![]() You can even trace these mutations as far back as Demon’s Souls. You, when you die against the same mob enemy for the fifth time. Blighttown likely wasn’t intended to run at 25fps for most of it, and there’s no way you can convince me that the Lost Izalith we got is the one FromSoft intended. It felt hostile every step of the way.īut was all of that by design, or a byproduct of certain decisions made during development? Perhaps it was a technical limitation that some see as a prophetic Miyazaki moment. Once you strayed too far off from a Bonfire, you were effectively cut off from the rest of the world. You died a lot, and the game expected you to learn how to navigate the run from the nearest checkpoint back to the boss fight on your own. ![]() Mistakes in the original Dark Souls were costly. ![]() You can easily find fierce arguments against the ease and availability of fast-travel in Dark Souls 2 onwards, which many believe robbed the games of their horror and unease. Even outside of the vast catalogue of games we can refer to as 'Souls-likes', FromSoft’s own games change and alter what you could think of as staple. No, FromSoftware’s games don’t need to borrow from their inheritors, no more and no less than they need to learn from their contemporaries.īefore this goes off the rails, this isn’t a blanket defence of the studio’s work, or a suggestion that it’s somehow infallible and therefore its games exceed whatever the imitators come up with. Whatever new features any new game introduces – or whatever existing mechanics it tweaks – inevitably get called out as 'the best new version' that the original Japanese developer needs to incorporate into its next project. ![]() Perhaps that’s partly to blame for why every game that rubs elbows with FromSoftware’s work has to be compared to its inspirations. It still baffles me that the industry has not come up with a new term for 'Souls-likes' we can all agree on. ![]()
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