i for one am shocked that another installment in a highly successful series is coming
especially it being from soft, they never make sequels
especially it being from soft, they never make sequels
(http://i.imgur.com/sNGtp.gif)
I can't wait for Himu to not play this.
Dragons aren't exactly a new addition to Dark Souls.
Will there be a WiiU version
Will there be a WiiU version
Nope
Officially announced for PC, 360, and PS3.
http://www.famitsu.com/news/201212/08025317.html
can't wait for the dark souls 2 thread.
Shaka Khan posted,"Guys I'm stuck, help?" "Guys, a little feedback here?" "Guys, is this a good build?" "Guys, is my character cute?"
Will there be a WiiU version
Nope
Officially announced for PC, 360, and PS3.
http://www.famitsu.com/news/201212/08025317.html
PC fuck yeah
Tell me everything you guy know about Dragnet:
http://www.neogaf.com/forum/showpost.php?p=45189771&postcount=357
does he have any credibility?
Hopelessness, Despair, and Impending Doom Arrives With Dark Souls II
SAN JOSE, Calif. – December 7, 2012 – Leading video game publisher and developer NAMCO BANDAI Games America Inc. today proudly announces that the critically acclaimed Dark Souls™ saga marches forward with Dark Souls™ II, currently in development at FromSoftware in Tokyo, Japan. Dark Souls II will continue a legacy of goading its passionate fan base with unrelenting challenge and suffering that are considered a hallmark of the series; while presenting new devilishly devised obstacles for players to overcome. Dark Souls II will be available for the PlayStation®3 computer entertainment system, the Xbox 360® video game and entertainment system from Microsoft, and PCs.
Built upon the foundation established by Souls series creator and Dark Souls II Supervisor, Hidetaka Miyazaki with development helmed by FromSoftware Director Tomohiro Shibuya, Dark Souls II will feature a new hero, a new storyline, and an unfamiliar world for players to survive in while delivering its signature brand of unrelenting punishment that players hunger for. Epic battles with gruesome enemies and blood-thirsty bosses await adventurers as they traverse through a devastated world filled with death and despair; only those who are strong willed or cunning can survive this journey to achieve great glory. Players seeking to share their experience will discover a revamped server-based multiplayer mode that will put a distinct Dark Souls II twist on the concept of playing with others.
“Dark Souls II retains the core essence of Dark Souls while evolving to present new twists and challenges that are sure to please longtime fans and attract new comers to the series,” says Carlson Choi, Vice President of Marketing at NAMCO BANDAI Games America Inc. “FromSoftware is going to take a very dark path with Dark Souls II; players will need to look deep within themselves to see if they have the intestinal fortitude to embark on this journey.”
“This new chapter in the Dark Souls saga presents opportunities for us to drive innovation in gameplay design, develop an entirely new story, and expand the scope of the world in which the player interacts with the game. We have taken these necessary steps with Dark Souls II in order to evolve the overall experience of the Dark Souls series,” says Tomohiro Shibuya, FromSoftware Director on Dark Souls II. “The entire development team is striving to make Dark Souls II an experience that is fresh while not forsaking its roots in presenting players with challenging gameplay. Our goal is to surprise and delight our fans with new experiences and plot twists while enticing new players to join our dark journey.”
More details surrounding Dark Souls II will become available in the months leading to its release. Begin your Dark Souls II journey at www.DarkSoulsII.com or join the Dark Souls II conversation on Facebook at www.Facebook.com/DARKSOULS or follow us on Twitter at www.Twitter.com/Filthierich
not on WiiU fuck yeah
It's only supervised by Miyazaki, helmed by this other dude. Shit game confirmed.
There is only a teaser trailer and a press release. You're making something out of nothing.
Why would a Japanese company waste their time on a PC version? :P
Well that's good, I didn't think the average PC gamer is interested in Japanese games, nor are Japanese gamers interested in the PC.That's the good thing with having 50 million users. Even if only a small fraction are interested in niche games, they might still sell pretty well.
An eternal battle rages at the heart of Dark Souls II. On one side stands the stern force of challenge, the very soul of the Souls series. It has inspired thousands of fans to hack their way through two of the most demanding and rewarding games of an era, fans who expect at least the same test on the next go around. On the other side is the bright promise of accessibility. And why not? Why shouldn’t FromSoftware and Namco Bandai open Souls up to a wider audience when it could otherwise be in danger of becoming stuck in a cult cul-de-sac?
There are many, after all, who have been put off by the series’ habit of obscuring its best assets from all but the most committed. Entire systems, such as Dark Souls’ covenants and Demon’s Souls’ World Tendency, remain mysteries to even reasonably experienced players – wouldn’t it be a service to the games to help everyone understand them better? On the other hand, isn’t the very nature of the Souls series about obfuscation and what it makes you work for? Aren’t its greatest pleasures about the slow crawl of discovery in a world that refuses easy interpretation? What would the series lose if it was made more explicit?
