• Frank [he/him, he/him]@hexbear.net
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    5 days ago

    “The origin of that idea is actually due to a personal experience where a car suddenly stopped on a hillside after some heavy snow and started to slip,” says Miyazaki. “The car following me also got stuck, and then the one behind it spontaneously bumped into it and started pushing it up the hill… That’s it! That’s how everyone can get home! Then it was my turn and everyone started pushing my car up the hill, and I managed to get home safely.”

    “But I couldn’t stop the car to say thanks to the people who gave me a shove. I’d have just got stuck again if I’d stopped. On the way back home I wondered whether the last person in the line had made it home, and thought that I would probably never meet the people who had helped me. I thought that maybe if we’d met in another place we’d become friends, or maybe we’d just fight…”

    “You could probably call it a connection of mutual assistance between transient people. Oddly, that incident will probably linger in my heart for a long time. Simply because it’s fleeting, I think it stays with you a lot longer… like the cherry blossoms we Japanese love so much.”

    Miyazaki describing his inspiration for the cooperative summoning system. He’s not all gloom and doom. The multiplayer is kind strangers finding each other in adversity and choosing mutual aid.

    • Rojo27 [he/him]@hexbear.net
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      5 days ago

      Yeah. Like the grind was cool for me since it was the first time I really poured some effort into a Fromsoft game, but I think the best moments were when I teamed up with other players to beat some of the tougher bosses. It kind of sucks that a lot of Souls-likes don’t have this sort of feature, and really its one of the things that separates the original from many of those that strive to be like them. Lies of P felt a bit like that where it was missing that element. I eventually gave up on it, which sucks because I thought the story was good enough, but I just got tired.