Souls, physics system. LOL. The game where impact is simply an animation cancel (At best, usually its literally no reaction other then their silly crumpled paper stock noise for hits), arrows turn in midair, attacks go through walls, and you literally dodge through physical objects, a physics system. LOL.hanselthecaretaker said:ion there, seeing as how even the press hasn't played it yet, and we've only heard a few details about what the gameplay mechanics will involve. The Souls series had very deliberate and methodical controls tied to the physics system, and weren't meant to feel like an action game. I will agree though that the aiming mechanics were akwardly stiff and far less fluid than they should've been, considering how the game encouraged builds around it via hunter bow usage and spells.
Not sure what the "nonsense like the jumping" is getting at either...if they're designing the action to feel more organic this time then jumping would seem to be an essential part of it.
The jumping bit was referring to the nonsensical controls for jumping. The Hold sprint, let go of sprint, tap sprint again thing . It only got vaguely better when they made it press L3 while running. Any sense of traction being another physics system they didn't have as you went sliding merrily around and off things.
They're fineish action games, but they're also the barest bones of action games. Whenever they have done more complex stuff (including magic or bows in Souls), From has struggled with janky design, so a healthy skepticism of a game where you're seemingly going to whip around the place on a grapple arm is fairly warranted.