As we find out in issue 249, the answers to these questions are in the hands of game directors new to the Souls series, Tomohiro Shibuya and Yui Tanimura, who have taken the reins from Hidetaka Miyazaki. Their descriptions of how they intend to mould Dark Souls II into a more approachable form seem reasonable. But Shibuya admits that their approach will be influenced by their individual characters. “I personally am the sort of person who likes to be more direct than subtle,” he tells us. “[Dark Souls II] will be more straightforward and more understandable.” We sympathise if that sort of statement concerns you, but at the same time, we can surely agree that we would all like to see Dark Souls attain as great a presence as The Elder Scrolls. How it gets there is a worthy matter for debate, but it’s certainly a noble task.
Also, Shaka is a cheating slag.
you mean after they made the game babby friendly.
non-stacking curse :piss2
(http://i.imgur.com/KFTbS.jpg)
"I got about 20 hours into Dark Souls when it came out before the old ball and chain put the kibosh on it. I'd play late at night, but she'd still get mad that I personally enjoyed something that couldn't be enjoyed by the whole family. I resisted at first, but then my dinners started tasting worse and worse and my laundry sat out dirty for much longer than usual, so I stopped. When I heard about Dark Souls II being more accessible and easy, I was glad that From Software made the compromise for me. Now the family and I can all enjoy Dark Souls together."
(http://i.imgur.com/CgG5H.jpg)
"In my normal, every day life, I play a tough alpha male, which is reinforced by the constant validation of my peers and the fact that I get to fuck dumb drunk bitches after our weekly binge drinking contests. When I found out about the existence of a video game that only allowed me to progress based on my merits as a player, I thought that was gay as shit. It's not that I don't want to get better, but isn't it easier and funner to get better with killstreaks and other icons popping up on screen for every action you perform? Makes you feel totally bad ass. I really hope the new Dark Souls combines the constant positive feedback of CoD, the easy combat and platforming of Assassin's Creed, and the illusory RPG mechanics of Skyrim."
(http://i.imgur.com/D4G5f.jpg)
"OMG, I totally love Dark Souls II. It's like...my favorite game. I totally cosplayed as Maneater Mildred at the last anime con. If you want to see more, please send donations to my paypal account and don't forget to leave a nice note--who knows, you may be the one I write back to ;) "
(http://i.imgur.com/Mjb8b.jpg)
"That backstabber perk is fuckin' RAW yo, I fuck bitch noob jewniggaz up with that shit"
(http://i.imgur.com/KFGnL.jpg)
"WHAT THE FUCK IS THIS SHIT THEY FUCKIN RUINED MY FAVORITE GAME FOR A BUNCH OF PIECE OF SHIT CASUAL MOTHERFUCKERS FUCKING HATE EVERYTHING I'M GONNA PUT A FLAMING BAG OF SHIT ON FROM SOFTWARE'S DOORSTEP EVERY FUCKING NIGHT AFTER I MOVE TO JAPAN"
(http://i.imgur.com/JP2yL.jpg)
"Though just a few hardcore older fans (like 2 or 3 angry basement dwellers on the internet) may not like the new direction Dark Souls II has taken, I applaud From Software's daring experiment in refinement. The epic QTEs, easy combos, auto-guard, and wonderful cut scenes added to break up the action and add extra exposition all really work well here. The needless and convoluted alignment systems have been replaced by a simple good/evil dialogue tree system, straight out of Bioware's playbook. The cumbersome crafting system has been refined as well--simply press start and select the merchant option to buy newer and better swords and armor at any time and any place. The generous drop system always makes sure you have enough gold to buy an overpowered sword. What's that, you say? Gold? Yes, the "souls" of past games have been replaced by a currency that actually makes sense, which you get to keep when you die. Speaking of which, gone is the intimidating "You Died" screen, in favor of simply reviving your character right in place any time your energy bar is drained out. This advancement is very welcome--it's not 1987 anymore, we don't need arbitrary game over screens. It just doesn't get much more visceral and cinematic than this. 9.6457/10 "
Promise me you'll never bitch about anything else.
No, since they plugged the ridiculous dagon-head exploit. :lol :shh
But non-stacking curses were in from the first patch bro. Since before I started playing. Did you catch it?
I can't play Dark Souls because GFWL is shitting up and won't launch on Windows 8.
This is exactly what I'm feeling right now.
(http://i.imgur.com/KFGnL.jpg)
"WHAT THE FUCK IS THIS SHIT THEY FUCKIN RUINED MY FAVORITE GAME FOR A BUNCH OF PIECE OF SHIT CASUAL MOTHERFUCKERS FUCKING HATE EVERYTHING I'M GONNA PUT A FLAMING BAG OF SHIT ON FROM SOFTWARE'S DOORSTEP EVERY FUCKING NIGHT AFTER I MOVE TO JAPAN"
Im going to get the latest dsfix
Enjoy your 30 fps and shit fidelity
Enjoy your 30 fps and shit fidelity
it adds to the realism. of course you wouldn't understand this.
