That's like says every turn-based RPG is exactly the same because they all have HP and MP bars.
Lots of games have stamina mangement. Similar gameplay foundations don't mean the games are similar.
My guy....have you....have you played a souls game before? Because this is so unbelievably wrong that I can't even reply to it.
People who beat the games at level 1 say "hello".
This whole paragraph reads like, "Bro all you gotta do to win is simply...like..hit the boss until it dies."
Monster Hunter doesn't require anything on a complex level either. Hit the fucker until it falls over and don't get hit back. That is the core of action games period so you might as well be comparing Monster Hunter to Devil May Cry or Street Fighter.
Dark Souls and Monster Hunters are too different from a fundamental design philosophy that I do not believe they can fairly be compared. Monster Hunter requires boss farming, and gear grinding. Bosses are more dynamic and often require pre-planning of traps, buffs, foods, and response items. There is soo much more to Monster Hunter than a Souls game that they do not work when related to each other.
When Souls came out, Stamina management was a much different beast. And the combination with dodge rolls, an emphasis on boss fights, and again, the VISUALLY IDENTICAL UI used for all these elements. (Also the restocking health potions at checkpoints, and the baseline of the upgrade system). Oblivion has health and stamina, sure, but the UI is notably different, and none of the othere similarities apply.
I have played as you are well aware given how many times we've interacted on thee forums. If you want the exact count, Demon Souls twice, DArk Souls 1 twice, Dark Souls two once, Dark Souls 3 4 times (mostly because that point I'd gotten into embracing the ludicrous nature of it, hence the meme "Switch weapon" after every boss run, and an entire run in unleevelled farmers gear with the rusty pitchfork, Bloodborne twice, Elden Ring 1.1 times because I couldn't drag myself through it over again. I might actually forgotten one or tow in here for the aforementioned everything blurs together reasons.
(Also Lords of the Fallen, Both Surges, Both Salt and Sa----'s , Hollow Knight, and a brief foray in Mortal Shell. in hte broader family)
They really really aren't difficult. Dark Souls 1 (as the first one) I played contemporary with Lords of Shadow (the Castlevania would be God of War one). Almost identicalllly, light attacks and dodges. My initial impression (on the old forum even) was a combination of "does this game ever get any kind of compelling engagement, and this gaping dragon boss looks cool but its an inane slog cause it took 40 minutes and then someone (hell, might've been you) explained the upgrade system that the game doesn't bother telling you.
You can beat the game at level 1. Using the exact same skills you would have at level 60 (assuming you're not a spellcaster). That's the point/problem. The only difference in the game challenge is the HP/Damage values, the only difficulty isn't adding difficulty its making it take more time or requiring upgrades. Your skillset does not grow or expand to include new tactics/combos/items. You're still hitting and dodging the entire time . You master two of the most basic skillls in action videogames and you are done, that is the journey of Dark Souls difficulty. That and stamina management, which yourself have pointed out is also a pretty common one.
You can also do Monster Hunter with Rank 1 weapons and naked, and no consumables. at least to a point. Timers usually force you to at least move up the weapon tree a bit, but you can stick in the basic ore tree. But the game heavily leans into making each weapon have uniqueness and gives you more tools to do unique things. I'll give Elden Ring some credit for vaguely trying to shake up this a bit in the Souls series, or From side of things as well, though I would say for the most part they refused to allow it to be effective so its mostly so much inventory trash to manage more then anything. Another game that has the same samey feel for their weapons that Souls does? Warframe's melee weapons. To the point that Axes are actually sword skins . But the action-component of the melee aside, Warframe also has builds and such on the back end.
To re-iterate, I don't disparage the Souls as bad games (I definitely think the earlier entries are teetering on it under the weight of poor presentation of mechanics, awful UI (which hasn't really gotten much better), and some outright unfinished or leftover things (The "Resistance" stat that did nothing, or Lost Izalith with its empty canvas and placeholder enemies). The comparison I made to Assassins Creed was.... that they're a stale, but competently executed series of similar games with overall shallow experiences.. Streamlining is... "fine". Breath of the Wild was "fine" if weirdly un-Zelda like with the removal of all gadget/powers. But I won't pretend that they are monumentally difficult, or that their difficulty is anything beyond a base mastery of literally two buttons, 3 if you want to be adventurous and use heavy attacks. Again, comparing two games with a similar basic melee action. On Souls people beat it with a dancepad or on a toaster or whatever and consider it a triumph over diffciulty, not a definition of the games simplicity. When someone made a melee-solo-run vidoe in Warframe pressing only the circle button it was (laughed at because funny) but also seen as indicative of how basic it was.
In cross-comparison to any action game (forget Monster Hunter), they feel very limited in just having two attacks with a combo of each (again, Elden Ring tries to mix it up a bit with weapon arts). Can you imagine DMC or God of War where the main characters attack chains were either presing Triangle 3 times or Square 5 times or an occasional "Ultimate" if we throw in weapon arts and thats it? OR are we pretending Souls is not an action game, because I will have a lot more critiques if we start calling it an RPG (either in the traditional sense or the Diablo-esque buildcrafting sense).
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