Playing through Darksiders 3, it represents a continued lack of understanding that game developers have about From Software’s formula when it comes to Dark Souls and Souls-Likes. The only 3D game I’ve played that were the closest to capturing that magic was Nioh. However, so many established studios and first timers continue to fail when it comes to learning what made this franchise work.
Death’s Gambit is the latest in the attempt at taking the methodical gameplay of Dark Souls and put it in a 2D space. With gorgeous 16-bit art, the game pushes the Dark Souls design to its limits…and to its breaking point.
It seems like every time a challenging game is released the argument over difficulty starts again. This time it was Cuphead, and developers arguing regarding whether high difficulty is a feature or limiting. Extreme difficulty by itself is never good, but difficulty does have an important purpose.
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?