I run Dark Souls at 60 FPS. :smug
60 fps is always good.
i would think so, but the game is built around 30fps, right?
real talk-- is 60fps good? I played at 30fps...partially out of laziness/not wanting to fuck with settings and partially cause I didn't want to hurt my Demon's Souls playthrough. Can you use it online?
real talk-- is 60fps good? I played at 30fps...partially out of laziness/not wanting to fuck with settings and partially cause I didn't want to hurt my Demon's Souls playthrough. Can you use it online?
From what I've read, the mod for Dark Souls gives you twice as much time to parry and stuff like that, because it effectively extends the time it would accept the input. I don't know if that's been fixed.
But so far I can not say anything about sequels. I am sorry but it is uncertain whether I can get involved in the next sequel yet. I would also like to avoid giving confusion by saying something wrong at this stage.I wonder what happened.
First screen, scanned from Edge...Wait, that's just a reused map from the first Dark Souls :maf
(http://i.minus.com/iNEqLdgXfDlxq.jpg)
First screen, scanned from Edge...
(http://i.minus.com/iNEqLdgXfDlxq.jpg)
-This the article source for the infamous "we want the skyrim audience" quote. To be perfectly clear, even though this was already known, this quote is from the writers of the article and not From Software.
-Huge leap in graphical quality. The game is compared to Watch Dogs and Star Wars 1313. Dynamic lighting and smoother animations all around.
-Hidetake Miyazaki, the director for Dark/Demon's souls, will not be directing the game and will only be lightly involved in the production. To be perfectly honest it basically seems like his name is there to be there- his involvement is mostly about getting the project started and occasionally checking in on it.
-The unknown nature of the games came from Miyazaki's interest in western fantasy/mythology and his relative inability to read the English text as a child, leaving him to fill in the blanks.
-Miyazaki was disappointed about having to patch Dark Souls, saying that they pushed the game out without being 100% complete. Dark Souls II will be complete when it launches.
-Server based PVP is back (yay!)
-The information about the directors for the game is worrying. Information is unclear whether or not Miyazaki willingly stepped down from the director's chair. Namco calls is a "company decision" and has this disturbing anecdote to share:
"For the IP to evolve and provide a new experience within the Dark Souls world the new wind from directors Shibuya and Tanimura is key to providing players with a brand new Dark Souls experience. In order to maintain expectations and satisfaction and the rewards players experience this was the time to bring in new characteristics and tastes of the directors for the series to continue evolving."
That **** sounds worrying to me. I could just be paranoid since this is one of the last bastions of hardcore gaming being released, but it sounds too much like PR bull ****.
-Miyazaki is working on a new game he can't talk about.
-Miyazaki is disappointed he doesn't have a greater role in Dark Souls II
-The Graphics are shockingly close to the trailer's quality
-According to Shibuya, one of the co-directors, the player's ability to parse meaning from subtle hints or clues will determine the difficulty of the game and the challenges that are there to experience.
-The map is roughly the same size, but has more content and more "areas of interest".
-The notion that Dark Souls needs to evolve was "common". Edge says not to expect a minor update.
-In designing map areas, the main concept was to create areas that had not been in either game.
-Talks of implementing a system that will let you reveal the clues you've learned over the course of the game (wut?)
-Shibuya talks about "limiting players options for the early portion of the game, making it simpler to understand new concepts. Then, after a certain amount of time has elapsed, they will suddenly experience the true dark souls experience".
Bandai-Namco top brass saw people complaining about lack of accessibility of Dark Souls and considered it a failure on Miyazaki's part. As a result, they demoted him, put him in an office in the basement, and told him to "please understand." Then they got some young new guy who will do anything they say to make a Dark Souls sequel that is more like Skyrim, so they can hit their 10 million copies sold projection.
Nothing sweeter than nerds secret cows getting touched.Looking forward to meltdowns.
Just release it with a normal mode and a Real Niccas Only mode for the hardcore. Problem solved
Just release it with a normal mode and a Real Niccas Only mode for the hardcore. Problem solved
Here's the first part with Miyazaki. I'll work on the rest of the interview a bit later:
4Gamer:
Miyazaki-san, I was very surprised to hear that you won’t be directly involved in the development of Dark Souls II.
Miyazaki:
That’s correct. Shibuya is working as the director for Dark Souls II. He’s worked on the Another Century’s Episode series--most recently R.
4Gamer:
With that being so, what’s going to happen to you?
Miyazaki:
Saying “what’s going to happen” makes it sound like a big deal (laughs). My official title is still “supervisor.”
4Gamer:
With Dark Souls really being your series—having developed Demon’s Souls and Dark Souls—I think a lot of fans are going to feel uneasy about your separating from it.
