I’ve got a long week behind me, so I’m really looking forward to some gaming. I’ve recently picked up TUNIC, which I will likely be continuing - having lots of fun with it. The mix between a Zelda-like with some Dark Souls sprinkled in makes for a really interesting combination. The lore being told through the instruction manual makes for a really interesting approach to storytelling, seeing it all unravel in real-time and all the mental puzzle pieces falling into place.

Speaking of lore, should FromSoft make their lore more approachable? It’s been memed on to death that FS’s lore is notoriously hard to parse if you don’t have a PhD in Soulsology or are super attentive to every minute detail the game presents to you.

To me, it sometimes feels a little too cryptic. Don’t get me wrong - I love FS games for their environmental storytelling and the mystery surrounding most happenings. But sometimes I just prefer to have it laid out before me and not be that difficult to understand. I feel like having a Wiki or a YouTube video open to even understand the basics of the story can feel a little silly sometimes. But I’d be lying if I said I don’t enjoy all the different interpretations to the lore that leaves us with.

Take the story of Bloodborne, for example. There are so many video essays discussing all the numerous theories surrounding the game (Visceral Femininity by Honey Bat is fucking amazing) that recontextualise the story in such an enriching way that any game with more direct storytelling just can’t ever achieve.

However, a mix of direct and indirect storytelling is still awesome too. Sekiro is one of the few FromSoft games that, more or less, tells you exactly what is happening and why - it’s easy to follow along. Nevertheless, since it’s rooted in Japanese folklore and culture, a lot of bits are unspoken and left to the player to make sense of, so video essayists and lore enjoyers have something to chew on to.

What’s your take on this? Do you ever get frustrated with the “read a random item description” approach to lore?

  • justdaveisfine@piefed.social
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    18 days ago

    I think you kind of hit the note I was going to mention - The thing that would evolve the FS storytelling formula is having a more personal and direct story on top of their cryptic lore.

    This would make the story more surface approachable which could add enough context for lore events that we are otherwise just forced to speculate on.

    That being said, I don’t think they should try to explain the lore more but rather show better character responses and reactions, as to keep similar vibes. Explaining the lore runs into a danger of very matter-of-fact statements which can shred up any mystery.

    • Kühlschrank@lemmy.world
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      13 days ago

      I like this!

      I would also like it if maybe the journey and ending made a little more sense. I think it’s great that the world has a obscure background. It feels more like reality - the things happening around you, other characters coming in and out, it feels realistic. But when you don’t really understand what you’re doing or what the you’ve accomplished, I don’t know. When everything’s vague then it leaves it feeling sort of unrewarding and unfinished.

  • Skua@kbin.earth
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    18 days ago

    God I love that Bambieshart’s Brocade meme

    I am personally a fan of the obscure presentation of the lore because I enjoy theorising about it. I have many a headcanon. I do this with other games too, particularly the Elder Scrolls (which, for those who are unfamiliar, have a notoriously extensive catalogue of extremely weird semi-canon and non-canon-but-written-by-people-that-wrote-canon-stuff text). I would appreciate being able to discuss it with characters in-game more often, though. The characters don’t have to actually know the truth, I just want to be able to hear their opinions on things. The serpents in Dark Souls attempting to persuade you of which path to take and Melina’s efforts to sway you off of the Frenzied Flame are some of my favourite parts of the games

    I will be either re-attempting to parry PCR to death or I’ll be trying out Sekiro for the first time. Which it shall be remains to be seen

    • GrantUsEyes@lemmy.zip
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      17 days ago

      I will be either re-attempting to parry PCR to death or I’ll be trying out Sekiro for the first time. Which it shall be remains to be seen

      Both exciting prospects, I’ll tell you hwhat! For PCR I advice you parry only the slower moves in phase two, and dodge the rest. T’was the recipie for sucess to me. You got it!

      • Skua@kbin.earth
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        17 days ago

        Thank you! I think if I can learn to dodge all the after-image stuff in phase two I’ve prooooobably got it. I just need to stay alive long enough to learn that

  • ZombiFrancis@sh.itjust.works
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    17 days ago

    I like the vagueness and obscurity of the lore in FromSoft games because it really helps mesh your own headcanon into the game.

