Tunic Sucks, Don’t Buy It

Have you played with this Human Benchmark website? The idea is it can measure your reaction time, within the bounds of your monitor’s refresh rate. You wait until the screen turns green, and then click as fast as you can. The website takes your average over five clicks and calls that your reaction time, in milliseconds.

Human Benchmark website

The website claims the aveerage reaction time is about 270ms, and there’s some interesting data that suggests that time is getting slightly slower over time due to people migrating from CRT displays to HD monitors or cell phones. 270ms is about a quarter second, which smooths out with other sources I’ve checked (boring medical journals and peer-reviewed experiments and what-have-you). I’ve “played” the Human Benchmark site probably a hundred times in a past week, clicking five times and taking the average, and my reaction time hovers around 450ms — way out at the front of the bell curve.

Anyway, I ended up hating Tunic. It was a waste of my $30 and it’s been many years since I’ve been this angry about a gaming experience.

Dark Souls Ruined Gaming Forever

I’m not allowed to play Dark Souls. I characterise it as “not allowed to play” and not “do not like” because I am convinced that if I were allowed to play, I would find myself utterly engrossed in the world and the lore and the combat systems. I think I would really enjoy hunting down secrets and correlating clues and dying in hilarious ways while trying to roll off a moving elevator into a broken window, or whatever. I think I would have a lot of fun on replays, trying out different builds or weapon sets.

But my reaction time is 450ms and not 270ms. By the time my brain has received the signal from my eyeballs that the boss is attacking, and has sent the signal to my thumbs to dodge roll out of the way, it’s already too late and my character in the game has already sustained damage. The fights in Dark Souls (and its sequels, and its spiritual sequels, and its clones and hangers-on) are calibrated to be challenging to someone with average reaction time, and I am far below that. The game’s developers have been very consistent in their philosophy that the games are supposed to deliver a singular, explicit gaming experience, the sort of thing that would be ruined if they included difficulty settings that slowed the bosses down or increased the amount of healing potions you can carry, or whatever. So my journey thorugh Dark Souls and Bloodborne and Hollow Knight ended when I reached a boss I could not defeat who bottlenecked my progress.

A permanent Game Over.

I don’t really want this post to veer off into a point-counterpoint of every argument I’ve had to respond to over the years, along the lines of “just practice more” or “just don’t play those games” or “the games are supposed to be hard, go back to Pokémon you loser”, or whatever. The point is, there is a physicality threshhold beyond which these games simply can’t be played. I can’t dunk a basketball, I can’t gestate a human fetus, and I can’t consistently dodge roll in Dark Souls. If you don’t want colorblind people to play your game, design your challenges so differentiating between shades of red and green is important to progress. If you don’t want deaf people to play your game, have lots of spoken dialogue but no subtitles. And if you don’t want me to play your game, make sure the required boss fights all rely on attacks that can’t be reacted to inside of 450ms. From a development perspective it’s pretty easy to build a wall to keep out the players you don’t want.

But the Dark Souls formula is so wildly popular, and so pervasive, that it’s more and more becoming the baseline for what combat in action/adventure games should feel like. It’s getting to the point where you can now purchase some other genre of game that looks appealing, and be blindsided with Dark Souls-style difficulty without knowing that’s what you were about to play, and being too far on the other side of Steam’s refund policy to do much about it.

What Does It Feel Like To Have a 450ms Reaction Time?

Once or twice, I have gotten my time on the Human Benchmark website down below 300ms. That is, something more in line with what the average person can do. Here’s how I did it.

If you click the screen too early, the site doesn’t penalize you. It just politely goes “Too soon!” and lets you try again. It lets you try a hundred times in a row, if you want. So what I can do is try and anticipate when I thik the screen is going to change, and click. If I’m wrong, it’s no problem, because I just get Too-soon!’d. But if I guess right, and just happen to click just as the screen changes over, I get to record a ridiculously good time for that click. When I spend a few minutes clicking through the “Too soon!” messages, the site averages my guesses instead of my reactions.

I can do this in Dark Souls too. Instead of watching for the boss’s wind-up and then choosing the appropriate response, I can try and anticipate when the boss is going to attack and respond appropriately. If I guess right, I can avoid the damage just like an average player who is able to read the boss in the way the developers intended.

Unfortunately, in Dark Souls and its derivatives, if I guess wrong I don’t get to try again. Guessing wrong means taking damage, and you can only carry so much Estus.

I’ve heard many reports from hundreds of different sources about how good it feels to finally beat a tough boss in Dark Souls, which necessitates the player first learn the fight, and then execute the appropriate actions, through many repeated (and often grueling) deaths. The feeling of accomplishment is supposed to be exquisite, the final culmination of slowly getting better at the fight over time, until you’re able to put it all together and achieve something great.

But I can’t win these fights by slowly getting better over time. Whether I dodge an attack or not is a function of luck, not skill. For a given boss fight in Dark Souls I could, of course, learn the fight and then make as many educated guesses as possible. And, eventually, after enough resets, I will get a run where I guess right enough times in a row that I win the fight. I’ve done this in lots of action games over the years, including some of the opening fights in Dark Souls style games.