Miyazaki:
Hmm, I wonder…
Well, either way, I don’t think anyone needs to feel uneasy in that sense. The director—Shibuya—is far more experienced than me as a developer, and he understands the idea and delicate nuance of Dark Souls, so I think it’s OK to trust him.
4Gamer:
Why did you step away from the development of Dark Souls II in the first place?
Miyazaki:
That decision came from the company.
When it comes to Dark Souls, I have a lot of affection towards it and things to gain from it. Being so attached to the title, it would be a lie if I were to say I’m not a bit sad.
4Gamer:
Of course.
Miyazaki:
However, I don’t look negatively at the decision to change directors. While I hesitate to say this myself, I think that Dark Souls, as a game base, has immense potential, and a change in directors will give it a chance to be released from narrow frame or limitations that I imposed upon it. As someone who created the game base of Dark Souls, I would really like to see what that potential is.
At the same time, I’m also working as director on another project, so there’s that.
4Gamer:
Really? That’s some pretty huge news. Is it OK to put that in article?
Miyazaki:
Well, I don’t mind. It would be weird if I said I wasn't working on anything. With that said, we’re not at the point where I can speak to specifics about the project, and this interview is about Dark Souls II, so let’s leave it at that.
4Gamer:
OK. So, going back to Dark Souls II, you said that your title on the project is “supervisor.” What exactly does this role involve?
Miyazaki:
There are two main parts to the role. The first is deciding the more broad direction for Dark Souls II.
4Gamer:
So, kind of like a producer?
Miyazaki:
It’s a little different. In terms of a producer’s job, it’s more like I did only the first part. Frankly, what I did was make decisions about things that would be easier if I just decided them on my own. Things like making sure our budget is enough, and what our development schedule will be like, including testing. When it comes to things that are a bit closer to players, I decided that we should have our own game servers this time, and that we shouldn't sell individual items or weapons as DLC—stuff like that.
4Gamer:
What’s the other main part to your role?
Miyazaki:
It’s overall supervision, although I don’t like how important that makes me sound.
That involves making sure that I convey things like the core game mechanics that I feel should not be taken out of a sequel to Dark Souls, as well as what we (the development team of the previous title) learned from working on the game, and the many points that we felt could be improved. Also, if I feel things are getting a bit off course, I explain the concept again, and ask the team to consider making adjustments. In reality, there have already been a quite a few cases where I've done such things, and depending on the situation, I may need to re-think the boundaries of “supervisor” role.
4Gamer:
So rather than giving direct instructions, you’re in a more indirect role?
Miyazaki:
I don’t intend to interfere more than necessary. I think, in the end, a game should be created under a director’s coherent vision, and you end up getting better results when that happens. I mentioned core game mechanics earlier, and I think there are many elements that can be fixed, improved, or adjusted in that area. When it comes to the feel of the world, the story, and the artwork, all of that is rather subjective, and comes down to individual sense, so I try to keep my mouth shut as much as possible.
As I said before, Shibuya is a very experienced developer with many projects under his belt, and honestly not a whole lot of supervision is required, nor do I think it’s desired.
4Gamer:
However, is there no worry that, when the creator changes, the direction of the game and core elements might deviate?
Miyazaki:
In general, I understand the concern.
However, when it comes to Dark Souls, so many people in the media and so many of our players have given us very passionate and amazing reviews and impressions, as well as criticism and complaints, and the majority of these are all kind of pointing in the same direction. From a creator’s perspective, this makes Dark souls a very fortunate and rare title, indeed.
All of these things will prove to be valuable assets in ensuring that the direction and core elements of Dark Souls II don’t get off track, and with that in mind, I hope everyone will put their trust in the new director and the development team.
So, with that said, I think it would be good for Shibuya to get a chance to talk directly. I don’t want to inconvenience him and his team any more by just saying whatever comes to my mind (laughs).
Sorry for the delay. I had to step out for a while. Here's the middle part of the interview with Shibuya. I'll translate the final part where Miyazaki rejoins the interview a bit later.
4Gamer:
We just spoke with Miyazaki-san about how you came to be the director of Dark Souls II.
Shibuya:
Yes. Thanks for having me here today.
4Gamer:
I heard that you are quite the veteran director within From Software. What have you worked on lately?
Shibuya:
Most recently I led the development of our new graphics engine, and worked on testing out new middleware. Before that I worked as a director on series such as Another Century’s Episode.
4Gamer:
A new graphics engine! Does that mean Dark Souls II will be using it?
Shibuya:
Yes. Separate from Dark Souls II’s development, engine research and development had been ongoing. We knew that, in order to more seriously set our eyes on the global market, we would have to improve our graphics, so the decision to implement a new engine was made.
4Gamer:
The graphics engine from Dark Souls was too old, then?
Shibuya:
That’s not what I meant. We used the same engine for Demon’s Souls and Dark Souls, but we decided to change the feel of the graphics [for Dark Souls II], so what’s why we decided to change the engine.
