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The Evolution of Death in Games

It's not always about hitting the next checkpoint. Shadow of Mordor, Spelunky, and others are teaching us new ways to understand (and celebrate) death.

There are very few games where the player cannot die, but each game handles the idea differently. Most games choose to ignore how ridiculous it sounds for the player to die over and over, some build the concept into the narrative, while others are beginning to reconsider what it means to die in a video game.

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Middle-earth: Shadow of Mordor got me thinking about this, as it does a few at once, and represents a huge shift.

Dying in games exists for a few reasons. So much of modern design has origins in the arcades of yesteryear, and arcades wanted to take your money over and over. An easy way to ensure new quarters was to guarantee death. While most games don't require quarters anymore, the majority do follow a pattern: ask the player to accomplish a specific task, punish them if it's not completed, and ask them to do it again. That cycle is repeated, with punishment enforced through death and repetition. The game pretends as though nothing happened, as if no player has been present in the world prior to this one attempt. This approach has become more frustrating over the years, as games iron out any bump in the road to success. To not achieve success is, at times, considered a design fault.

We've come to accept this dissonance because, well, it's how most games work. And there's nothing wrong with this approach, and I've enjoyed plenty of games that embrace this point and move on.

In Shadow of Mordor, the fantasy setting allows the developers an easy out. The main character, Talion, is simply stuck between the realms of life and death. While he's present in reality, when he dies, he's not allowed access to the afterlife. Instead, he must return to reality. This would usually be enough, but Shadow of Mordor goes steps further with its Nemesis system. When a random enemy kills you (and you die often), they're promoted within Sauron's personal army. The enemy goes from a faceless AI in the crowd to a named archenemy, a moment typically scripted into a game, meaning every player has the exact same experience. Here, while Orc #2039 might have initially killed you, he's now become Gordar the Horrible. You'd never come back for orc #2039, but Gordar? Fuck that guy, off with your head! Each player death means something, as their world is permanently altered because of it. While I'm sure Nemesis took substantial time to build out, it allows the game to endlessly generate moments that would have been more expensive and time consuming to craft, and it wouldn't have been nearly as effective.

Of course, we've been watching other games play with these concepts for a while, it's simply been happening in more "hardcore" games. Both Spelunky and the Souls games are examples of games reinventing the meaning of death. Dark Souls and Spelunky riff on the same idea with differing results.

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Everything in the world of Souls is static, and when the player returns to an area, nothing has changed. Their actions might alter based on how the player acts, but the soldiers who were around the corner last time will be around the corner this time, too. While the Souls games are known for being punishing affairs, once the player knows the lay of the land, it's merely up to them to navigate it. The game world isn't cheating, the player must learn to adapt. The consistency allows death to have meaning that isn't possible with how interlocking game systems usually work. Dynamic systems, in which the player cannot expect what happens, can generate surprise, but it also prevents them from internalizing lessons away from that death. A random car that runs you over might not be around the next time. Avoid the car, I guess? In a Souls game, it's often possible to see death as a positive; it's how you learn.

Spelunky's first incarnation was released the same year as Demon's Souls, and it's not a surprise to learn Spelunky's creator, Derek Yu, is a huge fan of the series. The similarities are a lovely coincidence. Spelunky's world is not static, but the rules are. The construction of the world is different every time the player jumps in, but the pieces used to build the world--enemies, items, objects, structure--are very familiar. The early hours of Spelunky (by early, we're talking dozens) are spent internalizing that ruleset. Though Spelunky has reactive physics that can sometimes result in unexpected events, 99% of Spelunky is completely known to the player, and it's a matter of applying the lessons of what's come before.

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When you first play Spelunky, for instance, there's no way to know the chomping flower in the jungle section will eat you. Spelunky has a tutorial, but the tutorial isn't interested in explaining what Spelunky's about, only making sure you know how to jump, whip, and other basics of navigation. Everything else is up to you, and there's no way to understand Spelunky's rules without dying. Death is a teacher, and death is Spelunky's constant. This means the friction of death instilled by other games (read: death is bad) is reduced because, in Spelunky, death is expected. It's not possible to understand Spelunky without death, so death is good.