In my experience, the feeling isn’t one of accomplishment, but just relief. It’s not, “Sweet! I finally beat that boss! I can definitely feel myself getting better at this!” Rather, it’s, “Phew, I can finally stop resetting over and over and see some new content in this game now.”

In practice, even just trying to get enough lucky clicks on the Human Benchmark site is pretty tedious. And there, I get to try again right away, and not have to run back to the boss room from the checkpoint every single time.

In my epxerience, people don’t like to hear this explanation. After all, they eventually beat the boss after practicing for a while, so clearly I’m just lazy and give up too easily. I don’t have a good response to this sentiment, except to remind myself that empathy is hard and nobody likes to be told they’re wrong.

Brick, Is This Post About Tunic Or What?

I thought Tunic was going to be in the ballpark of “hard Zelda.” I’ve been aching for a new Zelda experience ever since Breath of the Wild failed to deliver one. Blossom Tales was vapid and empty. The Tomb Raider games are good but not exactly scratching the same itch. I loved Link’s Awakening but, like, I played it back in 1978.

But Tunic looks almost exactly like Zelda. I learned the game had a strong emphasis on exploration and puzzle-solving, and that the hero (whose name is Tunic, maybe?) collected a grab bag of toys that increased her (his?) options in both movement and combat. I knew there was a dodge roll and a stamina bar, and those things are mainstays in Dark Souls, but lots of games have the same systems without being all Souls-y. Oh, and also I’d heard the game described as “Souls-y”, but I’ve also heard lots of games described that way that decidedly aren’t.

At worst, I figured Tunic would be somewhere on the level of superhero mode in some latter Zelda games. Like, I could complete a version of Link to the Past which limits you to three hearts and one bottle. I envisioned enemies getting tougher as I go, but also my combat options increasing as well, to the point where at the end I was fighting more with magic and tools than swordplay. Link Between Worlds did that. Remember Link Between Worlds? The last Zelda game to successfully Zelda?

And for the first few hours, that’s exactly the experience the game delivers. You are dropped onto an island with a stick and no shield and told, “Go fight a bunch of monsters that kill you in two hits.” The first area caused a lot of deaths but felt… hmm… I’ll go with, appropriately hostile. It’s supposed to be this hard at first because Tunic doesn’t have any equipment yet. Soon I’ll find a real sword and a shield and maybe a magic meter, and then it’ll be fine. And even if the game stays at this relative level of difficulty, that’s fine too, because it shows a good, smooth curve in difficulty level that accurately reflects the hero’s power level as she advances.

I died a lot, but I also figured out a lot of stuff, and anyway checkpoints and shortcuts are so plentiful you never really lose any progress. I’ve had Zelda Randomizer runs where I had to wade into an ocean of blue darknuts with a wood sword in one hand and my dick in the other, and nothing in Tunic was that reset-heavy yet.

That was about my experience in every overworld and dungeon section of Tunic. Each new area ramped up the difficulty hard, but after a few deaths I started to figure some stuff out, and eventually I’d open up a shortcut or reach a new checkpoint or find some new equipment. It was good. I liked it.

But then I met a boss I couldn’t beat. The thing had more health by far than any other monster in the game up to that point. It attacked so fast and so frequently that just finding a moment in the fight to safely position myself to use one of my limited healing potions was a real challenge. After about an hour of dying and resetting I had not got the boss down below 60% health once.

The feedback I chose to take was, okay, I shouldn’t kill this guy right now. There are other areas I can go and explore, and I’ll come back much later when I’m stronger. I pushed through a few more areas of the game and unlocked some new powers, and eventually ran into another boss I threw myself at for an hour without getting below 60% health.

The difference was, now, there was nowhere else to go and nothing else to do. Tunic follows the traditional Zelda formula pretty closely: you need the red, blue, and green macguffins to open the thing and get to the second half of the game. Well, I’d been through the red, blue, and green levels. I managed to kill the blue boss — the toughest challenge I’d overcome in the game by far — but the red and green bosses were so far beyond me that I couldn’t see a path to victory except to just be really, really good at not only dodging attacks but also dodging into advantageous positioning.

Which I can’t do. Because it’s Dark Souls.

Big Sword Guy – A Deep Dive

I’m going to describe this boss fight in some detail, but I’m going to try and keep my descriptions abstract, in case you haven’t played Tunic yet and are sensitive to spoilers. That said, after uninstalling the game in disgust I really wish I had spoiled myself more on the game’s content, at least enough to know to avoid buying it. So maybe you’re in the same position and this description will be helpful.

Big Sword Guy has four distinct sword attacks (plus a few other non-sword attacks) that all need to be dodged in different ways.

Attack #1 is an instant turn-around slash which hits in a narrow arc behind him. He won’t do it unless you’re standing there, so you can avoid this attack just by staying in front of him. I learned this pretty early in my attempts.

