this post was submitted on 08 Jan 2025
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absolute-cinema

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[–] GenderIsOpSec@hexbear.net 1 points 3 months ago

unrealistic

they didnt laugh at the second appearance

[–] ksynwa@lemmygrad.ml 0 points 3 months ago (1 children)

I wonder how they internally rationalise their way of handling NPC questlines. I really dislike it because I almost never replay games in succession so if I miss something I cannot come across it until the next year or so when I possibly replay the game. Without a guide you are relying on either pure luck or obsessively scouring every nook and cranny both of which feel terrible. Worst part is when you miss out on boss fights because of this design.

It was somewhat bearable in Dark Souls but using the same system in Elden Ring means you are having to turn The Lands Between (huge tract of land) upside down to find a given NPC. It just feels like shit even after they added the map markers because I don't know if they can preemptively tell you where they are. I missed out of pretty much the whole story of the DLC because I was on autopilot and ended up killing Miquella's groupies.

[–] CrawlMarks@hexbear.net 1 points 3 months ago

The game is made to be sadistic. It is supposed to inspire feeling of loss and guilt. But then also randomly you will have cool experiences no one else understands. It is very artistic. Which is usually not what people want form video games