I think Dark Souls might have ruined the metroidvania genre by making every metroidvania think it has to be "like Dark Souls," ie, pointlessly challenging with an overbearing parry system
It was a very funny self-own for me to make this post and then immediately try out Grime, a game that tutorializes the parry before it tutorializes attacking
I am tired of the 'good combat' industrial complex I am tired of parrying I am tired of games making me invest time in learning boss patterns before they've done the work of proving they're worth my time
Like Dark Souls spends its first hour being easy. It throws a small amount of Dark Souls bullshit at you to let you know it's serious, but it doesn't really demand great execution. The first boss fight is a fakeout you're meant to walk out of, and the second boss fight is a very easy fight. Most importantly, it doesn't require you to execute all of its mechanics effectively to succeed, and it doesn't really try to test you until significantly later in the game. The game actually thinks about your investment and whether you are willing to engage with the challenge at that point in the journey.
Most of those newer souls-inspired games just don't get that, they feel like their difficulty is just a genre convention that they get to deploy. And maybe it is for a segment of the audience, but I just find it kind of presumptuous as a player – by the time Dark Souls stops pulling punches you are deeply invested in that game's story and world. A lot of those games seem to assume that you are playing the game for the difficulty, and like, no, my time is more valuable than that.