Attack #2 is a dashing forward lunge. You can block this with your shield, but the hit is so powerful that the recoil from absorbing it leaves you unable to do much in the way of counterattack; if you block it, you give up your opportunity to hit the boss. Dodging backwards or forwards means eating the lunge, so that leaves dodging to the side. In fact, I found dodging to actually be worse than just side-stepping. If you dodge, you’re too far away now to counter, but if you just step to the side and let the lunge go by you, the boss is now locked into a recovery animation right inside your effective range. (Just don’t step back TOO far or you’ll circle around to his back, and then see Attack #1, above.)

Attack #3 is a huge forward arc, then a huge follow-up arc in the opposite direction. There’s nothing Tunic can do to interrupt a boss’s attack pattern once it starts, so you can only sneak in a hit here if you have some way to deal with both slashes. The easiest way is to just not be standing there; dodge or run backwards and the arcs will just miss you. Blocking them chews up all your stamina, which is fine if you have as many upgrades as I had, but I suspect most players won’t. (To me, it really felt like the first attack was supposed to eat up your whole bar and make you vulnerable to the follow-up. But I had been everywhere and explored absolutely everything, and had found enough stamina upgrades to survive both hits.) The issue here is, if you’re in a position that the attack misses you (or if you have enough stamina to just block) you don’t have any breathing room to comfortably counterattack. The solution I came up with was to dodge twice; roll back from the first arc, then roll forward through the follow-up. Time it right, and you’ll i-frame your way through the hit and end up right in the boss’s face, good enough for three hits, if you’re quick.

Attack #4 is a jumping downstrike. The strike itself can hit you but doesn’t actually try to track your position, so you can avoid it just by being far away. However, the strike also sends a shockwave across the ground you must dodge roll through. Tunic can’t jump and her shield is useless in this situation. If you’re anticipating the jump and know about where the boss will land, you can stay about mid-screen from him and time your roll to go over the shockwave just as it leaves his sword, placing yourself perfectly for three hits.

In isolation, I could comfortably perform all of these feats of execution. What I mean is, if the boss only had his turn-around slash, plus one of these other attacks, plus his other bits and bobbins, I would have found the fight extremely hard but also very doable. I would had an excellent moment of achievement.

But my reaction time is 450ms, so that’s not the experience I had.

The boss’s wind-up for his arc vs. his lunge vs. his jump all look different. Different enough that you can tell what’s coming pretty consistently. But I’m Shitty McSlowbrain over here, so I could either identify his attacks or select the appropriate dodge, but never both. If I watched his sword and correctly identified the lunge, it was too late to side-step because the lunge had already hit me. And if I kept all the different inputs in my thumbs to focus instead on picking the correct one for this moment, I would have no idea which one to pick.

I had to guess.

Guessing right meant I could do a combo’s worth of damage, and if I guessed right ten or twelve times in a row and also upended my inventory of bombs and magic spells into the obss, I could have maybe won, and progressed in the game.

I wanted to describe this boss in detail to prove that I really did make every effort possible. Intellectually, I understand what the boss does and how he moves and how the game expects me to move in response. I’m past the knowledge checkpoint phase of learning the fight, and just repeatedly failing on the execution.

Well, the boss never got any easier, and neither did the other boss I was stuck on (who I could also describe in this much detail). And the game couldn’t continue until both were dead. I won’t swear I had literally found every secret and pickup in the world, but I had been pretty exhaustive in my explorations. And besides, I was failing out before the halfway mark on the boss’s health bar; another heart container or point of damage wasn’t going to be what got me up and over the hump.

Steam reports I have about 25 hours played of Tunic, and I didn’t get appreciably stuck in any other part of the game outside of these boss fights. That means, horrifyingly, I spent something like a combined eight bleeding hours just trying one boss, then the other, trying to “guess better” and win, and never getting better than halfway.

But Brick! Tunic Has Difficulty Settings!

Tunic isn’t Dark Souls. Someone on the dev team realized that designing a game to purposely exclude some segment of the playerbase who might otherwise love it is, well, not a bad busines strategy, since From Software always makes a billion dollars with each of its games, but is at least a little bit mean. So they put in a “No Fail” option.

No Fail Mode is just an invincibility toggle. Turn it on and the game doesn’t actually get any easier or more approachabale, you just can’t be damaged now by any enemy attack. This might have been the only solution available of the Tunic developers; I have no idea what their situation was. But it’s a pretty terrible solution for someone like me, who is really only here to engage with the gameplay.

Admittedly, I’m not a big story guy in video games at the best of times. I enjoy a good story, but it’s exceptionally rare that I will play a video game to completion just for story alone. Especially not now, in the age of YouTube and Twitch.tv. I wanted to like Tunic on the strength of its exploration and its combat, that is, the things I really like about traditional Legend of Zelda games. And for the record, I think that outside of the few boss fights that bottlenecked me, the game mostly delivers on that promise. I found it to be difficult, but also challenging, and often rewarding.

But it will never feel challenging or rewarding to defeat a boss because you put in a Game Genie code. Big Sword Guy had all the same undodgeable attacks, and he hit me 400 times, and I only won because I was allowed to be invincible and he wasn’t.