Even though I really enjoyed Alien: Isolation, it frustratingly straddled the line between both worlds. Isolation doesn't have any checkpoints, instead asking players to manually save at phones scattered throughout the game. It's easy to understand why this system exists. Since the player cannot rely on checkpoints, the moment you go without a save point, tension arises. When you've spent 15 minutes carefully navigating a series of hallways and vents, the desire for a save point becomes palpable. You begin frantically checking the map for the next place to save. Then, the alien shows up. You're terrified for two reasons. One, the alien is scary. Two, you don't want to replay that section again. But death is constant in Isolation, and it doesn't always feel fair. Thus, when you're forced to spend yet another 15 minutes in the same section of hallways and vents, the feeling isn't "oh, I've got this" because you've already been here, it's "oh, this sucks" because the tension building only works once.

In all of these games, the punishment angle still exists. You didn't kill that orc in Shadow of Mordor, you didn't beat that boss in a Souls game, you couldn't get past Olmec in Spelunky. But what the player takes away from that death is very different. There's value in it beyond the cycle of repetition. Shadow of Mordor presents a path to revenge and redemption, and both the Souls games and Spelunky encourage (nay, demand) success through failure. What we're learning is death can have multiple meanings in games, and that's a healthy, welcomed evolution of a concept left stagnant for way too long.

Patrick Klepek on Google+

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fisk0

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fisk0  Moderator

Games doing interesting stuff with death is far from new. Planescape Torment came out in 1999. Still, that and the Souls games are some of my favorite games ever, so I really appreciate other games playing with what character death means.

Yeah, I think games have been rediscovering what you can do with failure in games after about a decade of static checkpoints, rather than strictly evolving. Planescape is a great example. There's also stuff like System Shock in 1994 with it's vitachamber system. Bioshock had it too, but they simplified it to the point that it was basically just checkpoints. In System Shock you had to manually activate the machines, which was often a pretty hard task in itself, but once you had done so, you became invincible on that level. You could be killed, but would just be reconstructed in the chamber without having the world reset. The enemies you had killed would stay dead, and you kept your progress. Once you got to the next floor you'd have to activate the next chamber, and if you died before doing so you'd have to load a save.

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dusker

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EVE also has an interesting death mechanic. Though you are always brought back as a clone, if you don't make sure your clone is updated, you can end up losing progress. So, if you don't update your clone, you'll lose your ship and your character progress. But, if you keep it up to date, then all you'll usually lose is your ship and implants (I think, I don't play the game).

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l4wd0g

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Isn't this what the book, All You Need is Kill is about? The inanity of death in Video Games. They only time death truly matters is in a rogue style of game where you loose everything.

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bargainben

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Edited By bargainben

"Rogue lite" is such an annoying fad in death. You took the part of old games where you have to start over (because old games made their money on quarters) and mixed it with getting to keep your shit. What is gained exactly by forcing me to go through the easy part of the level again instead of loading a save point? I never ever got that. Other than the randomly generated dungeon stuff is in different spots so its not identical, but being randomly generated its also not genius design either.

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coaxmetal

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Edited By coaxmetal

@fisk0 said:

@coaxmetal said:

Games doing interesting stuff with death is far from new. Planescape Torment came out in 1999. Still, that and the Souls games are some of my favorite games ever, so I really appreciate other games playing with what character death means.

Yeah, I think games have been rediscovering what you can do with failure in games after about a decade of static checkpoints, rather than strictly evolving. Planescape is a great example. There's also stuff like System Shock in 1994 with it's vitachamber system. Bioshock had it too, but they simplified it to the point that it was basically just checkpoints. In System Shock you had to manually activate the machines, which was often a pretty hard task in itself, but once you had done so, you became invincible on that level. You could be killed, but would just be reconstructed in the chamber without having the world reset. The enemies you had killed would stay dead, and you kept your progress. Once you got to the next floor you'd have to activate the next chamber, and if you died before doing so you'd have to load a save.

Oh yeah, I forgot about system shock. That's another good one. You might be right, games might be rediscovering some of the creativity and things they had in the 90s (not that they weren't creative between then and now, but I think there was a time in the mid 2000s where it was mostly just bigger things that were all safe bets)

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vhold

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There were other interesting moments like this in gaming history, like when Secret of Monkey Island changed the way people think by removing death and game-overs, or when FPS's transitioned away from quicksave/quickload to checkpoint systems.

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afabs515

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This was a very interesting and enjoyable read. It's stuff like this and The Guns of Navarro which I wish was more prominent on this site. These reflection/editorial pieces are really interesting to me, and I'd love to read more articles like this. Thanks, Patrick!

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GERALTITUDE

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This is an interesting topic to think about. I'm not sure anything in Spelunky is really new per se, really it feels like the same ideas since Mega Man 2 - memorize how enemies and environment pieces work; rinse/repeat until complete. The difference in Spelunky is the randomization of the placement of elements. I could be missing something but that's how I see it.