    They actually do a pretty good job about separating the lore and mechanics you need to know to progress in the game, so it’s typically just fun stuff to read.

    What is tough, though, are their NPC questlines and the lore given through dialogue. Useful information is often said only once, without clarity, and the speaker usually moves or disappears/dies after saying it.

  • Underwaterbob@sh.itjust.works
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    17 days ago

    I’m playing Star Wars Jedi Fallen Order. I’m not very far in, but it’s alright so far.

    I’m fine with Souls lore being cryptic AF. It’s definitely part of the charm.

  • D06M4@lemmy.zip
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    17 days ago

    Some things are very imaginative and it’s ok for them to leave a bit open to interpretation. But there’s also a good quantity of nonsense and fanservice for both fans of older FS games as well as of other media that are clear inspiration for the series. There are certainly many elements in the Souls games that exist not because they made sense narratively but because someone wanted to include them very badly and I wouldn’t ask too many questions about them just as I wouldn’t upload a 1 hour long video talking about Resident Evil 2’s JoJo locker.

    I’m more invested in the story of games like Dishonored (and Deathloop) where the characters’ motivations throughout the game are as important as the unknowns of the universe they live in and lore bits are presented in several ways and never out of context but rather as something anyone paying enough attention can unravel.

  • eezeebee@lemmy.ca
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    18 days ago

    Love Tunic!

    I’m not playing any soulslikes at the moment. Currently working on Tower Wizard

    The cryptic lore style is fine in my opinion. I like that it isn’t shoved down your throat. If you want to dive into the item descriptions and what not, you can. I think it’s also great for cultivating a lore community, as can be seen by the hundreds of lore videos in my YouTube feed. It’s a community effort to decode what the story is actually about. It gives something to sink your teeth into after beating the games, rather than knowing everything and moving on because there’s nothing else to know.

  • Montagge@lemmy.zip
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    17 days ago

    Does Oblivion Remastered with Timed Block and Dodge iFrames with the damage cranked up to 11 count?

  • GrantUsEyes@lemmy.zip
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    17 days ago

    I don’t think the way lore is comunicated shoud change, uncovering it is an optional part of the game that one can choose to engage with or not. And, as mentioned in the post and echoed by other coments, there’s always the option of consuming it in other ways, with no shortage of resources out there…plus the community aspect being so huge in this genre is a part of what makes it great, imo.

    what I do think needs to become more accesible are the character quests, my god. after a few games you get a sense on how to navigate those, but even then, they are still easy to screw up.

    lies of P did it so well with the quest markers, an option to have those would be so good, specially in an open world game like elden ring.


    I finished my Enotria playthorugh a couple of days ago, and thought about making a whole post about it but fuck it, i’ll leave my mediocre player opinion here.

    Ifeel that this game was really close to being something great, jankyness and all, and even If I have complaints I’m glad I played it and I’ll probably replay it to see if my assesment of it was correct or if it was only a massive case of skill issue.

    I have mentioned the positives before but I’ll reiterate.

    Tap for spoiler

    Level design is very good and traversing the world was delightful. combined with the theme, beautiful environments, aesthetics and music, (fuck, the music is so great) it is an awesome and novel experience within the genre.

    the concepts it introduces are interesting (and maybe a bit under utilized by me) multiple loadouts that let you explore a varitey of builds within a same playthough, and masklines that function as a of special attacks akin to spells, and the elemental interactions all gave a cool dimension to the gameplay.

    All that said, combat is where it runs into some issues.

    Tap for spoiler

    This game is unforgiving, which is not a bad thing at all, but at times, it also felt like the devs chose to be mean as well.

    For starters, diffciulty spiked wildly a couple of times, and the order in which the game suggest you progress felt like a troll move, as it throws you to face the two toughest (which are also probably the best) bosses in the game at like midgame.

    Speaking of boss fights, some of them would be honestly fucking stellar in a smoother game, but alas, this game’s not and along with the jankyness, enemy tracking and reach are absolutely insane , coupled with the fact that the healing animation can be interrupted made the combat very asphyxiating when facing quick and sometimes spammy bosses.

