>>715076969>On another note, I don't know what it is, but I genuinely can't enjoy beating a boss by attrition any moreIt's a bit hard to explain, but I found that in ER especially the mask had completely fallen. By "mask" I mean the mindset that a player adopts with a game like this, where they get immersed, and accept the world and the monsters therein as what they are, without thinking about it too hard.
In Elden Ring, the attempts to make enemies harder, in very specific ways intended to trip up and challenge Souls veterans (above all the prevalence of roll catches, and the ridiculous delays on attacks), and just generally play into the Fromsoft reputation of the games being difficult and punishing, are so transparent, that I was constantly made aware that I'm playing a video game. Every time an enemy holds an attack for a duration well beyond any natural rhythm, I was ripped out of the game and reminded that now I, as the character, am not fighting a monster, or a corrupted knight, but the enemy designer who's trying to fuck with me, the player. Every time I saw an item out in the open, I came to expect a nearby ambush, because it happened so often and with such regularity, that this was again the level designer trying to trip up the player. Every time I saw an enemy with its back turned through a doorway, or a chest or item at the far end of a room, I knew that more likely than not an enemy would be tucked away in the dead angle next to the door, scripted to combo or grab me should I take the bait. The way they made encounters, enemies, and bosses difficult tipped beyond what I could accept as natural behaviors based on the type of monster or the level layout, and into blatantly the game designers trying to take a cheap death off me.
So that kind of soured a lot of the game for me once I noticed these patterns, including difficult bosses. I didn't feel like the character trying to overcome a monster, I felt like the player trying to overcome the designer.