Endings
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>the moral of every SouIs game is that nothing you do matters, the world is cruel and indifferent and everyone and everything you loved or invested in will be wiped away
These games need to stop relying on irony poisoned, nihilistic narratives and tell a real, sincere story for once.
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>>717158918 (OP)No. People who buy soulslop want exactly that. Stop trying to change franchises, you fucking faggot.
I don't even like soulslop, but because of morons like you, who just want to homogenize everything, a ton of franchises have been fucked and turned into soulslop.
>irony poisoning
I mean dark souls games have dogshit stories but this term is gay and means nothing
>>717158918 (OP)literally unironically obtain better media literacy
>>717158918 (OP)the real version of the story would be that there is no cycle. only one end
For me, Souls NPC questlines feel like parodies of themselves at this point; I can't really get invested in a character, when I know they're going to die, go insane, or just disappear and drop their gear.
Like, Solaire could at least get a 'happy' ending where he links the fire, and fulfills his wish, and Siegmeyer was tragic because he was one of the early examples. However, by the time you get to shit like Siegward in DaS3, or Yura in Elden Ring, it's like 'yeah yeah you're going to die at the end of your questline and drop your gear, hurry up'
I suppose it makes it more surprising when an npc DOESN'T die, but the trajectory of their questline is 90% apathy, and then 10% 'oh, they lived? cool' at the end.
I've accepted it as a foregone conclusion, that anybody with a unique getup, or fun personality in a Souls game is very likely going to eat it by the end of their questline.
>>717159694everything about elden ring almost feels like a parody of souls. not their intention, but that's what it's become.
and regardin the npcs, yeah, especially when their personalities are "Siegmeyer for a 3rd time but now he's a jar"
I think the reason they kill off the chsrvsrers in the end is 1st of course because that's a good excuse to make them drop their gear and 2nd they're probably afraid that if the npcs stick around, then they'll end up feeling like npcs for real when they eventually just start repeating their dialogues.
oh and also, killing the character is a surefire way for the player to know that the quest line is now over. usually.
Every dark souls game story is just
>The fire of eternal lightness is almost going to extinguish... please light it again