    As crazy as it sounds, this also marks the first time I have beaten a final boss first try. (though looking at the throphies, it was probably not the actual final boss)

    after the run for my money the mid game gave me, i was surprised.I liked the fight, but it felt lenient compared to the rest of the game.

    All in all, fustration arises from the fact that some of these choices feel like they were made to artificially inflate the difficulty of the game, and without them, even if we keep the jankyness, the over all experience of the game would have been so much better.

    Rant over

    • Coelacanth@feddit.nu
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      17 days ago

      I am pretty much in agreement with you on Enotria, at least the sweeping takes. This:

      Ifeel that this game was really close to being something great, jankyness and all,

      sums up my thoughts too. It’s why I said that like, I can’t really give it more than 7/10 at a stretch, but I still liked it way more than most 7/10s. It has some Je Ne Sais Quoi factor and charms to it that are compelling.

      The difficulty spikes I also felt, especially I think Vermiglio and Veltha were really hard for me for how early you ran into them. But then I think maybe later on I had a smoother time because I made more of a Battlemage build since I wanted to explore the game’s unique mechanics. And so just by virtue of having many more ranged options I probably had an easier time. The Nethuns Finger trident has a laser for a strong attack that I found very useful to keep distance and spacing. And some mask lines are extremely powerful too.

      Also

      spoiler

      You’re right that there is another boss fight after the “final” boss. I am unsure of whether it’s a piece of jank or some intended Fromsoft style obtuse quest design, but you have to attack Arlecchino when he’s on the ground after beating him. An interaction prompt with kill/spare would have been nice. That was one of the things I wanted to rectify with my NG+ run, along with getting the true ending.

      Anyway, I’m glad you didn’t completely hate it! I’m always somewhat worried when I recommend games to people, and this one was especially so since it is such a flawed game… and yet there is something about it. I have played many smoother games with less jank that I think about less and have less desire to return to than Enotria.

      • GrantUsEyes@lemmy.zip
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        16 days ago

        It has some Je Ne Sais Quoi factor and charms to it that are compelling.

        At least to me it’s that conceptually the game is really solid, has a strong identity, and that is beautifully suported by the art direction and a very good use of the unreal engine, plus all the other good stuff I mentioned.

        Regarding the spoiler… I feel that it was a deliberate choice to encourage a replay. I also missed the subtitles of Pulcinella’s last dialogue so if there was a hint there I missed it completely. An either/or option good have been better game design, but I kinda see why they did it. At least I got the stone! Will be going for.a ranged build next time to see how that performs.

        Lastly, I remember you said you locked in on the parrying during the Spaventa fight, and I gotta say. if you managed to parry all his ranged shit, damn, I tip my hat to you sir!

        • Coelacanth@feddit.nu
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          16 days ago

          At least to me it’s that conceptually the game is really solid, has a strong identity, and that is beautifully suported by the art direction and a very good use of the unreal engine, plus all the other good stuff I mentioned.

          Definitely, also on top of that I think the mask lines and elemental stuff was novel enough to charm me a bit, too. Like, a game where you’d deliberately afflict yourself with a status affliction is kind of cool. And I definitely found myself using both the items that afflict you with Dizzy and Wicked to buff myself for some fights.

          Will be going for.a ranged build next time to see how that performs.

          Ranged it strong, it just needs some skill tree building to ensure a constant flow of mask lines. Combine the node that fills lines when you drink an amber with the one that has a chance to fill all other lines when one is used and you can really sling some spells. If you want to retain any semblance of a challenge you probably want to avoid Jaws of the Chimera, it can one-shot most bosses even in NG+. Weapons wise you have like Vermilion Pastoral, Nethuns Finger, Warrior Deity and Waning Petal to choose from I think. If you want to commit to the full ranged build, that is. For me I had one of my masks as a fully ranged spell slinger and the other two as melee setups, and it worked out well. Lots of weapons with elemental scaling and a couple of them with ardor scaling too.

          Also unrelated but you probably need to follow a guide on NG+ if you want the true ending. At least I did. I guess unintuitive NPC quests are a genre hallmark so… mission accomplished there?

