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Re:Hidetaka Miyazaki sees death as a feature, not a bug by Cthulhu_ on Wednesday March 02, 2022 @06:10AM (#30526043)
That's exactly it, once you're able to get past the intimidation from things like dark corridors, flailing enemies, abhorrent Things That Should Not Be, you can see they're actually fairly slow moving games, and deliberate action is the way to win - as opposed to a lot of games where button bashing and/or quick reflexes work just fine.

The games are punishing and challenging, but they're not unfair. Every time you die, you realize it's your own mistake; you tried to get another hit in, you forgot there was an enemy around that corner, you read a message saying "treasure ahead" in front of a cliff and actually believed it because it was actually true the one time. But there's so many games where you just don't have that amount of control over whether or not you will die there.

The previous game I was playing, Kingdom Come: Deliverance, has that problem because on the surface its combat system is based on reflexes and positioning. But in practice there seems to be too big an element of chance involved. Every strike is a roll of the dice whether the enemy will block or deflect it.

Whereas in, say Elden Ring, raising a shield will block attacks, but only until your stamina runs out. Rolling at the right time will avoid damage, but the challenge is in knowing the enemy's attack patterns - and some bosses have really long and unpredictable wind-ups initially. And an enemy with a shield, you can either wait for them to drop their guard, wear them out with attacks (which keeps you opened up for counter-attacks), avoid them entirely, or use completely different tactics like ranged attacks (arrows, magic) or even a cavalry charge.

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