![]() Holding R1 and pressing R2 swaps out your consumables, meaning you can have eight different items/spells mapped to the D-Pad. You change stance by holding the R1 button and then pressing one of the shape buttons (triangle is high, square low, etc.) By holding R1 you can also switch between two melee weapons or two ranged weapons using the D-Pad. The loot is almost a mix between Souls and something more along the lines of Diablo. You regularly find items with better stats that aren't all that different from what you've been using, and are constantly changing up your gear. Rather than dozens of unique sets, there's different types of armor that then varies in quality. The real move-set variety comes from stances rather than from each weapon.Īrmor is varied in similar ways. Within those types you may find dozens of different weapons, but they all operate more or less the same even as the stats shift from one to the next. However, they have a lot more weapon variety. The Souls games have no 'stances' to speak of. This differs from Dark Souls quite a bit. So it's important to experiment with other types of weapons/stances so that you have options. I've used this weapon/stance combination more than any other, but on some enemies and especially on some bosses, the high stance's warm-up is too long with a Kusarigama, leaving me vulnerable for too long. In high stance it packs a series of fast, hard hits but can also be used to snag enemies at a distance. The Kusarigama is a long chain with a blade on the end that has both very short-ranged and mid-ranged attacks. I really like playing with a Kusarigama in high stance. This all leads to quite a bit of variety when it comes to combat, even though weapon choices are limited. ![]() Or you may find you simply prefer one over the other. Depending on your play-style and the enemy you're up against, experimenting with different weapons in different stances could mean the difference between life and death. You can change stances on the fly, and each one results in completely different moves for each type of weapon. You can choose between the very fast 'low' stance, the slow-but-strong 'high' stance or the balanced 'mid' stance. Where combat differs the most is in Nioh's clever 'stance' mechanic. You can also block or dodge incoming attacks. You can then proceed with light or heavy attacks, stringingg these into various combos that differ depending on how you've leveled up, which stance you're in and what weapon you're using. Clicking the right thumb-stick locks you onto an enemy, and flicking that same stick allows you to change targets. You have magic, melee and ranged options. It's rarely, if ever, as slow as the original Dark Souls and would be better served by a comparison to either Bloodborne or Dark Souls III. See Also: Playing Scholar of the First Sin in the Shadow of Bloodborne.Combat in Nioh feels a lot like a Souls game. Brilliant level design wed to solid mechanics. This is what I dream about when I dream about the future of games. Parts of Bloodborne were like this, but I think the pinnacle in Souls level design would be a combination of Dark and Demon's Souls that took the vastness of areas like Boletaria Palace and wove them as carefully together as the whole Undead Burg segment of Dark Souls. The wonderful Prison of Hope is among my favorite levels ever created in any game, but it would have been better if you found that prison by going down a staircase in the Boletaria Palace, if the entire Tower of Latria was just a tower within that palace to begin with, if the coastal areas were outside the palace, and so on and so forth. An area like Boletaria Palace has numerous stages within it, and is a brilliant piece of 3D level design, but it doesn't connect in any physical sense to, say, the Tower of Latria. But it's a close call.ĭemon's Souls is more akin to Dark Souls 2, but its various worlds are entirely disconnected from one another. While both Bloodborne and Dark Souls have areas that are pretty much entirely cut-off from the rest of the game, I think Dark Souls is still a little bit more connected and coherent. On the other hand, I think Dark Souls still has the best overall world design of any of the Souls games. I blame it on fast travel, though Bloodborne makes use of fast travel without sacrificing level design. There's nothing as cool, for instance, as the little elevator that leads from the Undead Chapel back down to the Firelink Shrine in the first Dark Souls. I kept hoping that I'd find some amazing short-cut from some later stage back to some other area, but it never really happened. Everything springs from Majula, but it all just sort of branches out, never wrapping around itself the way Bloodborne does.
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