@hardwenzen said:
That is some noob hours lol.
As for the IGN interview, i think the best thing that was said by the producer, and the reason why i love fromsoft as much as i do, is what was said about the difficulty and accessibility. Instead of casualizing the game into the ground to please as many as possible, they're taking the Souls approach, and teach their players in the early stages of the game how to deal with everything, so they're ready for later stages. THIS is one of the primary reasons why having access to multiple difficulties are not needed in the Soulsborne titles, nor will it be needed in AC6. Most devs are taking the easy approach, and just give you braindead Easy mode for those that are garbage at games, but not Fromsoft. They're sticking to the OG game design most devs have long abandoned, and not enough people acknowledge them for that.
Dude, it shows how skilled I am. I don’t have to grind for hours to beat Malenia or anyone unlike some noob lol.
Good point about its difficulty and accessibility. I recall many newcomers and journos appreciated the approach taken in Elden Ring, unlike previous Souls games, which allowed players who could not beat Margit on their first visit to explore other areas first to raise their stats, get better weapons and armors, and improve their skills, then try it again.
Previous AC games, however, took the approach of having some formidable enemies appear in the early missions to let players learn the controls through trial and error, like the Souls games, but because they were mission-based, there was no way around them.
I wonder if AC6 will take a similar approach to Elden Ring, where if you can't beat a strong enemy in the early stages, you can grind for funds to strengthen your mech parts and status by completing other easier missions, and then try again. This allows both experienced and new players to approach the game in their own way, making the easy mode unnecessary.
Oh, and this PS blog about AC6 also mentions that there will be multiple endings and different paths, increasing replayability, which I'm also excited about for my 200 hour journey.
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