The gameplay of the Souls-alike games is indelibly tied to their atmosphere and tone. The normal enemies are capable of killing an unwary player, and so anybody playing these games has to pay attention to moment-to-moment behavior if they want to progress. This creates a baseline of tension throughout the levels which is used to create a sense of release at the end of difficult encounters and sets the tone of the game. The Dark Souls series is about fighting the world's inevitable descent into darkness. The enemies are placed and designed in such a way as to create a constant grind creating the feeling of slogging through each area. The occasional ambush keeps the player on their toes, and ensures that that feeling never goes away. This is most obvious in the various bogs of the game, which often slow the player's physical progress to a crawl, introduce a drip-feed of weak enemies with the occasional hard case, and reinforce the idea that the world is rotting in a manner both spiritual and physical, only being held up by the desperate efforts of an elite few. Without the deadly ambushes and the occasional death t a chump, the world loses its tension, and with easier enemies, the elite few turn into a joke. They pose no meaningful threat to the player, and thus do not come off as "elite" at all.
These games also use their bosses to tutorialize the combat style that the designers wish for their players to adopt. This is most evident in Bloodeborne, where the game's themes (the hunters becoming the monsters they hunt, unknowingly delving into knowledge best left buried, etc) are coupled with an incentivized combat style that can be best referred to as "controlled aggression". The Cleric Beast (on the bridge) introduces the player to positioning, and weak points. You need to stay near enough to the beast to hit it when it has an opening, which means that you have to stay close enough to be vulnerable to its attacks. Gascoine introduces the idea of being aggressive by default. If you try to run, he starts shooting you. If you get up close, you have to dodge or interrupt his attack strings, but he's vulnerable to your own combos because his moves are punishable. If you use the music box, you get a short window in which to attack, but overuse causes him to switch to his most aggressive form early, and the box stops working, so you can't get through him without learning the lesson he teaches. The Blood-Starved Beast is a good example of a boss that's considered annoyingly difficult, but that boss is an example of one that should have been given a redesign for the regular difficulty, not a case for the easy mode. It's intended to introduce you to the idea that attack openings are also item and healing openings, and the player has to learn that to win, but the thing that makes it difficult is that it lunges across the room in a way that the camera can't handle. It's difficulty stems from something that would be a problem on any difficulty. All of this culminates in the Vicar Amelia fight, where the player has to combine the lessons they learned from the previous bosses. Hammering on her weak point gives you openings for visceral attacks. Staying aggressive keeps her from healing. Learning her attacks gives you the time to use items and healing without having to back up so far that you can't hammer her. Making this easy removes the ability of these bosses to teach the player the skills they need. If you learn the skills they teach, they become pretty easy. If you don't, you have to hammer away at them until you get lucky or learn.
A player who took advantage of an easy mode would not have a "shared experience" with me. They will have gone through these games missing a meaningful component of the atmosphere. They won't know the levels as well as I do because they didn't have to pay close attention when going through them. In the case of Bloodborne, they would lose the need for a playstyle that invites comparisons to the monsters being hunted. In the Souls games, they would lose the desire to be cautious. In Sekiro, they would lose the need to be clever with the environment to bypass or defeat enemies. Such a person might see the narrative through, but the narrative of these games is obscure and rife with wiki delving and guesswork even if you 100% them. They might see the things that I see, but with the threat an menace stripped out. They might beat the bosses I beat, but without the feeling of savage triumph I felt. And they might be able to go through an earlier area and rip through beginning enemies like I can, but without the satisfaction of having outgrown their challenge. The easy mode player could always beat them. I had to work at it.
Log in to comment