am I interpreting it properly

  • laziestflagellant [they/them]@hexbear.net
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    18 days ago

    According to the Skyrim modding community, Souls-like combat means:

    -You have a camera lock on function

    -You have a dodge or roll button

    -You have ‘attack commitments’ that hold the player and enemies in place during attacks to make the attacks feel more weighty

    You have slightly more optional aspects like having weapons with somewhat varied movesets or the punishing difficulty but as far as changing Skyrim’s combat into a Souls-like, those seem to be the defining traits

        • Datz@szmer.info
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          17 days ago

          I’m playing Demon’s Souls now and it really feels like a Zelda game, but edgier, more RPG and with a Stamina bar. In particular because of the many gimmick bosses.

          Then Dark Souls 1 and onwards started being more and more of just an Action game, until DS3 (or Bloodborne had I played it) where it’s an action game first. Which is also good. Just different.

      • Infamousblt [any]@hexbear.net
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        18 days ago

        I actually think Zelda and Dark Souls are almost the same game so unironically yes. Dark Souls 2 is basically just one giant Zelda dungeon

        • Carl [he/him]@hexbear.net
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          18 days ago

          Back when Demon/Dark Souls were new I remember people making this comparison explicitly. The only thing they don’t have compared to Z-targeting Zelda is the gadgets, but they add in a lot of depth to the sword stuff that Zelda doesn’t.

        • someone [comrade/them, they/them]@hexbear.net
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          18 days ago

          I want to see the “I’m a gaming badass souls-like hard game master” types try Zelda 2 for the NES on original hardware, within a single weekend like a proper rental experience. No emulation save states. No internet guides. Original controller. No Game Genie. They play it the way we elder millennials played it. Let’s see how good they really are.

    • purpleworm [none/use name]@hexbear.net
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      18 days ago

      You have ‘attack commitments’ that hold the player and enemies in place during attacks to make the attacks feel more weighty

      Imo the point of this isn’t how the game feels, feel is just a byproduct. The point is to have what some might describe as more consequential positioning and decision making with attacks, because you can’t just swivel mid-animation to hit someone who got around the initial path of your attack.

      • Le_Wokisme [they/them, undecided]@hexbear.net
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        18 days ago

        you can’t do that in a fighting game either but fighting games manage to feel fast. slow in souls combat is slow like if everything was the 35 frame charge unblockables in soul calibur

      • laziestflagellant [they/them]@hexbear.net
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        18 days ago

        Ah yeah you’re right, the better explanation is that adding attack commitment allows the Souls-like dodge rolling to function at all. In base game Skyrim enemies will swivel 180 degrees to track you during an attack, and your intended way of dodging them is fully backing away and then rushing back in again while you’re playing the game in first person.