What exactly can other action RPG devs learn from From's games besides just copying their formula with I-frame rolls, esoteric lore instead of a ...

What exactly can other action RPG devs learn from From's games besides just copying their formula with I-frame rolls, esoteric lore instead of a direct story, and intentionally limited player movesets?

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  1. 1 month ago
    Anonymous

    Most of what FROM does isn't impressive on a mechanical or technical level, so not much really. There's a reason most Souls-likes are pretty shit, and a reason why this "massive impact" on gaming has basically amounted to nothing outside of FROM's catalogue and a few one-offs that use similar checkpoint-based gameplay.

    • 1 month ago
      Anonymous

      Why did save points go away in modern JRPGs, anyway? Could do without respawning enemies, but I like the resource management.

      • 1 month ago
        Anonymous

        A lot of Japanese games are now copy-of-a-copy, so they've slowly lost the actual RPG mechanics that they started with. i.e. FROM's use of the Bonfire/Grace is just the equivalent of a Long Rest in OSRDnD where sometimes things would reset.
        Modern RPGs have whittled away at their own features for so long that they're now based on previous video games over and over again, rather than the TTRPGs that inspired them.

      • 1 month ago
        Anonymous

        Because they were originally a lazy dev copout, there were old JRPGs that already let you save anywhere, save points were used by people who didn't have good programmers or lazy ass devs who thought they were making their button mashers challenging

        Now if only there was a series of ARPGs that took direct inspiration from fightans.

        It's dead, jimbo.
        Let it go

        • 1 month ago
          Anonymous

          The LMBS will rise again, even if it comes from indies.

    • 1 month ago
      Anonymous

      I don't think I've ever seen a mechanically impressive combat game that wasn't a fighting game. nobody wants that for their time-wasting arpg

      • 1 month ago
        Anonymous

        Now if only there was a series of ARPGs that took direct inspiration from fightans.

      • 1 month ago
        Anonymous

        Now if only there was a series of ARPGs that took direct inspiration from fightans.

        i hope fightan dev make a proper hitbox like soulslops did

    • 1 month ago
      Anonymous

      >There's a reason most Souls-likes are pretty shit
      Yes, it's because alot of what they do actually is impressive but midwits can only glean hurr durr i-frames and stamina bar. None of the souls likes are good because they don't truly understand the sheer amount of work and effort that goes into souls, all the way down to the animations and hitboxes. They just try to copy at a surface level and it never works.

      • 1 month ago
        Anonymous

        A lot of work goes into Souls trying to deal with the arms race of iframes vs aggression.

    • 1 month ago
      Anonymous

      It’s irreparably altered the legend of Zelda(neutral), retired the character action sub-genre(bad), and showed middle budget dev teams that movie games armrest the only AAA titles that turn heads (excellent, in fact vital after the last of us and it’s consequences)

      • 1 month ago
        Anonymous

        Aren’t

  2. 1 month ago
    Anonymous

    Enemy variety, enemy variety, enemy variety.
    You can have the funnest combat system ever but if you're just chopping up the same shit all game, it gets old very fast.
    FS nails that feeling of encountering something unfamiliar and going "what fresh hell is this?".

    • 1 month ago
      Anonymous

      KH and Tales of Symphonia/Vesperia do this pretty well too, but I don't see people bringing those up as masterclasses as often.

    • 1 month ago
      Anonymous

      >You can have the funnest combat system ever but if you're just chopping up the same shit all game, it gets old very fast.

      This is the biggest failing of DD2 at the moment . The combat is great but you're fighting the same handful of monsters (that you were fighting 12 years ago) every 20 seconds.

    • 1 month ago
      Anonymous

      Honestly, presentation.

      I'm far from a FS dickrider but their visual art direction and design skills are top notch. It also helps that level design tends to be pretty great, too.

      I, too, love killing the same fat frick with the same moveset for decades at a time.