I’m frequently told that Dark Souls-style games are about crafting a very particular type of experience. If that’s true, and if Tunic is following in that mold, then it has failed miserably. Nobody who plays Tunic on No Fail Mode is going to have a great experience with overcoming a really tough challenge that they worked really hard at. They’re going to have to give up instead, and then either leave the game unfinished, or turn on No Fail to complete it, which is what I did. Both of those experiences suck.

The proper thing to do here — and this is what every non-Dark Souls-inspired action/adventure game does — is to have several difficulty options, each of which makes slight alterations to gameplay. That way Toughguy McDarksouls can play on Super Hard and get the grueling split-second boss fights he craves, enabling his monkey brain to release 3700 Endorphin Points. Meanwhile, me and the other Shitty McSlowbrains of the world can play on Normal, and fight a version of the boss who is a little weaker or slower or less aggressive, enabling our monkey brains to release 3700 Endorphin Points. Most modern games even go a step further and have something like Story Mode difficulty, which I have never selected and cannot speak to, but I imagine it allows some players to get whatever level of interactive stimulation they crave, also to the tune of 3700 Endorphin Points.

Well, the Tunic folks either didn’t think of this or didn’t care to try, and so it’s Super Hard or Literally Invulnerable, with nothing in between. It’s better than absolutely nothing, which is always From Software’s choice, but only marginally.

And before I leave this thought, no, Tunic‘s story is not worth playing on No Fail just to see it. The world is cute and the lore has some neat aspects, but it doesn’t break any new ground or advance the art form in any direction. It’s a perfectly cromulent backdrop to a game you’re already playing and enjoying, not something that’s worth experiencing in and of itself.

Yeah But There’s a–

I know about the Hourglass. I found it. I used it extensively in every boss fight I got stuck on. It didn’t help, and even if it did, it would still be a lousy solution.

The Exploration and Puzzles, Though!

I’m as good at exploration and puzzle games as the Dark Souls fanboys are at dodge rolling. Boss fights they find too easy fail to stimulate them, and I know a few such fans who have noticed a real sense of Difficulty Creep over the years as developers chase ever more extreme levels of harder, faster, tougher, meaner.

I’m like that with puzzle games, I guess. But the playing field isn’t the same. I solved Myst in 1994 and, 400 years later, Obduction wasn’t that much harder. Similarly, when Breath of the Wild just regurgitated a bunch of Ocarina of Time puzzle concepts back at me, I batted them down without breaking my stride. Games with intellectual or observational challenges just aren’t getting harder as time goes on.

(And honestly, I don’t even know what that would look like.)

It’s an inexact comparison too, because if you defeat a tough boss, you might enjoy fighting that same boss again later, just for the fun of it. The execution alone is a good exercise to revisit, even after you know all the attacks and are well-practiced and well-equipped enough to dodge and counter them all. There’s a reason I keep playing old Mega Man games, forever.

But puzzles aren’t like that. Once you solve a great puzzle, you know how to solve it, and even if you forget the specifics of the solution, most of the fun is in discovering the method, which hangs around forever. Actually inputting the solution to Myst‘s fireplace puzzle, or carefully lining up arrow shots in the proper order in Zelda, isn’t as exciting as a Mega Man boss rush you’ve played before, and never can be.

So what’s Tunic like in this regard?

Well, for a while, you’re going to be discovering a lot of secret passages. The world is interconnected in a lot of convenient ways which, on replays I will never experience, probably lead to lots of interesting sequence breaking opportunities. But I’ve played a lot of games where pushing against walls yields results, so as soon as I realized this was what Tunic was doing, I started finding a boatload of hidden stuff in every area. Once or twice I found a backroute into (or out of) an area and ended up circling back from the other side to make sure I “did it properly,” since this was my first playthrough.

It’s a cool way to design a world and it does set Tunic apart, but if this is what people are talking about when they say Tunic is a fun exploration game, I’m not impressed. The actual discovery of all these passages and secret or hidden spaces was fun while I was discovering them but they never helped me beat the boss I was stuck on, and the prospect of forcing myself though the boss over the course of 100 retries to earn the chance to discover more passages and hidden spaces didn’t excite me.

There are actual puzzles in the game, too. I don’t mean “hit the red switch with the fire rod”, either; I mean real old-school pen-and-paper type puzzles. You eventually figure out how to spot these in the game world and what to do to solve them, and then there’s a big Final Boss meta-puzzle where you put it all together and get the only solution that works.

I never got stuck on any of these, and I’m not aware of any remaining clues in the game world that I haven’t correctly interpreted. Even the big bad meta-puzzle, what I’m sure some players will either champion as the game’s crowning moment or decry as unsolvable bullshit, didn’t slow me down. I found a clue that I immediately interpreted correctly, then I spent about twenty minutes correlating my paper notes into an organized solution that made sense. (And it’s self-checking, too. Puzzle books have to be, of course.) It was an enjoyable exercise but it won’t be one of my highlight video gaming experiences this year.

In very broad terms, all the puzzling in the game culminates to a very, very easy version of the Sun’s Map puzzle from The Fool’s Errand. If you don’t know what that means, you might get really stuck on it for a long time and then feel incredible when you finally solve it. If you do know what it means, don’t worry, I haven’t given you any more information towards formulating a solution than the game itself does, and you’re now left feeling either nostalgic or disappointed, depending on how the prospect of babby’s first sun’s map strikes you.