          Lastly, I remember you said you locked in on the parrying during the Spaventa fight, and I gotta say. if you managed to parry all his ranged shit, damn, I tip my hat to you sir!

          I did, it took me a bit though. Also if it makes you feel better I died to his second phase the first time I saw it. Very embarrassing, I was still in surprise of the reveal and kind of chuckling and the little bastard punked me with bombs. But yeah I don’t know, the gunfire barrage has a rhythm to it, I don’t remember now but I think it was five shots. So you just go one-two-three-four-five on the parry button when it’s time. Maybe I was just having a good day. I don’t know. But I really enjoyed the Spaventa fight.

          • GrantUsEyes@lemmy.zip
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            16 days ago

            you probably want to avoid Jaws of the Chimera, it can one-shot most bosses even in NG+.

            damn, did we even play the same game? Hahaha. What level were you at by the end?

            But yeah I don’t know, the gunfire barrage has a rhythm to it.

            An easy enough rhythm one would think, yet somehow I was getting hit by the second to last shot every time. ( ˶°ㅁ°) !!

            • Coelacanth@feddit.nu
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              16 days ago

              damn, did we even play the same game? Hahaha. What level were you at by the end?

              Oh I can’t remember. For the end of NG or end of NG+? I could reinstall and check for the latter if you want me to, for the former I have no idea.

              But yeah, Jaws of the Chimera is not really balanced. It’s a super nuke with the gimmick that it has the slowest charge rate in the game. If you play it “fair” it’s probably fine: by the time you charge it the boss fight is almost over anyway - and it won’t be uncommon to fight bosses where it never even gets fully charged before it’s over. But who cares about that when you can pair it with three spammable fast-charge lines that each have a chance of instantly charging Chimera when you click them? You just fish for a proc with throwaway lines and then click Chimera and delete the health bar.

              But don’t worry, there are other strong and less abusive mask lines too you can use if you want something more fair.

              An easy enough rhythm one would think, yet somehow I was getting hit by the second to last shot every time. ( ˶°ㅁ°) !!

              Maybe years of guitar helped with the rhythm or something for me? I can’t explain it. Take solace in the fact that I struggled continuously with a lot of other stuff in the game, especially some normal mobs like the halberd wielding automatons with their delayed overhead slam that would just merk me every time. Crabs too, but I feel like crabs are just demons in souls games. Both DS3 and ER crabs were my absolute nemesis, could never figure out how to handle them.

              • GrantUsEyes@lemmy.zip
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                16 days ago

                Maybe years of guitar helped with the rhythm or something for me? I can’t explain it.

                Oh, some Coelacanth lore drop, nice. your fears for Sekiro just lost all credibility with me. XD I kid, I kid.

                I just asked about musical ability to the guys over on matrix the other day. Definitely an advantage in this genre, imo.

                I could reinstall and check for the latter if you want me to,

                Don’t worry about it ;)

                • Coelacanth@feddit.nu
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                  16 days ago

                  your fears for Sekiro just lost all credibility with me. XD I kid, I kid.

                  I know that it’s largely a mental block. Also you know, funny enough I never really liked rhythm games despite that, and never really got any good at them either. Though those are related I’m sure. And I’ve heard lots of people say Sekiro is a rhythm game.

                  And also like, I think the real block came from my DS3 playthrough grinding to a halt at the Demon Prince boss in the second DLC. I was just not having any fun anymore, and combined with some frustrations I was already having from ER (I played the DLC after Elden Ring) I was just starting to feel like you know, maybe this isn’t for me anymore. Maybe I’m being outscaled by Fromsoft in the skill/difficulty equation (and maybe combat design to an extent). And I don’t know, I have definitely started to feel less and less at ease with feeling like I suck over the past few years. What once was motivational now feels more disheartening. I don’t know if it’s age or general depression.

                  And so anyway, as long as I don’t attempt Sekiro I don’t have to feel like I can’t do it. It’s Schroedinger’s Game. I could do it. I don’t have to feel like it’s too hard for me until I try and fail. I know it’s stupid and I don’t know why specifically Sekiro has become this hangup, apart from all the people saying it’s the hardest Soulslike.