Mordor and Demon's Souls are somewhat new in their approaches. Neither is the first to do this but they write death into the game. Nearly all video games write around death - Game Over. Death exists outside the game, so try again.

Increasingly, modern games have sought to address death internally. Prince of Persia's magic back in time potion to the tune of "oh nevermind! That's not how it happened!" is my quintessential example, but the idea of Addressed Death goes back to the late 90s, if not earlier.

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Shindig

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Fahrenheit (Indigo Prophecy) addresses death or failure as a legitimate ending to the story but it winds up being a weak summary rather than playing out a proper conclusion. Heavy Rain arguably had better success with this.

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angelraiderx

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I really liked this article and it definitely touches on some very pressing and intimate problems during game design and game experience. Through the discussion of life and death in video games and what you are expected to get from it, the article treats death as a mechanic, as it should be. Too often games with random number generators and chance based events make death more of a nuisance than a mechanic and thus the experience suffers.

I really enjoyed the retrospective and hope to see more similar material in the future.

Thank you giantbomb and please continue to be awesome!

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Chillicothe

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Thank you, Scoops, for writing about this, as that aversion to the death of the player (read: failure) makes many games simply not function correctly. The last 10 years did alot of damage to what was "fair" or "good game design" and logical, consistant, indifferent difficulty took alot of hits during that period.

How can a seething deathworld like Boletaria, or the Vortex World to be considered incredibly dangerous if you can skip thru them without real effort? How are the story and atmosphere being shown and spoken of in cutscenes to stick otherwise?

This is also where some other tough games get it wrong as well; they're so hell-bent on killing the player (as it's the hard/insane/fuck the player mode) that that internal logic you mentioned goes completley out the window. It's no better than the games that bend themselves to breaking to not burden the player with responsibility for their performance. It's "for" "masochists", and with arbitrary tuning like that, and how little it means to finally do that, it can be seen that way. But fairness isn't on the docket for those. No, no, no.

We need respect for games that do this well, so we'll have these games come out, so that when we reach for these, no matter who is playing them (and alot of self-described "non-hardcore" players love the examples in the article despite never concieving of such before playing), they'll be there to grab.

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NeoZeon

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Great as always Scoops, you nailed it. The way it's being handled in Mordor, Souls and, as others have mentioned, Prince Of Persia, shows that games can handle the concept of Death in innovative ways.

As for me personally, I loved Mordor Despite Gollum And Saruman Showing Up For No Good Reason and it's nemesis system as well. One of the few games I've played and said "I'm going to 100% this" in quite some time.

Prince Of Persia has been mentioned a lot for how it handles Death overall and I agree with that, though I liked the way Sands Of Time did it more. Mostly, I'll admit, because you got that little soundclip of the prince saying "No, no that's not how it happened" as it reloaded.

Not sure how well other series can do it though. Maybe if CoD: Advanced Warfare hints in the story that all of the soldiers are androids, endlessly dying and respawning, then we can see giant series trying to explain it as well.

I, uh, I in no way expect CoD to ever do anything like that because...wait, nah, they could easily just throw that in there and pretend it's always been that way.

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spraynardtatum

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Edited By spraynardtatum

I really like Minecrafts death system. It pisses me off.

But my absolute favorite treatment of player death in games goes to Super Meat Boy and Hotline Miami. They basically remove it and keep the action plateaued but also build the game around it.

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Paindamnation

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@zevvion said:

@patrickklepek said:

This would usually be enough, but Shadow of Mordor goes steps further with its Nemesis system. When a random enemy kills you (and you die often), they're promoted within Sauron's personal army.

I'm starting to think I've been playing a completely different game than the people on these forums. The combat is so easy. If you manage to get beaten you can just run away and they'll 'lose sight' of you within 10 seconds. How did any of you die more than, let's say 5-ish times?

I do agree that Mordor had one of the better set ups for its death mechanic I've ever seen. A really good in universe explanation and it ties into its other systems like the Nemesis system. Remarkably well done. Unfortunately all for naught for me; I barely ever died. I wish it had difficulty settings to actually make the Nemesis system matter.

Maybe you are playing differently, or not taking risks. I don't run, I counter and do the timed death escape. I still love the game and the death mechanic that makes death matter puts a revenge motive for you. Pretty cool. Good on ya Scoopsie.