Tunic’s exploration is engaging, but nothing original. And its puzzles are pleasant, but pedestrian. It’s really the combat challenges that carry the experience, and they proved impossible. All told, I spent about 12 hours exploring and solving the game, plus another 12 slamming my head against boss fights. Three of these, I was never, ever going to win fairly. (That is, the two I mentioned, plus the final boss, who was appreciably harder than both and had multiple phases.)

I left Tunic feeling incredibly bitter. I want my $30 back.

A Thought Experiment

The hardest pure puzzle series I know is RHEM. These are point-and-click adventure puzzle games where you will live and die on the accuracy and meticulousness of your notes, plus hours and hours of grueling investigation as you search every square inch of every screen for miserly scraps of clues you may have missed. I love them dearly.

Here’s what I’d like to see.

Let’s have someone make a game with decent, but average, video game combat at about the baseline difficulty for, say, a Tomb Raider or Horizon game. Challenging, but not at the extreme edge of the medium. Or maybe a Mario or Zelda game, where the boss fights are big spectacles that rely on pattern recognition or tool use rather than reflexes. You know, enjoyable enough, but nothing a Dark Souls fanboy would write home about.

Then, right at the 50% mark of story completion, let’s drop a hardcore do-or-die RHEM puzzle right in the way of progression. I mean a real banger too, I’m talking rock spires or puzzle apartments, like, have fun being stuck for five hours, forehead. Oh, and let’s randomize the clues in-game and make the solution a little different for each player. Same puzzle, but the implementation space is too large to just pass on the solution; at best, the walkthrough sites can describe how to solve it but the player will still have to go in and do all the work.

I think we’d see fireworks. I think we’d see a lot of folks suddenly crying bullshit. I think the accumulation of all their exasperation and confusion will foam up about their waists and all the toxic soulsboys will look up and shout, “WTF ARE WE SUPPOSED TO DO!?”

…and I’ll look down and whisper, “GIT GUD.”

28 comments to Tunic Sucks, Don’t Buy It

  • Drathnoxis

    Sorry to hear you had a bad time with Tunic. I’d never heard of the game, guess I won’t bother with it anyway.

    However, you’ve brought up Dark Souls and so I’m legally obligated to bring up counter points. Dark Souls isn’t really a game about lightning reflexes, you can play it that way if you are really good, but you don’t have to. It’s not really on the level of bullet hell games like Enter the Gungeon where you have no recourse but to perfectly dodge 50 billion projectiles or die. The game will cue up your actions as you press the buttons. Like, say you want to do two attacks and then back step so you press RBx2 and then circle and the game will commit you to that and do it in that order. It really makes the game more of a methodical style of combat.

    But really the thing you have to know about Dark Souls is that there aren’t difficulty options, but there is definitely an easy mode, and it’s called magic. Play as a sorcerer (some people say pyromancer is really good too) and you get access to spells that hit heavy and slightly home in on your target, combine that with the fact that most encounters in the game aren’t really designed to be attacked from a distance and you can really tear through most of the game. I’ve beaten the game in under 5 hours using a sorcerer and I wouldn’t consider myself a speedrunner or even exceptionally good at the game. So yeah, you can stand right next to a boss and hack at it’s shins with a broadsword, but it’s a better strategy to stand 50ft away and hurl magic at it.

    Another thing to know about Dark Souls is that a lot of the difficulty comes from the fact that it doesn’t explain itself well. If you just run around fighting every boss in the game you are going to hit a lot of walls because there actually is an order they should be tackled in. In my first play through I spent about an hour and a half trying to kill Sif the wolf before eventually getting frustrated and giving up on the game. On my next attempt a couple months later I realized that Sif is actually a late game boss and doesn’t need to be taken out until you are over half way done.

    Also, there are certain item combinations that are quite overpowered and make the game significantly easier. You can get the ring of favor and protection by killing Lautrec, the guy you find locked in a cell in the Undead Parish. Just kill him and get it as soon as you can (don’t worry, he has it coming) and then you get a 20% boost to health, stamina, and equip load (the ring breaks if you unequip it, so don’t ever do that). That last one is the most important, because it stacks multiplicatively with Havel’s Ring, meaning you can equip heavy armor and still quick roll all over the place.

    Then there’s the fact that it’s an RPG and you can grind. If you buy the Crest of Artorias from the blacksmith, you can get to the best leveling spot in the game. There’s a hidden bonfire right next to the door you use it on in the Darkroot Gardens, and inside the door are a bunch of human guys that you can kill for around 5k souls a pop. This means you can get around 20k souls or something in less than 5 minutes and repeat it as much as you want. That will let you get some easy levels to get your stats up to equip whatever ridiculous thing you want, like a massive greatshield.

    Also, picking the right weapon and upgrading it as much as possible is really important. You want something that will scale with your best stat, so don’t be afraid to use the wiki a bit to find the right gear and understand the upgrade system because the game won’t give you a good explanation of it.