4Gamer:
I see. And since you came from that background, that’s why you were chosen as the director this time?
Shibuya:
With Dark Souls II, we need to face new technical challenges, so in that sense, perhaps I fit the role since I was working on the new graphics engine.
4Gamer:
In any case, with a new engine, is it safe to assume that the graphics will be greatly improved?
Shibuya:
I think the shading and lighting tech will allow us to create a more natural atmosphere, and we have a lot more expressive capabilities when it comes to the characters and monsters.
4Gamer:
Is the development team the same as that of Dark Souls?
Shibuya:
It would be more accurate to call it a “hybrid team.” Of course some of the team members worked on Dark Souls, but we also brought in a lot of highly capable members.
4Gamer:
I’d like to talk more about Dark Souls II. Is there any connection to the original in terms of the feel of the world?
Shibuya:
It’s not a sequel in terms of story, but that doesn’t mean the feel of the world is completely different. The game is set in the same world as the previous title, but the story takes place in a different location and with different humans (players).
4Gamer:
Might we expect to see some characters returning from the previous game?
Shibuya:
I can’t go into details about that, so I’ll leave it up to your imagination for now.
4Gamer:
Can we expect any changes in direction, such as making the game world a more wide open field?
Shibuya:
In regards to the map, we plan on adhering to the style established in Dark Souls (where the world is split up into areas). We aren’t really considering making it more of an open-world style.
4Gamer:
Miyazaki-san said that he’s leaving the overall concept up to you. Can you talk about the overall direction of the game?
Shibuya:
Dark Souls is a title that already has a very large fan base, so first and foremost, I think it’s important to make sure we don’t let those players down. As such, we don’t plan on changing the framework for Dark Souls II. On the contrary, we are focusing on really highlighting the best parts of the previous game and going in that direction. The concept is to give the game a major upgrade while leaving the good parts of Dark Souls as-is.
4Gamer:
Is there anything you are you focusing on in particular.
Shibuya:
It’s really hard for me to put it into words, but one aspect is the visual scene and atmosphere of each location. I really want to give those things more depth. Above all, what I want to do most is to incorporate a lot of “ideas that utilize the player’s attentiveness.”
4Gamer:
What are some examples of that?
Shibuya:
For example, if the player sees blood flowing towards them, they’ll think “what is this blood?” “Where is it coming from?” Situations like that. I want to create more situations that bring about doubt in the player—make them think “why?”—or give them a sense of foreboding death wherever they go. I want to focus on creating really elaborate environments that may look like nothing special at first, but may contain paths for players who are look closely enough.
4Gamer:
In Demon’s Souls and Dark Souls there were situations where you could see some treasure up ahead, but knew that there was something wrong or dangerous. Do you mean to improve how situations like those are staged?
Shibuya:
By using visuals, movement and sound, I hope to create situations and scenes like that.
4Gamer:
Should I interpret that as “increasing the sense of exploration?” I feel like I may be getting it wrong, so I want to ask.
Shibuya:
It’s a little different. When you say “increase the sense of exploration,” some people may interpret that as “oh, so the map got bigger,” or “the map got more complex, then,” but what I’m talking about is more about the elaborate creation of localized or individual environments and scenes.
4Gamer:
Could you give me an example that makes it easy to imagine?
Shibuya:
Let’s see. For example, say there’s a well. An enemy might jump out of it, or if you take a look inside, you might find treasure. When the player finds a well they’ve never seen before, they’ll stop to take a look at the well and think “I wonder which it will be this time.” That’s the kind of situation I’m imagining. By making the player more aware of the well, I want them to use their imagination and think about it. That’s the kind of thing I really want to work on in Dark Souls II.
4Gamer:
Whenever I hear talk about “intentions to make a blockbuster” or “focusing on the global market,” I usually think that developers are going to steer in the direction of something like God of War or Call of Duty and make really bombastic and straightforward productions, but hearing you talk today, it sounds like the areas you’re focusing on are much more subdued, and, if anything, that’s what makes it sound interesting.
Shibuya:
With games today, you’re really able to express anything you want. That can be a good thing, but it can also spoil the fun of making players think for themselves. We want to continue providing that kind of fun (the fun of imagination), so that’s one of the concepts this time around.
4Gamer:
What about the content volume this time around? Is it going to be increased dramatically?
Shibuya:
We don’t plan on increasing the volume by a large amount from the previous title. It will probably increase somewhat, though. The time it takes to complete the game will probably be about the same as that of the previous title. I plan on spending most of our resources on creating more elaborate scenes and situations as I discussed a moment ago.
4Gamer:
The focus is on quality over quantity, then?
Shibuya:
That’s right. I think part of the allure is the “sense of adventure.” I really want to convey the feeling of advancing one step at a time and groping your way forward.