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I really enjoyed the way Death was handled in Soul Reaver, having you shift into the spirit realm and having to feast on souls to get back was probably the most unique mechanic of that time. Obviously other games have done similar things now and its great to see games using alternatives to the infamous Game Over screen, though i would argue it is as important to some games as not dying is. As long as developers find a way to fit gameplay around it and make it integral they can do whatever they want ^_^

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llubtoille

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Perhaps not entirely relevant to your article, but I appreciate when player character death (and resurrection) is acknowledged by the game lore in situations where it's not a simple reload (which is fine) to get going again. I often find it jarring when my character resurrects in a bizarrely unexplained manner such as the lives system or WoW's 'it's not your time yet...' Souls is great as the lore states why your character is immortal and also includes the madness that would likely occur, but the PoP-Sands of Time is probably my favorite with its 'no, that's not what happened...' concept XD

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Edited By mak_wikus

I wouldn't say you die often in Shadow of Mordor. I died twice at the beginning, because there was a spot on the map where three captains were ganging up on me. With time the game becomes more and more of a cake walk. It's cool to dispatch a group of orcs in a few strikes and finishers, but the challenge is not there. Even the captains/warchiefs don't pose any threat really. You don't even have to pay attention to their weak/strong points. Attack>get hit streak>finisher>rinse>repeat.

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Edited By Sessh

After reading this and just watching Edge of Tomorrow, has there ever been a game which justified death trough a time loop?

I know there has been games featuring time loops, like Majora's Mask and Ephemeral Fantasia, but has there been one that has death and remembering what will happen to change future events as a central mechanic? What I mean is no automatic loop, but a loop that's solely based on the player dying?

Done right this could be a real fun concept in a game, probably most fitted to a rogue-like style game.

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dbene

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Great article by Patrick. I like the way certain games do a great job of dealing with the absurdity of death and the fact that you "come back" alive again. One game I can think of that does this really well is Prey. When your main character dies you enter the "native American Spirit World" and have to complete a type of "mini game" to get back to the real world. I can't remember but it seems as if how well you complete the mini game affects the amount of "life" and "spirit" you have when you respawn. It tied in nicely to the Native American theme of the game and made sense in the narrative (even if the mini game did become a little tedious at times.

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dbene

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@zevvion said:

@patrickklepek said:

This would usually be enough, but Shadow of Mordor goes steps further with its Nemesis system. When a random enemy kills you (and you die often), they're promoted within Sauron's personal army.

I'm starting to think I've been playing a completely different game than the people on these forums. The combat is so easy. If you manage to get beaten you can just run away and they'll 'lose sight' of you within 10 seconds. How did any of you die more than, let's say 5-ish times?

I do agree that Mordor had one of the better set ups for its death mechanic I've ever seen. A really good in universe explanation and it ties into its other systems like the Nemesis system. Remarkably well done. Unfortunately all for naught for me; I barely ever died. I wish it had difficulty settings to actually make the Nemesis system matter.

I'm glad you bring this up Zevvion because I have a noticed a huge variety in how hard SoM is to people. I had a VERY tough time with the first few hours of the game while a gaming buddy of mine says he is only died like 3 or 4 times the whole game. I am guessing I have died at least 50 times in the first 6-7 hours of the game. I am guessing if you are still highly trained/honed in the Batman style combat that it would be pretty easy. However, I had not played the Arkham games in a while and I found the combat pretty tough. Of course I knew that I could always run away, but early in the game I was trying to complete some missions. Seems like before I could ever get a couple of guys down more showed up and even a couple of captains. Before I knew it, I would be facing like 75 orcs in a delapidated Temple. I always had the option to run but I kept trying to fight it out and complete a damn mission. It seemed to have a hard learning curve. However, now the combat has came back to me (the Arkham style) and I have unlocked a few abilities and things are coming more natural. I don't know if I just suck as a gamer or if other experienced gamers had similar experiences to mine but IMO I think the experience I had was better than what you had. Dying in that game was half of the fun and uniqueness IMO.

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Zevvion

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@dbene: I just don't get it though. If you vault over enemies you are invulnerable. Even if they have special abilities that prevent you from doing so, you will still take no damage. It means you can get out of any fight. No matter if you are fighting 8 or 180 orcs. They have 0 chance of killing you, unless you allow yourself to be killed. Yes, I died once in the game as well by the AI, because I kept trying to fight stubbornly as I didn't understand what was taking me down (it was a Captain with a bow that killed me in one hit it turned out). But you run, regain health and can keep fighting whenever. You can break line of sight in 10 seconds. You can just spam square and hit triangle every so often and you'll win almost any fight.