    Also, also, if you make it to the bottom of the catacombs and kill Pinwheel you get an item that let’s you kindle bonfires again. That means you can be walking through the game with up to TWENTY charges on your estus bottle, which is a huge amount of healing.

    All that combined goes a long way to making the game a lot more manageable. I’d recommend giving the game another shot, I didn’t make it through the game on my first attempt and I think a bunch of people didn’t, but I think it’s a really worthwhile game with a lot of cool stuff to explore. Can I also ask what boss you got stuck on, and what you’d completed up to that point?

    • rscibbe

      I got hard stuck on Taurus Beast. Fought him for a couple hours without any measurable progress, got told by some soulsboys in my twitch chat that it was my fault for playing the game wrong, decided to move on with life. I have never tried DS2 or DS3.

      I got a little further into Bloodborne, I made it to Father Gascoigne. It took dozens of deaths against regular mobs to reach that point, I really had to struggle for every inch of that game, and the boss is just beyond my capabilities.

      Elden Ring sounds like a torture chamber to me.

      All of these games (and Tunic!) would be vastly improved by an Easy Mode difficulty that just makes the boss fights less aggressive. No poorly-explained game system or “use this specific build” spreadsheet is an adequate replacement for this very basic and universally-tested accessibility feature that almost all other games have.

      • Drathnoxis

        The, uh, second boss in the game? Well, sorceries pretty much make him a joke, but I can see why you’d give up on the game if you hit a wall that early on. There are a couple of mods that add an easy mode out there.

      • Anonymous

        “got told by some soulsboys in my twitch chat that it was my fault for playing the game wrong”

        They were right. You sound like an idiot, that might be your problem, not reaction time. Taurus is easily beatable with a shield, or just buy a few fire bombs.

        • Anonymous

          This is one of the biggest problems with soulsborne players. What good are you doing by berating people for not doing something that was easy for you? Congratulations. Treating someone like an idiot because they don’t know what you know or do what you do is purely destructive. Enjoy your games, I guess.

          • Anonymous

            I mean when they are literally complaining that they have bad reaction time when the fights are about pattern recognition more than reaction time. As for the taurus demon you quite literally climb one ladder and drop down on it twice and it dies. It is their fault for trying to brute force something when the game showed them an easier way to do it earlier. They’re being derisive towards the game and people who enjoy it and yet when someone rightly calls out that they’re the problem here you think they’re in the wrong

  • Drathnoxis

    Also, I guess you can summon an ally during bosses if you want to as well. I think you need to be in the Warriors of Sunlight Covenant (the one that Solaire offers to you) and you also need to be in human form. That makes the bosses easier too. I never used it though

  • Anon

    Gonna be another “that guy” I have the worst reflexes in the world and managed to cheese through Dark Souls 1. Rolling with invincibility frames is good but I stuck with sword and board in my first playthrough. You are basically invincible as long as your stamina bar is filled. If you have an upgraded shield or better stamina the more reliable blocking can be, Most attacks can even be avoided by just moving out of the way, it’s only when the later games start doing lock-on turns does it get harder to rely on it. There’s a variety of strategies to employ in DaS1 but it can be easy to get locked into a singular mindset. Much like the false shortcut with the skeleton graveyards and how some players got stuck on thinking that’s the way through.

    It’s when you get to Sekiro I think the roll timing and and memorizing boss animations/telegraphs becomes more apparent but even then just playing really aggressively at the right moments like a caveman can carry you through parts. I gave up on Sekiro but hey I think most games aren’t for everyone, so it’s not a dealbreaker. I just mainly played

  • Rumburak

    Come on man, first of all just because your reaction time is bad, it doesnt mean game sucks. It only means it is not for you. Secondly, you wrote a wall of text about 450ms reactions and how bad Dark souls is, but you said you didnt even kill Taurus demon. Like WTF, its first 30 minutes of game.
    And to be honest you dont even be fast to kill him, just climb the tower ladder and jump down on him with attack pressed, it will take almost half of his health (which game teaches you in first minute when fighting Asylum demon). Repeat and he is dead.
    Or pick a mage, lock on him and he will be dead in 5 or 6 soul arrows. Or summon. Instead of trying to use tools game gives you, you cry about miliseconds. If you dont like the game thats fine, not everything is for everyone, but stop being totally ignorant and crybaby about it. Its not game’s fault you refuse to learn or try different approach. And developers are not obliged to give you easy mode, if their vision of game is different.
    But they did in Tunic, infinite stamina makes game considerably easier, and if its still too hard- you can use godmode. But you still whine.

  • Anonymous

    You don’t need to roll in Dark Souls.

  • Anonymous

    Dark Souls doesn’t need an easy mode because it’s not a game about difficulty. It’s like Zelda, find and use the right tools. There are a few items in DS that basically give you God mode.

  • Anonymous

    Dodging in Dark Souls has nothing to do with reaction time. You have to learn the timing and dodge in advance. That’s why bosses have long wind up animations. Dodging on reaction is too late. Another example of you failing because of being too stupid to comprehend a mechanic. If Dark Souls is too hard, it means you are just stupid, not that you have bad reaction time.

