I wanted to throw in my opinion on this discussion about grinding. Cherokee, you said that grinding in an RPG is basically an auto pilot mode task? You also said you can name a million games that doesn't include grinding. Well realistically, I can name a game in every genre that does include grinding. It seems we share a similar mentality on the definition of "grind", but I feel that it can be applied to way more games than one might think. And wouldn't you want an RPG where you couldn't put it in auto pilot? In CoDMW you grind multiplayer to get ranks and unlock more features. Some could argue that during this process a person gets better by playing more or they replay maps that grant them a large amount of score. A well designed game would have its "grind" benefit the players in outer ways, and not just on a backend in game way. The players gain familiarity, skill, reflexes, experience, etc. The player would gain any of those while their in game persona would gain levels / unlocks, etc. In Wipeout HD you grind Loyalty to unlock "trophy" features. In WoW you grind in PvP, levels, quests, just about anything. Devil May Cry you grind for orbs that are used for upgrades. In action games you could grind for gold or whatever item to get other items from a shop. Even in Sims you grind Happiness. The list can go on and on. Grind is a repetitive activity one can take to make achieve a goal or make a goal easier to achieve. Grind XP, Grind Orbs, Grind Reputation, grind whatever. It's still a grind. A game where you simply go through a linear path I do not consider a grind. For example, Killzone 2 single player.. you just go from one stage to the next. Even if you should die it is just a part of the game. You learn from your mistakes and try again (with no benefits, meaning the in game character does not change). That is not a grind, as the other person stated with Mirror's Edge. That is simply a lack of skill and experience which can be overcome by the player. In Demon's Souls you cannot set it on auto-pilot. The word "hardcore" has been used many times to describe it. You get lazy in this game and you die. You even die when you aren't lazy. It's that simple. You learn not to rush into situations thinking a health potion like in Diablo can save you. Hell, even upgrading all your gear can still mean death for you. It is not forgiving and some could say, not very player friendly for the reason that death takes a heavy toll and continuous death can be irreparable. What makes this game appeal is the fact that to best it, you must devote time and care into it. When you do, you'll see your character grow along with you, the player. If anyone wants reviews, simply check Metacritic or personal review blogs.
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