Yes, once you are fighting 4 Captains at once it gets a little bit more complicated, but not really. It just takes time, not effort. I found myself getting bored of it at some point and because the Nemesis system is nonexistent unless you force yourself to die, so the main draw of the game was just not there. I found myself unequipping all runes to make it more challenging, but it doesn't really help. I committed suicide on purpose once to try and get the Nemesis going, but that just felt dumb.

I should go back and finish it, but I am not being drawn to the game at all. It has so much potential, but doesn't deliver on any of it.

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Edited By Welvax

"There's value in it beyond the cycle of repetition."

These "inherent death" games give equal value to all time spent playing. The journey, the cycle of repetition is the game, with organically growing gameplay tricks to connect it all and build meaning into the cyclical play (Shadow of Mordor Nemesis, Dark Souls bloodstains and more). Trying over and over is not just a series of failed, frustrating, disjointed practice runs that magically rewind the storyline and tell you to forget everything that just happened, as in other "traditional death" checkpoint-style games.

Every run counts. That is why I treasure these types of games.

[Also, we need more "no pause allowed" and "no difficulty setting" games. Yes, the mark of the undead has imprinted itself on my brain.]

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Edited By The_A_Drain

I really like where this article was going, and it seems fair given all the awful shit that's happened the past week or two that needed to be talked about, but it seemed like you had more to say on the subject and it's a really interesting topic to me that I'd love to get more thoughts from you on.

For me this topic ties closely to something that seems sacred in a lot of modern game design philosophy which is that letting the player fail is 'bad design' and there's absolutely nothing wrong with that in my opinion, it's a philosophy that has its heart in the right place. But there's a lot wrong with the general approach to dealing with that, in my eyes, most developers choose to just make their games easier (or as an act of defiance, harder, is it just me or are bullshit one-hit-kills becoming more of a thing again these days? They were certainly far too prominent in The Last of Us) but very few are beginning to step into the realms of re-defining what death actually is in a video-game, something that hasn't really been done since developers were freed of the need to gobble quarters to keep the money rolling in. And in the case of games like the Souls series or Shadows of Mordor actually re-defining what failure is in a game, in those games failure doesn't mean death and death doesn't mean failure, while the distinction there might seem arbitrary I think it's important because there are other ways than death to fail at something and developers nowadays are quick to polish those rough edges away, when perhaps we should be embracing failure-states more as learning opportunities for the player? Or opportunities to provide more or varied content or contexts for actions within the game worlds. It's an exciting prospect to me and one I hope very much will be explored beyond "Hey, dumbass! Press the A button now or die!", QTE's remain a favorite for providing simple, near unfailable interaction into an otherwise complex scene. Perhaps if failure is embraced more and approached creatively we can see a new era of complex and exciting boss battles, for example. Who knows.

I think this is a huge topic that could go on for entire theses, so I was just a little disappointed you hadn't touched on the subject a little deeper. I'd love to see a follow-up article.

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dbene

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@zevvion said:

@dbene: I just don't get it though. If you vault over enemies you are invulnerable. Even if they have special abilities that prevent you from doing so, you will still take no damage. It means you can get out of any fight. No matter if you are fighting 8 or 180 orcs. They have 0 chance of killing you, unless you allow yourself to be killed. Yes, I died once in the game as well by the AI, because I kept trying to fight stubbornly as I didn't understand what was taking me down (it was a Captain with a bow that killed me in one hit it turned out). But you run, regain health and can keep fighting whenever. You can break line of sight in 10 seconds. You can just spam square and hit triangle every so often and you'll win almost any fight.

Yes, once you are fighting 4 Captains at once it gets a little bit more complicated, but not really. It just takes time, not effort. I found myself getting bored of it at some point and because the Nemesis system is nonexistent unless you force yourself to die, so the main draw of the game was just not there. I found myself unequipping all runes to make it more challenging, but it doesn't really help. I committed suicide on purpose once to try and get the Nemesis going, but that just felt dumb.

I should go back and finish it, but I am not being drawn to the game at all. It has so much potential, but doesn't deliver on any of it.

I think I just chose to stand in there and fight more than you. Because on the front end of the game nearly EVERY fight I had seemed difficult. At first I tried running but never got any missions completed.

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Zevvion

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Edited By Zevvion

@dbene: That can't be it then. I complete every mission I attempt. I kill every Captain I encounter. What is it that kills you exactly? The archers or hunters? They are about the only thing that can kill you in the game. You are invulnerable to everything else. You should take them out first.