  • Katiekat

    I will say I have scene people obnoxiously “git gud”ing about the puzzles in Zelda. Someone was talking about how they thought some puzzles in Majora’s Mask were incredibly difficult and the comments were full of people saying “I beat the whole thing as a four day old baby you’re just an idiot!”

    One that really bugs me is Cuphead. Every boss has an easy mode (although it’s still Cuphead o honestly they’re probably not that easy) programmed in and you can play on them, but you can’t actually fight the final boss until you go back and beat them all on regular. Like, for Tunic and Dark Souls arguably they have limited dev time and don’t want to spend it on things that the majority of players won’t use, but in Cuphead they already went and programmed the easy modes in!

    • Drathnoxis

      Really, huh. That really surprises me because Zelda really does have incredibly simple puzzles (as do most games outside of the puzzle genre). Maybe they were choking under the time pressure.

  • Jikkuryuu

    I came down here to maybe post something relatable and it’s ‘my precious Dark Souls is a perfect baby that I must defend’ all the way down. Guys it’s a multi-million dollar franchise with half a dozen entries and it practically owns half the gaming landscape. It can stand up for itself.

    I just wanted to commiserate a little in how I bought a game on steam one time that looked cute and nostalgic and it ended up being Nintendo Hard.
    Or maybe how Child of Light offers ‘story mode for babies’ and ‘too hard to be fun’ as its two difficulty settings. My descriptions are facetious of course, but they are no less informative than the ones the game provides. ‘Don’t have fun winning’ or ‘don’t have fun losing.’

    I brute-forced my way through as much of Dark Souls as I was able and I really like everything about the game. I just know I would have liked *playing the game* more if it trained me to play. It’s partly on me for not increasing my health more, but that’s pure hindsight. Dark Souls never tells you that you’re doing something wrong, it just kills you again.

    I don’t even know what this comment is any more. Thanks for the essay! The thought experiment was really fun to read. I liked seeing things from your perspective.

  • Anonymous

    Thanks for the thoughtful post. I finished Tunic and came here after Googling to find people complaining about the puzzles, not the combat. I will probably have to write that post myself.

    Since I’m here, though, I’ll say that I love DS a lot, but I’ve played it too many times to be a proper judge of its difficulty. Tunic wasn’t that difficult to me, but I found the difficulty spikes to be jarring. A few of the bosses in Tunic had me wondering, as you did, whether there was something I was supposed to have done that I missed. I learned that Tunic could be a relaxing stroll or a frustrating boss loop depending on what part of the game I was working on.

  • BlahBlahBlah

    “If you don’t want deaf people to play your game, have lots of spoken dialogue but no subtitles. And if you don’t want me to play your game, make sure the required boss fights all rely on attacks that can’t be reacted to inside of 450ms.”

    Having a really slow reaction time is not a disability.

  • Anonymous

    bruh this post is laughable the game is about learning the patterns of the bosses not requiring you to have godly reaction time. Seeing as you didn’t get past the taurus demon when the game explicitly shows you an easy way to beat the boss in two to three hits. They then complain that tunic offers an easier mode as they want but it’s not the right type of easy. They expect the game to be considerably easier while also not losing any enjoyability which doesn’t work. If you refuse to learn any tricks to do things or play the game past the half hour you died and quit the game simply isn’t for you whether you accept that fact or want to just deny the fact you’re being incompetent rather than it being the game’s fault. Dark Souls even has options in the game where you can beat nearly every enemy or boss in five hits max but rather than learning anything you just whined that the game was unfair.

  • Anonymous

    bruh this post is laughable the game is about learning the patterns of the bosses not requiring you to have godly reaction time. Seeing as you didn’t get past the taurus demon when the game explicitly shows you an easy way to beat the boss in two to three hits. They then complain that tunic offers an easier mode as they want but it’s not the right type of easy. They expect the game to be considerably easier while also not losing any enjoyability which doesn’t work. If you refuse to learn any tricks to do things or play the game past the half hour you died and quit the game simply isn’t for you whether you accept that fact or want to just deny the fact you’re being incompetent rather than it being the game’s fault. Dark Souls even has options in the game where you can beat nearly every enemy or boss in five hits max but rather than learning anything you just complained it was unfair

  • Anonymous

    After reading this joke of a “review” (I loved tunic btw), I went and took your human benchmark test. I scored .190, my wife about the same. My 62 year old father got a damn .260. Did you really get a .450? That’s HORRIBLE. Do you have some neurological condition? You shouldn’t even be allowed to drive a vehicle with reaction times like that. Wtf mate.

  • Anonymous

    Why is this blog post so… Cunty?

  • Mr. Eldritch

    I genuinely can’t imagine what it must be like to try to play video games with a half-second reaction time. I think that might actually qualify as a disability, and I can understand why you would find any game that relies on reaction time near-unplayable.

