Thread #737104182
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Why can't hack n slashes be popular anymore besides Devil May Cry? Why did Dark Souls become the next hack n slash genre?
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>Why did Dark Souls become the next hack n slash genre?
rpg elements and co-op mean a lot more people can beat them.
schizophrenic thirdies will proceed to cope at me about how actually dmc is easy because look I used items and spammed stinger on easy mode
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>>737104285
Well the average person is fine rolling credits once, Capcom locks all the hard difficulties behind beating the game multiple times. I'd rather just up Red Orb generation by 10/50x if you play on Soul Survivor/DMD from the start. Even something like KH is designed that you can beat it at level 1, and just lets you pick the difficulties from the start.
>>737104182
They all fail besides DMC at creating cool protagonists/settings. Yakumo from NG4 is a glowing example of awful action game protags.
With Souls, its also just game. All the story is shit in item descriptions and it never bogs a person down from just playing the game. In NG4 you have slow-walk talk segments, constant radio chatter, combined with boring cast of characters
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>>737104182
No mass appeal. But DMC5 still did some things poorly. Like the default difficulty shouldn't be that easy. The game shines on scoring and styling, yes, but 99% of the people are there just to play through it and beating the game is how they rate their skill.
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>>737104182
Because people want to exploor. Unless you guillotine all those dad gamers archetype who just want to relax and explore instead of actually having a set of rules which is the whole point of a game, you will get this trend. What even is a game at this point?
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>>737104182
>Dark Souls
>hack and slash
???
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>>737105214
>Because people want to exploor
This is easily achievable in non-RPG action games imo. Just have Rondo of Blood style secret alternative path with different bosses with rewards.
Hell, Bayo does have exploration to some degree.
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>>737105315
Dont be retarded, 2010s was full of "God of War, but-" as the default action game blueprint, box pushing, climbing walls and an obligatory combat system of xxx, yyy, etc
Souls replaced that as the stand-in blueprint for action gameplay soon after, to the point even God of War itself inherited some of its design and controls.
You can develop mental illness about it or you can see that mechanical consistency is the natural endpoint of game development cycles appealing to wide audiences
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>>737105336
Bayo and other games of its kind have "exploration" (side paths for rewards) but not exploration (walking uninterrupted from place to place with the only loadscreen triggered by your death or fast travel)
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