stroopwafel said:Ehmm..yes as these games have the best melee combat of pretty much any game ever, save perhaps for Nioh's combat. On top of that it has varied locations, highly imaginative creature designs and some very cool bosses that actually requires a degree of skill to defeat. The lore is intruiging, but nobody plays these games for the story. It's actually the best example of a series of games where story is solely contextual. Which is actually way more intriguing than most straight-forward garbage considering the popularity of youtube videos.Casual Shinji said:Of all the videos about the Soulsborne games on YouTube, the majority are about the lore. And the fanbase can get really pissy if you don't play it the right way, like not doing the rather obtuse side quests or triggering story events. It'd say it's actually the lore that saves this franchise from it's rather cumbersome mechanics. Let's put it like this, if Soulsborne was set in, say, a generic zombie world would it have the pedigree it has now based soley on its mechanics?
Compare that to Dad of War: cutscene, slow walk scene, cutscene, giant QTE, more slow walk, few branching corridors with gameplay, cutscene, another slow walk scene, *booooyy*, some gameplay, more melodrama and watching the game instead of playing it. The flow is constantly interrupted and the gameplay is fun but not that fun that the experience doesn't feel entirely scripted. Souls and Bloodborne is the complete opposite. They are Da Bomb! Sekiro is gonna own every other action game again.
Waitaminute...the ?giant QTE? comment is off base considering the new GoW didn?t have any; unless you?re simply referring to button prompts for finishers but those still aren?t QTE?s.
I get what you?re saying, but to me GoW has the overall best design of an action game since SoulsBorne. The sense of open-ended exploration (Souls-inspired) and presentation (currently peerless even by Naughty Dog standards) are exceptional, and the combat was faster and more varied in quite a few ways. For example being able to pin enemies with the axe while you fist pummeled another, switch to your blades for a devastating runic attack, then recall the axe into the path of another enemy to trip them up before running in for a heavy finisher is something the no other game can come close to. The fact that all these varied attack options also play to the specific enemy?s weaknesses is only icing on the cake.
Having said that, I?m thinking (and hoping) Sekiro takes the cake over them all.