    And I can understand why other gamers would be so confused and frustrated, because Tunic (I haven’t played Dark Souls, it seems too hard) is really not a game one even thinks of as relying on reaction time. I normally avoid action games and think of myself as having poor reaction time (I took your test and it’s about 300 ms, not as catastrophic as yours but still pretty far out on the bell curve), and found Tunic’s bosses challenging but ultimately beatable through item use and pattern memorization. I’m actually somewhat confused that you beat Blue Rat Guy and found yourself stuck on Green and Red instead, because Blue Rat Guy was, by far, the [i]hardest[/i] and [i]most reaction-time dependent[/i] boss in the game for me – they were the one that made me the most concerned that I genuinely would not be able to beat this game due to my shitty reaction time, due to his variety of attacks and fast movement. Green and Red aren’t nearly as reaction-time-dependent, imho, and so that you got stuck on them instead makes me a little suspicious that reaction time was indeed the issue.

    (Personally, I found the atmosphere, feeling of being lost in a hostile world, and trying to decipher the manual to be by far the most important parts of the game, not the combat. The way that basic mechanics become a spoiler, because you could do them all along but didn’t figure them out until now, was my favorite part – I really like spiky puzzleboxes)

    That said, I don’t think “this game sucks rocks because even though it includes accessibility modes, none of them make the game doable-but-still-difficult based on my personal disability” is really fair or reasonable.

  • Anonymous

    i knew the boss you mention above, and just beat it (with rage of course)
    for someone who beat bloodborne and Elden Ring, tunic has so many problem in it’s combat, a lot of my attack doesn’t register to that boss, the boss hitboxes janky, THE PARRY of tunic is almost useless, mostly the input become weird because if you just accidently hold block button for micro second, the parry would not happen, instead the character just stand still. now i’m in a stage where all the stats just reset by story and there’s boss room with multiple enemy, and it’s not fun.
    i guess i’ll put down tunic, too many frustating point for me

  • Drathnoxis

    I’m sorry, I did play it after all. I liked it a lot actually. The combat was kind of clunky, but I really loved the way they integrated the puzzles into the world and the way they hinted everything in the manual. Some of the secret treasure puzzles were BS, though. Like the one you need to translate the language to solve. Just grouped with all the other puzzles I spent a long time looking for a solution that wasn’t there because nothing else in the game requires you to translate anything.

    Also, it looks like they’ve added a combat difficulty setting beyond the invincibility mode, so it seems like you’ve gotten your wish.

  • Anonymous

    Thanks for pointing out the hourglass. I had no thing existed till now.

    I am a huge fan of soulslikes and metroidvanias and fromsoft games andhave plenty of experience with these types of games. I don’t like the tunic bosses either. Fighting them just isn’t very fun after the second boss. The boss figths are not well designed and feels like this is the devs first soulslike game or the first they did this type of combat.

  • Anonymous

    Man this comments section huh. ~Gamers~.

    I don’t have the reaction time issues but I sympathize with your frustration– for me it was less that beating the Garden Knight was impossible and more that I didn’t enjoy the combat enough for it to feel worthwhile to bash my head against it the number of times it would have taken to achieve victory. The game really did not feel improved by the inclusion of the soulsian simon-says combat and I think it would have been better for sticking with an approach more zelda-esque approach.

    That said, since the time you posted this, they did, finally, add a few more difficulty options– one that reduces the damage you take by 50%, and one that gives you infinite stamina. My second attempt to get into this game ended up working out because of this, it made the combat feel a lot more in line with what I actually wanted. So… at least they got around to it eventually, I guess? It feels like a positive bellweather at least.

    I personally was thrilled by the golden path puzzle stuff and all the little twists and reveals leading up to it, as well as figuring out how to decode the in-game language– but then I’m not much of a puzzle gamer, and I think I just get a lot of delight from “oh shit that was hiding in plain sight all along???” type stuff

    I’m now kind of curious how you feel about Undertale, a story-centric game that absolutely does not need to be as difficult as it is and yet somehow for some reason has no difficulty slider. It’s always bugged me a lot the way the difficulty makes it so hard to recommend to most people who don’t play games much.

  • Anonymous

    I’ve just found this, and have no idea who you are, but a few takeaways:

    -You may have been mislead as to the nature of Dark Souls games, how: the combat is not *just* brutal and punishing, but made easier by the willingness of the player to explore and pursue alternate routes, including countless hours spent grinding, breaking the game in any conceivable way, and min/maxxing for the slightest benefit. It is this sheer time investment that brings about my own dislike for these games (though not hatred).

    -Other reviews on steam for Tunic report stiff controls which may contribute needlessly to the difficulty of the game. Of course I have not played the game, and do not intend to, so I cannot attest to the veracity of such.

    -It is interesting how the example you give of a puzzle shoved directly into a combat game is near exactly what is reported in other negative reviews of Tunic(again from Steam, I have but one source).

    -Ah, easy mode. You would rather the developers of the game rework the entire game rather than provide the means to skip the portions you dislike vehemently. The creators of the game have a vision, and instead of throwing out that vision wholesale, they allow the player to fast-forward past undesirable sections of that vision. Is this not fair and equitable? Indeed, with enough effort, you could probably edit the code of the game, changing the boss hp from 6000 to 600 (or whatever it is), though depending on the complexity of the files involved this could be the equivalent of nails on a chalkboard (if that makes sense).

    No real point to this. Online interactions not rated by ESRB.

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