luvbunny2340
firefox2010
luvbunny2340

This is, to my knowledge, exactly what most people are talking about when they’re asking for accessibility options. Yeah, there are people who want all fights removed from RPGs, who want options to only watch story scenes without playing the games; I’m not going to cast judgement on those opinions, but I do disagree

I don’t agree on paying for a lower difficulty. That’s just dirtbaggy and basically the worst kind of pay-to-win DLC where you aren’t even getting any new content. Just making people have to download it instead of sticking it in the default options, or making them unlock it by failing a few times is enough of a wall.

I totally agree with Etrian Odyssey, though before the “difficulty” just means enemies takes longer to kill and you have to constantly backtrack and retreat. The newer version of EO games are great with the difficulty setting as well as paid quests to let you gain more XP and money.  I would not even mind if From

This is the point I wanted to make. To the top you go, friend. 

Basic EASY mode for Sekiro:

Oh I know that the default setting is on “kind of easy somewhat” assuming you are smart enough to read, practice with the npc, and use all the tools on your disposal to solve the boss puzzle battle and cheese as much as you can. It is not too obvious for some people, which is fine, at least the game respect you enough

“Easy Mode” is already enabled in ALL of Soulsborne games in the form of co-op - aka “Please kill stuffs for me, ok, I am just gonna hang out in the back spamming magic and try not to die here”.... That mode is simply amazing and helped a ton of average players to experience Soulsborne games, this one included. You

The stress of Sekiro is in the timings though. Failure and death in sekiro is largely irrelevant. In many instances you can just throw yourself at the bosses and retry as often as you want. Some require lesser enemy picking off here and there. Yes people get rot but its manageable due to items you can purchase and

I think people are just worried that “easy mode” would turn the game into Mario battle where you land 3 hits and the boss is dead. I still think “easier mode” could help, but keeping the core essence of “deflect, attack, jump, counter” intact. Essentially making newbies and casual players last a bit longer on boss

Nintendo has a culture...Sony and Microsoft do not. Nintendo has MANY decades long exclusive titles....Sony and Microsoft have one? two? that are kinda generic AAA games. Nintendo is a publisher and a developer...Sony and Microsoft are not (or are barely? the fact that I don’t even know says a lot). Nintendo picks and

I just wanted to come back and respond to this after a few days. Man, I pretty much totally agree with all your points. It actually sounds like we have very similar views and likes/dislikes on these subjects.

I am full aware of the eavesdrop and items. All I was saying is that in BB and DS, I feel like they kinda give you more options (not a negative on Sekiro) like as in you can summon someone, you can grind to level up, you can get some fire bombs that will do a lot of damage, get a different shield etc.. Sekiro to me so

Sekiro is a leaner souls game with all the fat of equipment management and stat min /maxing trimmed out and in its place a more skill based combat system that seems to be a culmination of all the timing based aspects of past souls games.

I admit to significantly over-leveling in these games, partially to tank more (it’s part of my build, generally), and partially because the fun (for me) is being able to use the items/armor I want, without compromise (great sword, greatshield + cool armor). I generally play bosses solo (although I summoned the NPC for

I mentioned elsewhere that I haven’t played BB, so I can’t comment on that one. DS3 is definitely more casual-friendly than the first 2, but still not particularly friendly (there are bosses in the game that I’d defy a casual to beat, especially ones in the DLC). I’m just thinking that significantly cutting damage

Older games required learning via repetition because they needed brutal difficulty to hide how short they were. Dark Souls and its ilk aren’t short, so the learning via death is a design philosophy. There are plenty of games that don’t really require learning via death so much as they require learning via patience and

I think it depends on what you mean by accessible. If you mean that co-op allows players to be carried by a more skilled partner (or two), that’s true. But I still the skill barrier is decently high (think of bosses like the Pontif, hidden boss, or the last boss in DS3, or the DLC bosses, who all of whom are brutal).