  3. 1 month ago
    Anonymous

    As it turns out, they're adventure games first and foremost. A sense of wonder and payoff is what counts.
    Second, good animations and feedbackl can make even the simplest games fun to play

  4. 1 month ago
    Anonymous

    I don't know your standard but having played BB just after TW3 it was night and day in terms of combat.
    For me the things that from games do best is weapon animation + art direction.
    The thing they do worse is magic build/shooting at things.

  5. 1 month ago
    Anonymous

    if you manage to make one game that's good then you can build a cult that will slurp up whatever mediocre slop you put out after

  6. 1 month ago
    Anonymous

    What exactly do they do with bosses on a mechanical level compared to other games that makes them special? Is not having difficulty settings actually that impactful?

    • 1 month ago
      Anonymous

      They have cool presentations and thematics. That's basically it. DeS, DaS, and even BB to an extent mostly focused their bosses on different themes. I soured on ER pretty hard because the thematics were ignored for a lot of bosses and when every boss has a cool second phase transition, they stop being cool.

      • 1 month ago
        Anonymous

        Even in that case, I still hear plenty of praise for ER's main fights.

        • 1 month ago
          Anonymous

          I hear people praise Godskin Duo too. You gonna listen to them?

  7. 1 month ago
    Anonymous

    Souls and action RPG combat needs to move away from over reliance on i-frame rolls. I would rather have to actually dodge an attack then just press the magical invincibility button to phase through my enemy's attacks. I find it especially annoying when the best way of avoiding attacks from large targets is to roll INTO them (see Godskin Noble's roll and Ulcerated Tree Spirit in Elden Ring) it's unintuitive and doesn't make sense outside of the context of an i-frame combat system.

    • 1 month ago
      Anonymous

      Play KH, Tales, Dragon's Dogma, Odin Sphere, Sifu, and SoR4.

      >You can have the funnest combat system ever but if you're just chopping up the same shit all game, it gets old very fast.

      This is the biggest failing of DD2 at the moment . The combat is great but you're fighting the same handful of monsters (that you were fighting 12 years ago) every 20 seconds.

      Seems better than it was in something like "Tales of" Arise, though.

    • 1 month ago
      Anonymous

      have you heard the word of our Lord and Savior Monster Hunter

      • 1 month ago
        Anonymous

        Rise really took a beating on this one though. It gave almost every weapon some kind of counter, which turns the game into "hug face and maintain perfect iframes."
        It was fine-ish in GU with adept dodging, but Rise took it way too far.

  8. 1 month ago
    Anonymous

    Those aren’t rpgs. They are action games. Action rpg is a contradiction. That stays exist change nothing. Unless they are 4 dudes standing in a row it’s not an rpg

  9. 1 month ago
    Anonymous

    rolls are shit and sidestepping is better,the combat in souls games is unimpressive and lore being obstuse and nonsensical is horrible,

    what souls does well is a initially high difficulty that can be overcome in numerous ways,story that is out of the way and buried so people that want that feel like it's a reward while those that don't are happy in its absence

    • 1 month ago
      Anonymous

      Souls and action RPG combat needs to move away from over reliance on i-frame rolls. I would rather have to actually dodge an attack then just press the magical invincibility button to phase through my enemy's attacks. I find it especially annoying when the best way of avoiding attacks from large targets is to roll INTO them (see Godskin Noble's roll and Ulcerated Tree Spirit in Elden Ring) it's unintuitive and doesn't make sense outside of the context of an i-frame combat system.

      Based.

  10. 1 month ago
    Anonymous

    any nioh bros in here

  11. 1 month ago
    Anonymous

    nothing, rollslop is rollslop.

    • 1 month ago
      Anonymous

      I play Stranger of Peak. Does that count?

  12. 1 month ago
    Anonymous

    The big one that bothers the shit out of me is having your attacks auto-target and slide you into position, as well as the enemies having that move assist too. Fromsoft games either don't have this or they only have it lightly.

