Recently we had a conversation about accessible games and avoiding making things too obscure. During the chat, the topic of Soulsborne came up and I was asked an interesting question: For a game that is so demanding, why does the Souls Series avoid accessibility complaints?
It’s time to talk about Soulsborne. We have two spiritual successors to Demon’s Souls that each take the design’s challenging gameplay and level design in different directions. For today’s post, we’re going to attempt to compare the two and see how very similar game design can go in vastly different directions.
In between the other LPs I’m doing, why not start a Bloodborne one? I’m going through the spiritual successor to Demon’s Souls and seeing just how different the Souls formula can get.
Today’s Critical Thought looks at the implementation of regenerating health systems in game design. While it may seem simple, this mechanic has changed game design and pacing in major ways. I talked about the three major examples of the design and the games that used it.