4Gamer:
You spoke about already having a large fan base, but how are you planning to adjust the difficult in Dark Souls II? To be honest, I can’t help but think that the needs of your existing fans and that of new players might be conflicting.
Shibuya:
Just as you say, it’s a difficult proposition. That’s why we plan on making the early parts of the game comparatively less difficult to ease new players in, and then at a certain point, we’ll tell them “this is where the real game begins.”
4Gamer:
So, a “The real Demon’s Souls starts here.” type of thing?
Shibuya:
Exactly. In reality, I’m sure we’ll get quite a few new players with Dark Souls II, but existing players will probably represent the majority, so we need to make sure we satisfy their needs.
4Gamer:
Speaking of which, Miyazaki-san said that you will run dedicated servers to support the online system for the game. Will multiplayer aspects be a focus in Dark Souls II?
Shibuya:
Yes. At the center we have the gameplay of a strong standalone game, and from there we focus our efforts on adding online elements and multiplayer elements that utilize the dedicated servers.
4Gamer:
In terms of online elements, in previous titles you had the blood stain system, the messaging system, and the concept of “loose connections.” Do you plan to change the direction at all for Dark Souls II?
Shibuya:
We plan to retain those concepts and expand upon them, too.
4Gamer:
I see. Allow me to get off topic for a moment. Is there anything you’re into right now outside of games?
Shibuya:
Recently, I’ve really been enjoying the western drama series called The Walking Dead (laughs). There’s a certain indescribable sorrow to it that I really like…
4Gamer:
Yeah, The Walking Dead is great. I think there’s something about zombie stuff that really stimulates a kind of fundamental emotion in humans. I feel that Dark Souls may also have something in common with that.
Shibuya:
I’m not really paying attention to the survival or action aspects of The Walking Dead. I’m more focused on the transition of the characters’ thoughts and feelings, and how scenes are shown when people get taken. At certain intervals, there are these really tense moments woven into the otherwise ordinary story, and seeing them play out, I can’t help but think “this is really well done.”
4Gamer:
How far have you made it into the show?
Shibuya:
I’ve watched up until the end of Season 2. There are so many heartrending scenes. I’m really enjoying it… Anyway, enough about The Walking Dead.
4Gamer:
Sorry. The reason I asked is that I wanted to know a little bit about what kind of things you think are important when creating something. I feel like a creator’s perspective on things is often reflected in what they make.
Shibuya:
To speak on that point, we had “feeling of loneliness” and “despair” as keywords for Dark Souls, and in the sequel I plan to add “sorrow” (note: “setsunai” is the word used in Japanese that can mean “sorrow,” “sadness,” “heartache,” or even “bittersweet,” etc. depending on the context) as one of the keywords.
4Gamer:
I’m having trouble imagining what you mean.
Shibuya:
For example, the kind of sorrow that is conveyed by the subtle scenery, or the sense of sorrow that that wells up after defeating something… That’s the kind of thing I want to include in the game.
4Gamer:
Are you talking about how to create new experiences or stimulate new emotions?
Shibuya:
That’s right. When playing Dark Souls, one of the experiences was to feel that sense of loneliness or despair.
In Dark Souls II, those aspects will definitely be there, too, but if that’s all we had we wouldn’t be able to create new experiences. That’s why when we create Dark Souls II, it’s our job to figure out what kind of new experiences and emotions we can put into the game.
4Gamer:
In that respect, it’s often said that Demon’s Souls and Dark Souls sold well because of the word-of-mouth it received, but the word-of-mouth surrounding those games was really unique and interesting.
Shibuya:
What do you mean by that?
4Gamer:
How can I say this… The word-of-mouth surrounding Demon’s Souls and Dark Souls was all about each player’s personal experience. For example, where the player died, or where they fell into a trap, or where they gave up… It wasn’t about the story, or whether the game was fun or boring. I feel like everyone was talking directly about their experiences with the game.
Shibuya:
I see. I think that’s actually very important.
4Gamer:
With Dark Souls II, you plan to have a lot of “sorrowful” experiences in the game, then?
Shibuya:
Yes. Also, one other concept of Dark Souls II is that of “time.” (note: the word he’s using—“刻toki”—is probably more accurately described as “a specific moment in time.”)
4Gamer:
Oh. What’s an example of that?
Shibuya:
Umm… (while eyeing the PR representative in the room) it looks like I can’t actually talk about that, so let’s just say that “time” is one of the keywords (laughs).
i for one am shocked that another installment in a highly successful series is coming
especially it being from soft, they never make sequels
I never got the whole Dark Souls thing. I'd rather play Bayonetta, DMC, or NG.
One of the things I don't get is why people concerned about the difficulty of an RPG that already has so many ways to mitigate most of it's challenge? It's not like this is some hardcore pure shoot em up, action, or fighting game?
Would you guys care if the game played more like Skyrim if it still looked like a Souls game?
Started player PTDE and the game keeps fucking bringing me back to the start menu every time my internet cuts out and I can't seem to find an offline mode choice. DS2 better fucking drop windows live and fix shit like this.
