rosie for backstabs for example) and doubled down on its shortcomings instead of actively attempting to correct them. It also is telling if it's true that Miyazaki thought it was a mistake giving players a shield right away; in other words, "why give them one at all" seems to be the take away. In that case, maybe he should have skipped right to Bloodborne? I think the over-reliance on dodging and i-frames trivializes what Souls could have or should have been about. Why should I be able to invincibly roll right through a physical attack just because QTer, I timed it right? If anything it should at least have a different damage model, but every attack you're in range of should always connect. I-frames throw out game logic for the sake of what, looking cool, or keeping combat design conveniently shallow?
But as it is stands with Souls, a general perception is that the player conditioning was done intentionally to make players aware of the "fool me once" mantra. You'll know to look behind you for that ambush enemy in the future if the game introduces them early, as you also perfectly understood in Bloodborne at 1:15:32 and onward. You'll know that picking up a shield first doesn't mean it should always be a first resort. The game throws these things at you to teach the importance of becoming aware of your surroundings and to never get too over-confident or careless. In that way it definitely succeeds, but again the actual combat could have been balanced better between offensive and defensive strategy to make each feel equally important in a typical encounter. There are far too many games that go all-in on offense but never consider defense, which makes them too predictable and boring. I don't consider a gun parry that involves both near-perfect timing and near vacancy of risk the best example of defensive strategy by any means either.
Having said that, perhaps third person has its limits as to how precise and situational the combat move set can be...
As an aside, while I enjoy Yahtzee's commentary I don't consider his opinions gospel by any stretch. Supporting arguments may be helpful to present, but in one case you use one of his at 25:00 to help contradict one of your own established originally at 6:07. It makes the final takeaway point you're trying to make unclear. Also, while it might have been for you and I and quite a few others, Demon's Souls wasn't everyone's first Souls game, especially considering it was a PS3 exclusive. So the "weird and new thing" comment would translate well for them. The reason the Souls games have gained such a following is because of the "weird and new" anyways. It also gives the player far more options and play styles than Bloodborne, which is why although many people "got" and enjoyed Bloodborne more than they did with Souls, many more Souls fans still consider Dark Souls a better Souls game, regardless of it having a subjectively labeled "boring" way to play. Shields can still be fun if done right.
In short I'd say Bloodborne is a better action game than Souls overall, and definitely more refined in key ways (I still like the estus system more than blood vials though; DS2 balanced it well imo), but it also limits itself sometimes too much in the process despite still retaining key mechanical flaws; a big one you also get into around 1:01:56 and also 1:07:33. I also still haven't gotten around to playing DS3 after all this time, which many Souls and Bloodborne fans say is the best balance between the two. I hope so.
ps, while I also think the chalice dungeons were the worst part of the game from a level design perspective, I think their main purpose was to provide an elaborate playground for farming and upgrading. In that respect they exceed anything offered in the Souls games. But again, that reveals another couple considerable design flaws; or at least how they're implemented imo.
pss, I've always been kind of curious about Vampire: The Masquerade - Bloodlines, but haven't actually gotten around to playing it yet either.