@ajamafalous: It's interesting cause, as a Bloodborne fan, I felt UTTERLY railroaded in Dark Souls 3 because I WANTED to tank the hell up to try something different from Bloodborne, but anytime I had trouble with a boss, I'd go to a walkthrough and the FIRST THING it'd say would inevitably be: agility-build is practically a must or you're going to have a much harder time. So I always felt like: yes, you HAVE options, it's just that some of them are WRONG. Which is how I largely felt in DS1 and Demon's Souls, which is why I loved Bloodborne: dispense with the endless "technically viable" options in exchange for a few that are all excellent.
I've always felt the variety of weapons/tactics in Souls games is one of their greatest strengths and one of their biggest weaknesses, because it seemingly encourages you to build and spec in one direction, but by limiting respecs and often obscuring them, ensures that you'll be unprepared for several bosses because several bosses' tactics simply hard-counter certain styles of play.
I loved Bloodborne for its focus: you HAD TO accept that you'd need to be dexterous and always on the move, and even armor became more cosmetic than anything else, but that meant the gameplay came to the fore in a way that I don't think the other games have done as well. Though the lore being based in cosmic horror coming at a 2nd act twist certainly didn't hurt, my favorite genre crashing into my favorite twist ("You thought this was one thing, but it's actually something else entirely") means I cannot take anything close to an objective view of Bloodborne, especially from someone else's perspective.
On the other hand, I get it about Elden Ring. There are a NUMBER of times when I try to use the guard-counter only to eat shit because the enemy's follow-up attack is EXACTLY faster than my guard counter animation by a matter of single-digit frames, and the devs seem to have been massively inspired by the mad chaos of Ludwig the Accursed's movements and attacks, but on the other hand: I get it. They want to keep players on their toes, and I just see this as an extension of when they added enemies that would try to crush you if you backstabbed them, because THE tactic in DS1 was: dodge roll behind-backstab.
I don't think the game has found a perfect balance between "aren't we clever?" and balanced play, unfortunately. I was never a big proponent on these games being "ultimately fair," I think that was a talking-point from elitists that got turned into "fact," the games have ALWAYS had impossible to predict ambushes or gimmicky bosses, it's NEVER been "fair." Elden Ring seems to want you to be paying attention all the time, and I respect that aspect of it. It doesn't want you to be able to just "turn your brain off" and do the thing by muscle memory.
Edit: To be clear: when I say I respect it, that doesn't mean I enjoy it. I think, more than wild animations or AOE attacks, more than delays and subverssive attacks: the fact that enemies have combos that don't always complete with NO visual indicator whether they'll continue or even start a new string is the least fair thing in the entire game, from my perspective. And it definitely crosses into "unfair" because it's something you can't react to/predict.
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