Overall, the most attractive prospect of Bleak Faith: Forsaken is the ability to experience the stunning, dark fantasy world that the players inhabit in more intimate and varied ways. Through its revised takes on exploration or encounters, there is a chance that Bleak Faith could redefine the genre as we know it. Bleak Faith could offer sundry locations and environments that coexist, offering unique secrets and experiences in contrast to obligatory levels and benign frustrations. Although there is nothing wrong with the sense of panic that walking from intense fight to intense fight brings, offering players choice is the key. In a true open-world game, players will be allowed to explore and discover everything organically. They also said that these games are overrated and that bleak faith will be something completely different, so I’m not interested. While they are staggering through the small hallways, tunnels and boss rooms, the claustrophobic environment is disjunct from the expansive scenery just viewed. So, in my wait for Elden Ring, I searched around for other Souls Like games to keep my interest. Taking one sweeping look at the vast mountainscapes of Anor Londo or the extensive cities of the Kingdom of Lothric, players know that they are but a small part of a larger world and it's something of a shame players don't get to see much of that world.
The Souls series has mastered effectively presenting the contrasting scale of the player character in comparison to the world around them. RELATED: Why You Should Make Indie Games Open World It is something that games like Dragon's Dogma and Shadow of the Colossus have proven to be very effective when conveying scale to players. This mechanic experiments with height, flexible level design and an increased scope of combat overall. In a trailer, viewers can see an enormous worm-like creature that the character leaps onto and climbs up. With the addition of these mechanics comes a plethora of new gameplay opportunities through environmental challenges and enemy design. The age-old formula will finally be subject to some flexibility, classes will have new meaning and there will be new weight to player choices when leveling up. These small changes create drastic implications for the future of the genre.
Players are free to pick off enemies from up close or make use of heights and create their own plan of attack against the world's monsters. Tying climbing with functioning stealth mechanics results in an entirely new playstyle emerging. There's nothing like helping your friends beat a massive boss that can get you to keep coming back to a game like this. In Dark Souls, players cannot so much as climb a waist-high wall, so utilizing a climbing system akin to Legend of Zelda: Breath of the Wild will open up a verticality never before seen in this genre. We all know a single player game can be awesome but once you've done everything the game has to offer motivation to play again can falter. A common complaint with the genre is the prevalent lack of stealth and climbing mechanics.