And that’s the point about the use of it as a punishment system: Once you know how to play Sekiro and are good at it, it will never impact your playthrough. But for the people who are struggling to learn the game, it’s just another way that they lose progress when they die.
The most recent example that I played was the title Songbringer, there have been others, but I can’t remember their names offhand. But we could talk about any game with linear upgrades and progression put on top of a randomized or procedurally generated gamespace.
What did you think of the Father Gasconine fight in relation to Maria? I thought that was a great battle to “ease” the player into Bloodborne. You have a humanoid fight with a fellow hunter, that then turns into a monster fight; forcing the player to understand the difference in fighting the two.
I find it funny when people talk about Maria as being a challenge, as that is one of the few bosses in a Souls-like that I’ve never had trouble fighting. I don’t think I’ve ever died once to that fight in my plays. Ludwig on the other hand…
It’s definitely annoying in CCG-based titles. The only positive is that you’re usually dealing with a set pool of cards or options, so there is an intended end point to spending money or in-game resources.
I still found the combos to be a bit much for me, but I don’t have a strong fighting game background to begin with. So far the only game that I managed to get a quarter-way decent with was Skullgirls.
When it comes to finding people qualified to talk about game journalism, that’s the big challenge. There’s no standard for what it means to be a game designer (or what is a video game), and there’s no standard for being a game journalist.
I was speaking to a friend who works for a major site and he shared his thoughts on the…