In this week's episode of Noob Talk, Liban Ali looks at the build up behind Nintendo's latest console the NX and speaks on what needs to be done in order for the new hardware to hit the ground running.
Lately, a number of notorious difficult ARPGs have added difficulty options. Is that a good thing or does it ruin the experience?
As long as it is just an option, it is totally okay, but it's also OKAAAAY! To simply ignore that option.
Long as fromsoft never does it. This was only expected since the soulslike genre is so popular now.
Stuff like this really shows that people completely missed the point of that argument. The argument was never that souls likes shouldn't have a difficulty option. The argument was that if someone makes a game, particularly souls likes, that did not want to include difficulty options, that you should just respect that instead of demanding and berating the developers to add them.
I see the lack of difficulty settings as one of the key traits that defines a Soulslike. It’s not just about being challenging. It’s about how the game is built around that challenge, expecting you to learn through failure and grow by mastering its systems. Once you introduce difficulty options, you’re changing that foundation. You’re giving players a way around the intended experience, actually you are killing the whole idea of a "intended experience".
That doesn’t make the game worse, necessarily, but at that point, it’s just not a Soulslike anymore. It's a action RPG.
The Soulslike genre is a lot more than just 'hard' games. There is so much more to it than that.
In most cases, for a genre to be successful, there must be multiple entries in that genre from different franchises, some easier and some more difficult. The Soulslike genre has grown impressively well so far with most of the games being on the difficult end of the scale.
The other aspect to consider is WHAT makes Soulslike games hard. In the best examples, it isn't just because the bosses and enemies are engineered to be difficult, but because the entire gameplay (from the hard-to-master combat, to the labyrinthine levels, to the additional punishment for dying) is geared towards creating a world that seems to be trying to prevent you from making progress. Beating a boss isn't the only thing that makes you feel as though you've progressed in a Soulslike - finding a shortcut, a particular item, or learning how to defeat a particular enemy type are all forms of progression.
An 'easier' game can still exist with all those elements.
Playdead co-founder Dino Patti is allegedly being sued by his former studio and business partner.
Patti was threatened with a lawsuit earlier this year after he posted a now-deleted LinkedIn post that shared an "unauthorized" picture of co-founder Arnt Jensen and discussed some of Limbo's development. Patti said Jensen demanded a little over $73,000 in "suitable compensation and reimbursement," adding that he had "repeatedly" had such letters over the last nine years.
Final Fantasy Tactics Remastered‘s announcement was a welcome surprise to many, older fans along with the younger generation would be able to experience the epic PS1 game again with some new things that would improve the experience such as voice acting.
This is really stupid and just baffling, the explanation for it is also a big non answer, very disappointing.
Square Enix has really gone down the drain. Even FF7: Rebirth, while being an incredible acheivment seemed very sloppy in some areas... namely performance. These folks wonder why their games don't sell but aren't putting in a decent effort.
They seem to be suggesting that people didn't like the new stuff in WotL, hence it's non-inclusion, but they're probably secretly planning to add it as DLC down the line, they just don't want to tell people that because they think it'll get an even worse reaction. When they do eventually add it, they'll be like, "We listened". Of course, it won't be free though, so they'll still get flak for it. On the other hand, maybe I'm too cynical.