How do you start it up in offline mode though?
Personally I think the difficulty of Dark Souls is extremely overstated. If you compare it to games of this era, it certainly lacks the trademark "leading-the-player-by-their-nose" aspect and allows you the freedom to discover what the game has to offer on your terms. However, a lot of the challenge is only there to reinforce the feeling of reward when you overcome an obstacle. I haven't played much of the Elder Scrolls games, but my brief interaction with them tells me those games aren't about earning rewards as a player at all. The combat is about as lifeless and braindead as it gets in video games, but that's fine because Bethesda's design focus is clearly based on creating a vibrant and vast world for the player to sink into.Thanks for your answer. It's certainly more difficult, punishing, and balanced than a game like Skyrim.
How do you start it up in offline mode though?
but not connecting to windows live. It said: "youre not connected to windows live, so the game will start in offline mode"
One of the things I don't get is why people concerned about the difficulty of an RPG that already has so many ways to mitigate most of it's challenge? It's not like this is some hardcore pure shoot em up, action, or fighting game?
Would you guys care if the game played more like Skyrim if it still looked like a Souls game?
Started player PTDE and the game keeps fucking bringing me back to the start menu every time my internet cuts out and I can't seem to find an offline mode choice. DS2 better fucking drop windows live and fix shit like this.
I'm am already hard.
(http://assets1.ignimgs.com/2013/04/09/darksoulsii-ignjpg-a8ffb3_800w.jpg)I'm am already hard.
Pics please.
Chances of this being more action/skill based and less RPG?
Chances of this being more action/skill based and less RPG?
During the bridge scene, I had a brief few seconds of fear that a fucking QTE would start.
Looks fucking awesome, of course. When is this shit out? This year?
i liked dark souls,i've even 1000/1000 but in the end all i could remember was frustation at the game cheapest moment and somehow even though i'm pretty sure i will play this and like it even,i find it hard to muster any sort of excitement...Which moment was that?
i liked dark souls,i've even 1000/1000 but in the end all i could remember was frustation at the game cheapest moment and somehow even though i'm pretty sure i will play this and like it even,i find it hard to muster any sort of excitement...Which moment was that?
Though that is the best boss name, like, ever.
meh combat.
The only boss that really got me cheesed was the one you basically just have to run away from to kill. Never would have figured that out without looking it up.
DS2 looks really incredible, and still difficult like it's supposed to be.meh combat.
It's the same basic combat as in the first two games in the series [i.e. not meh at all].
Doesn't look babbified.
I beat ceaseless discharge using that glitch; no clue know how to legit beat him. Also couldn't beat Ornstein and Smough alone. But capra demon was the boss I got angriest at, or gaping dragon.
Not really sure what you're talking about in terms of RPGness. There isn't really any.
Ornstein and Smough weren't cheap, but you could tell the first time you fought them that you would be there for a long, long while.
The run up to them really compounds the whole thing though. fuck that one archer inside the cathedral
Ornstein and Smough weren't cheap, but you could tell the first time you fought them that you would be there for a long, long while.
The run up to them really compounds the whole thing though. fuck that one archer inside the cathedral
I beat ceaseless discharge using that glitch; no clue know how to legit beat him. Also couldn't beat Ornstein and Smough alone. But capra demon was the boss I got angriest at, or gaping dragon.
number 3 would be that bit in anor londo with the tiny sidewalks and the jerk shooting arrows at you,i once died because i swinged my sword to hit one of those jerk,the sword bounced from the wall and the character ricocheted from the sidewalk into the void below,i've fallen to my death more times in dark souls than in all the mario games combined :birdman
oh also there is the thing,i cheated to get past that,i glitched my int to high enough so that i could cast the invisibility spell and then used that to get past,that's how truly soul enraging the whole thing was
I beat ceaseless discharge using that glitch; no clue know how to legit beat him. Also couldn't beat Ornstein and Smough alone. But capra demon was the boss I got angriest at, or gaping dragon.
Are you guys sure it was a glitch?
I beat ceaseless discharge using that glitch; no clue know how to legit beat him. Also couldn't beat Ornstein and Smough alone. But capra demon was the boss I got angriest at, or gaping dragon.
Are you guys sure it was a glitch?
Back in 2011 it was referred to as a glitch. If people know better these days, trust their word.
Is there a hardcore mode in this game (you die, your character dies permanently)?
Is there a hardcore mode in this game (you die, your character dies permanently)?
if you are playing the game online there is a chance for other player to come in and kill you,i'm pretty sure if someone ever made a game where a random jerk can delete all your progress,the rage amount would be so huge it would become a new source of renewable energy,trust me,the last thing this game need is an ironman mode
Is there a hardcore mode in this game (you die, your character dies permanently)?
if you are playing the game online there is a chance for other player to come in and kill you,i'm pretty sure if someone ever made a game where a random jerk can delete all your progress,the rage amount would be so huge it would become a new source of renewable energy,trust me,the last thing this game need is an ironman mode
Why so casual? Turn off online mode.
