Dark Souls Difficulty Won't Rely On "Reflexes And Control"
Demon's Souls was hard. It just was. And when Dark Souls was unveiled and the rumor was that Atlus' fresh follow-up would be even harder, well...some gamers experienced high blood pressure.
But in truth, developer From Software has actually had to yank certain over-challenging content from Dark Souls, just because it was deemed "too difficult." ...this coming from the same team that wants you to "scream, yell and be frustrated." Game director Hidetaka Miyazaki told CVG that while they aim to make the game "as difficult as possible," they also want to create a title players can actually finish.
"Yes, actually there was a lot [of content] that was too difficult and we had to pull. You may not believe it but there are things that are a bit too spicy, aspects that prevent you from eating (laughs), we're trying to avoid those."
It's good to hear the team has some self-imposed "regulations" concerning the new project's difficulty, though. Added Miyazaki:
"We have some set rules that we use to define difficulty, anything that doesn't abide by those definitions isn't included. This is to stay with the core ideas and philosophies relating to the difficulties of the game.
A good example is the player's skill level, reflexes and control, which is something we don't want to make a large factor that contributes to the difficulty."
I like that last bit. That means it's a true RPG. One of the reasons I - and many other fans of the genre - became involved in RPGs in the first place was because we didn't have to worry about "reflexes and control." That, along with unparalleled storylines, different styles of gameplay, and overall depth, kept us riveted. No, I don't want to play an RPG if I have to play it like I would play God of War.
But it shouldn't be a surprise. Atlus knows how to take care of their fans.
Related Game(s): Dark Souls
2/7/2011 10:45:40 AM Ben Dutka