    It's nice to actually be in control of your positioning. I like standing inbetween 3 enemies so that my big weapon swing hits all three instead of hoping when I press R1 the game positions me right to have that happen. I like how I can dodge the bosses just by knowing the range or turn speed of each attack, or when an attack has a minimum range the boss have to move meaning I can just run into them and they hop over me.

    Too many games have the enemies lock in on you and you either have to dodge or block/parry. The enemies will move as far as they need to have their attack hit you. You can watch their feet slide across the floor as they get slid into position while they're mid attack animation.

    It looks cheap. It feels cheap. It is cheap.

    I've been playing DD2 recently and I sigh every time I do the input that in a better game would cause me to attack where I specify, instead just send me off in some direction I had no intention of attacking into. When I use the rope pull attack on airborne enemies they get flung towards and over me, I wanna hold down on the stick and R2 to execute them, but it's a fricking gamble as to whether the game will have me attack backwards where the enemy is about to be or send me right towards them because I'm using the attack pre-emptively.

    If you can easily win fights with your eyes closed, it's because the devs took away control for the most important mechanic in the game, movement.

    • 1 month ago
      Anonymous

      Guess what other series doesn't have this?I will spread the good word of Tales until we get a AAA LMBS game. I don't even care if FromSoft is told to make it, at this point.

  13. 1 month ago
    Anonymous

    all the best weapons in ds3 were the ones with cool L1s, weapon skills, or both. Elden Ring does this too but buffs the weapon skills to be more worthwhile for every weapon. in DS3 the FGS lets you combo the l1s and r1s together, that's cool. Souls actually has 4 attack buttons depending on your weapon, make them weave inbetween each other more fluidly and you could have something neat.

  14. 1 month ago
    Anonymous

    it's simple, non floaty movement is mandatory especially during attacking. That's where most of these guys fail, they're trying too hard to make an action game and not trying hard enough to make a combat and exploration sim

  15. 1 month ago
    Anonymous

    Here's an actual important one: Most players cant multi task, if you want to have 1 or 2 bosses that require multi tasking then fine, but if the regular enemies require a lot of multi tasking, like lords of the fallen, then people will cry.

    • 1 month ago
      Anonymous

      Here's one of the best bosses in the series.

      • 1 month ago
        Anonymous

        Demon Princes and second phase of the Friede fight are multi-enemy bosses done right since they don't both try to face frick you at once.

        Here's an actual important one: Most players cant multi task, if you want to have 1 or 2 bosses that require multi tasking then fine, but if the regular enemies require a lot of multi tasking, like lords of the fallen, then people will cry.

        Souls camera perspective is not conducive to fighting multiple enemies at once and if the multi-enemy bosses aren't specifically designed to be together (a lot of Elden Ring bosses) then the bosses just become either an exercise in patience to find a rare opening or a bum rush to get rid of one of the bosses.

  16. 1 month ago
    Anonymous

    add a double jump upgrade, better platforming
    and a better parry/interrupt/counter/stagger system for the spazzed out bosses

  17. 1 month ago
    Anonymous

    >give the player just enough to understand the basics and let them figure out the rest
    >don't text-dump your lore / world
    >let the player trial and error and don't be afraid of exposing them to failure (the converse to a lot of game devs embracing Nintendofication of their games)
    >the player is not the center of attention in an amusement park, they're just another entity in the living world that is indifferent to them
    >clipping and technical polish is important (to fix)

  18. 1 month ago
    Anonymous

    Just a sense of variety in settings and enemies types really.
    Every thing else Elden Ring does has been done better in other open world games.

  19. 1 month ago
    Anonymous

    The thing I love most about Souls is different builds, weapons, and planning that can get involved. I think most other actions RPGs do these things, so I really just want more of the same.

  20. 1 month ago
    Anonymous

    play After Death

    https://store.steampowered.com/app/713160/After_Death/

    https://files.catbox.moe/a1043y.mp3

    • 1 month ago
      Anonymous

      >$13.99
      put it on sale for 5 and i will

      • 1 month ago
        Anonymous

        on sale it's really cheap

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