                  Anyway, whew, this became an impromptu unpaid shrink session apparently. Sorry about that 😅

    • M.int@lemmy.zip
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      17 days ago

      Elden Ring quests

      I actually like how FS did quests in Elden Ring. I think, they did quests way better than in Dark Souls. They have so many redundancy and quests can easily progress if you missed apart - most people don’t encounter Alexander at every location and many still complete his quest. Most NPC are also near the path you would usually take through the area and are not (very) out of the way. Also many quests are interconnected - Ranni’s quest is connected to like half the questlines, but you don’t have to do the other questlines to do Ranni’s quest - you just get pointed in the direction; you get given a reason to go somewhere, to care about something and this I find more satisfying than a quest marker. I like that in Elden Ring there is only Grace and the markers that you set yourself.

      In Lies of P the markers are quite nice, since LoP is super linear and you really don’t have a reason to go back other than to the hub. I would have liked it, if they only added the marker after the chapter if I had missed it and not during the current chapter, but that’s just personal preference.

      • GrantUsEyes@lemmy.zip
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        16 days ago

        You are correct with the redundancy observation and I don’t even know how my suggestion could be implemented in ER without doing like a quest log or something of the like, as that would feel super out of place.

        Personally, I can live with fucking up of losing track of a quest, I think: I’ll get to it next time and eventually figure it out if I care enough. But there are a lot of missable tidbits and the world is really big; for someone that won’t replay the game (or us forgetful folk) an optional hint could be nice. But I guess a guide is also search away as well XD… Ok, I yield :P (I just dislike using guides)

  • M.int@lemmy.zip
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    17 days ago

    I adore Fromsoft’s storytelling. Bloodborne is one of my favorite video games and my favorite part about that game is the lore, the world, the vibe.

    Fromsoft can make games in the future with a clearer main narrative and I will probably play them, since the gameplay still hooks me again and again. Other people here have said that they simply want a clearer main story supplemented with vague lore. For me a game lacking a clear main narrative and only revealing it’s world building through the entirety of the video game medium - visuals, audio, descriptions, dialogue, gameplay – is what makes FS games so appealing and what makes Bloodborne such a masterpiece.

    Where I diverge a bit from the general FS community is that I actually don’t want the lore “explained” in like a youtube video or post or 100 page doc. Since all of that is just what might have happened. Nobody can truly explain Bloodborne; the vagueness that you can only know, what might have happened, what maybe is, is what makes it so magnificent.

    Please, Fromsoft, make Bloodborne 2 or a spiritual successor or something (No, your vampire game doesn’t count).


    Still no Soulslikes for me this weekend. I’m still addicted to Slay the Spire 2 and through that I’m absolutely certain, that I should never get into a Gacha game.

    Edit: Added never which somehow got lost… I hate Gacha games….

  • Coelacanth@feddit.nu
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    18 days ago

    The typical Fromsoft obfuscated and inscrutable lore and quests has definitely been part of building the mythos of their games. I think it kind of took off as it harkened back to older generations of games - to the type of games where you’d excitedly talk to your friends between class and say “did you know if you do X then Y happens!?”. Only now these interactions were online, but regardless, these types of games were largely a thing of the past when Dark Souls came out so I think it felt fresh and new for a lot of people.

    But I don’t know. Just because something is disjointed and a major headache of a puzzle to piece together doesn’t mean it has to be good. I don’t think I’ve ever heard someone say “you love stories, you should play Dark Souls!”. The lore can be interesting yes, but I feel like both the storytelling and the stories themselves leave a lot to be desired. But this was never a focal point of the games, so we should just let them be what they are instead of trying to convince ourselves of otherwise in my opinion.

    A separate debate can be had about whether a Souls game would be better or worse if it also had a coherent, compelling and understandably told conventional narrative layered atop the item descriptions and other bullshit brilliant narrative design.


    I will probably play some more AI Limit this weekend, although I must admit I’m having trouble shaking Titanium Court. It’s still kind of living rent free in my head at the moment and I might instead try to find more people to watch play it, but there is unfortunately a severe lack of Let’s Plays and streamers.

