The game of my choosing is the one
and only acclaimed game called Demon Souls from 2009. It is a really good RPG
game that I happen to play during that year and underestimated the potency the game
had to begin with since they didn’t release that many copies in the U.S. This
is a perfect game for an example since it goes through both amazing
aesthetically interesting levels and gameplay. It is both easy and clear enough
for the beginning player and challenging enough for the experienced player as
well. It is important that a lot of the elements in the game that you can pick
up is glowing brightly along the environment (even though some of them are
secret and hidden away).
For the core gameplay this game
shines beyond imagination. According to the book, it is fundamental that you
would have to offer enough variation on the core gameplay without altering it.
The game definitely allows the player to add their own tactics to the game and
how to defeat their foes and also how to customize the character for its
mobility and the attack patterns they can do. You are able to have light to
heavy armor, so the heavier you are the less mobility you will have but the
more you can take hits. The lighter you are the more mobility you will have but
it is advisable that you will have to avoid most attacks instead of taking them
head on. Weapon choice is also fundamental; heavy weapons will give you less
mobility but more attack, and vise versa.
Most players love using light equipment
except for the weapons to get a good overall balance of power, defense and
mobility. When you happen to “Invade” another players world, you can kill the
player and his or her souls. That being said, when it comes to player v.s
player combat, all sorts of players can experience a lot of different kinds of
attack tactics created by other players, combos, and also armor/weapon
combinations. The amounts of experiences are amazingly big and varied in the
game since it has many different elements to choose from as well.
The environment also carries a
lot of potential during game play all around. It carries a lot of secret
passages and hidden places in order for the player to use tactically (a player
can hide themselves from the enemy then appear when their back is turned in
order to stab them from behind, and etc.). The one thing about this game, when
it changes to a single player mode to a multiplayer invading mode or partner
mode, it doesn’t change the flow of the game play at all. One way they do this
according to the book is having the environment stay the same when changing the
type of game play mode.
The environment is also nonlinear
so it will make all types of player constantly interested in playing the level
and having many different types of item, boss, enemy, and player spawn
locations in order to have more dynamic type of situations. The way everything
it set up for the player is to make it a challenge to kill all types of enemies
when it comes to the location in the environment (undead throwing bombs from
roof tops, black night hidden in a corridor, etc.). It is a good way to keep
the beginners engaged and experienced players coming back for more since the
game only gets harder and harder as you play it.
The way the game makes sounds
that are fixated on objects help the players experience feel more real as they
progress during the game. It is essential that the sounds are unique for every
type of species and players themselves (because everyone in this game has
everything customized) in order to bring the flow of the game closer to the
players liking. The way the sound works in this game is so natural that the
players don’t even realize it is really there. Player’s location can be
pinpointed when they make sound according to the location (a cave will make a
different sound), distance, and volume of sound they are creating.
Many different players appreciate
the sound since they definitely use it to their advantage when they are
fighting enemies or other players in other worlds. They can use a knife in
order to make a certain sound on a certain location to lure the player there
and tactically ambush them. Certain ways to use it to your advantage is hide in
a location and wait for the enemy/player to get in the rage of your characters
ear and ambush them from behind as well. It is also tactical to run away at
times or just avoid certain enemies as well, so sound will help you pin point
their location of the enemy and avoid them. It can also help you determine what
kind of mobility they have, weapon they’re possibly carrying, and how much
stamina they have as well. According to the book, sound for this game plays a
big role in gameplay as well as the way many other aspects of the game is
played out (like the story plot).
The one thing that is really bad
in this game is how heavy armor/weapon wielders play out in this game. Blocking
with a shield or having heavy armor in the game will eventually be pointless
since the game gets harder and harder as the player progresses and plays
through the game. For example, in the early or second play through a block can
become very useful instead of taking the hit head on (even if you use heavy
armor), but in late game everything basically can become fatal even with a
block. The way that works is really annoying if you spent all of your time
making your tactics based on that type of mobility, weaponry, and stamina and
you wont have a good chance of defeating boss levels at that point. I had yet
to have seen a player use those tactics successfully with an advanced type of
playing format. Expert players will most likely use the lightweight type of
attack tactic and try to avoid the other enemy instead of blocking their
attacks or taking them head on.
Another thing this game doesn’t
have that can be interesting (which is pretty bad in this case) is a cover
system of any type. The one thing that annoys all types of players when it is
multiplayer Vs. player is the magic and pyro-mancy attacks some use. It is
annoying since those types of attacks always goes through most of players
defenses (except magically defensive clothing, which is usually light but not
enough defense. Some of them are also fast and can home into you so it
desperately calls for mobility instead of heavy sluggish equipment wielding. It
is hard for players to get past that fact, that being said many players goes
through light equipment. The lack of a covering system may might as well be the
lack of heavy equipment use in-between players in general.
To top it off, the
game had many different positive reviews and it also had a lot of positive feed
back. Many other games tried manipulating something that is similar to the game
but not quite as the game, which makes it shine more from its uniqueness. It
was grader the best RPG for 2009 and will be considered one of the top RPG
games of all time. This game is all about the game play, so it only speaks for
itself when you play it instead of reading articles about it. Anyone who hasn’t
played the game should because they will appreciate it completely.
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