    Anyway, AI Limit is pretty good. Not too much to say about it, I’m about 6 hours in or so, killed a couple of bosses and currently finding myself in the Blight Town equivalent. Graphics are a mixed bag, some bits look pretty good and then you have the occasional texture that looks like dogshit - some of the mutated alien fleshy surface textures on the environment look
    like they have resolutions from the 90s. The art direction is also a mixed bag - everything is greyish brown and post apocalyptic, which isn’t everyone’s cup of tea (I don’t mind it). Finally the characters are stylized like an anime. Meh. Not my thing, but I don’t care enough about it to not play it.

    Mechanically it feels like a very competent Soulslike so far. The unique gimmick is the Sync bar, which is a sort of combined Stamina and Mana bar that also gets depleted as you get hit but fills as you hit enemies. Notably, dodging does not cost any Sync, so the combat has a quite different feel than many other Soulslikes, while aggression is encouraged in order to keep your bar topped up (you also deal more damage at maximum Sync, and take extra damage if it’s below a certain percentage).

    Too early to give any final verdict, but I’ve enjoyed what I’ve played so far.

  • I am checking out Hell is Us right now. Just heard about this game from a video (specifically a video list of games released in 2025 that commercially failed but shouldn’t have) and it’s pretty interesting so far.

    Combat isn’t particularly difficult (at least, not on the default difficulty) and the focus seems to be more on exploration and actual RPG mechanics, while also having Silent Hill/Resident Evil type puzzles that end up being more difficult than the monsters.

    You have no map, no quest markers, and you have no main goal. You run into other people who may or may not ask of things from you but they will drop subtle clues to treasure or possible quest resolutions that you really have to be paying attention to. Like you mignt find a watch and recall that an old man said his son lost a watch with the same description. You can bring it back to him and get something out of it, but it isn’t marked or tracked in a typical way. You, the player, just have to remember and notice details.

    It is also really fuckin’ weird. Not just the monster design ranging from featureless humanoids with holes in them to just crystalline shapes and colors attacking you but also the time period its set in is not consistent. You have Elden Ring type ruins covered in modern day looking graffiti, while using a futuristic drone and APC and a magical sword. There are also WW1 style foxholes and artillery cannons, rusted out WW2 era looking tanks, and the calendars say the year is 1993.

    It’s probably because Hadea, the country you’re in, is actually Hell. You probably don’t even realize you’re dead. But that’s just my speculation. I haven’t even arrived at a boss fight yet (but it took 3 hours of play time just to get to the title screen and almost an hour before you even get a weapon; it’s not, so far, a fast paced game).

    • Coelacanth@feddit.nu
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      17 days ago

      I have heard some murmurs about that game. Will be very interested in hearing your further thoughts on it, it does sound pretty interesting.

    • M.int@lemmy.zip
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      17 days ago

      Hell is Us

      I have never in my life heard of that game. Usually I’m at least aware of releases like that. Your descriptions and the screenshots look intriguing; I’m definitely bookmarking that game.

      • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 @pawb.social
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        17 days ago

        I hadn’t heard of it either until that video. Maybe the lack of marketing was a reason for it to fail commercially, because it is a pretty decent game.

        Edit: Oh… It also came out around the same time Silksong did. So that likely just overshadowed it and a bunch of other games that released that week.

  • Drewfro66@lemmygrad.ml
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    17 days ago

    I think we’ve seen what happens when you make the lore of a Soulslike game more accessible in Lies of P, and that has convinced me that you do lose pretty much all of the “magic”.

    I don’t think it needs to be made more accessible because you don’t need to understand the world in order to enjoy the game. In fact, I think the games are made to instill a sense of “wonder”, exploring a strange but familiar land. While it can also be fun to dissect the worldbuilding, at a fundamental level I believe the games were made to be not understood.

    • Druid@lemmy.zipOPM
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      17 days ago

      To me Lies of P still had lots of mystery to dig into in addition to more direct storytelling and explained character relations just because most of the lore and characters are based on the original Pinocchio novel that’s not specifically mentioned or explained. But that’s just me