:lol thats how it is for me. ever corner is "please god, let there be no enemies right here."
also my computer is pretty good but the game runs like complete ass with the fix. is this normal?
Good news (http://www.destructoid.com/dark-souls-pc-was-half-assed-admits-director-tanimura-251392.phtml).
"This time, because we are considering the PC from the beginning, you can be sure there will be more care put into PC development."
My issue with gender specific armor is that it doesn't provide any room for changes or any type flexibility in general. What if my character stop identifies as their gender midway through? The games doesn't and won't allow drops to suddenly match their identity. That's another issue with games altogether (i.e. ability of changing genders and features at the beginning of the game only).
# of people who will have issue with Boob Armor = 1
# of people who will have issue with Boob Armor = 1
this is how uguu creeps into your games but yall dont even care
# of people who will have issue with Boob Armor = 1
this is how uguu creeps into your games but yall dont even care
So, allgamesbeta posted some concept art for this game, as well as an E3 advertisement that seems to imply the game will be releasing in March 2014. The lot can be found here. (http://www.allgamesbeta.com/2013/06/dark-souls-ii-leaked-concept-art.html)
Now, I don't want to sound like some crazy radical feminist, but typically if anything features "boob armor", I will avoid it. The sheer concept of such a thing is so idiotic that I'm not going to detail its stupidity in this post. Instead I'll just show you how, according to these concepts, Dark Souls 2 will feature it (despite being refreshingly unisex with nearly all the armor in the first game), and that pretty much guarantees that From has lost my money on this one.
[ /img]http://i.minus.com/iz2zIInfZWC41.jpg[/img]
she even has heels ::)
welp
Dark Souls director: 'Dark Souls got a half-assed PC port' (http://www.shacknews.com/article/78672/dark-souls-pc-was-half-assed-but-dark-souls-2)
:lol
AUTHENTIC CLOTCH GAME MAP
for way too much money
March 14, 2014* *On PS3 and Xbox 360, PC release date to be announced.I know what this means :fbm
“We’re still working on what options we allow players to have in order for players to customize the spec of the PC version. Our goal is to release the PC version in the same window,” he said.from vg247 (http://www.vg247.com/2013/09/19/dark-souls-2-ps3-xbox-360-release-date-set-pc-to-follow/)
“For the PC version we’re simply saying March – we’re trying our best for PC and console. The reason we can’t announce the specific date is we’re working on more options on how to make the PC version optimal.”
Is it Steamworks this time?
DumbsCool guys like you better stick to the PS3 version, then.
Throw that shit PC off your front window to thecanalbay where the ferryfromto the UK goes.
It takes like two minutes to set up DSFix...
It takes like two minutes to set up DSFix...
Oh I got it setup, but it displays on a quarter of the screen.
###############################################################################
# Graphics Options
###############################################################################
# internal rendering resolution of the game
# higher values will decrease performance
renderWidth 1920
renderHeight 1080
# The display width/height
# 0 means use the same resolution as renderWidth/Height
# (use for downscaling - if in doubt, leave at 0)
presentWidth 0
presentHeight 0
############# Anti Aliasing
# AA toggle and quality setting
# 0 = off (best performance, worst IQ)
# 1 = low
# 2 = medium
# 3 = high
# 4 = ultra (worst performance, best IQ)
aaQuality 3 (turn this to 1 or 2 for your laptop I guess)
# AA type
# either "SMAA" or "FXAA"
aaType SMAA
############# Ambient Occlusion
# Enable and set the strength of the SSAO effect (all 3 settings have the same performance impact!)
# 0 = off
# 1 = low
# 2 = medium
# 3 = high
ssaoStrength 0
# Set SSAO scale
# 1 = high quality (default)
# 2 = lower quality, lower impact on performance
# 3 = lowest quality, lowest impact on performance
ssaoScale 1
# Determine the type of AO used
# "VSSAO" = Volumetric SSAO (default, suggested)
# "HBAO" = Horizon-Based Ambient Occlusion
# "SCAO" = VSSAO + HBAO
# VSSAO and HBAO types have a different effect and similar performance
# SCAO combines both, with a higher performance impact
ssaoType VSSAO
############# Depth of field
# Depth of Field resolution override, possible values:
# 0 = no change from default (DoF pyramid starts at 512x360)
# 540 = DoF pyramid starts at 960x540
# 810 = DoF pyramid starts at 1440x810
# 1080 = DoF pyramid starts at 1920x1080
# 2160 = DoF pyramid starts at 3840x2160
# higher values will decrease performance
# do NOT set this to the same value as your vertical rendering resolution!
dofOverrideResolution 540
# Depth of Field scaling override (NOT RECOMMENDED)
# 0 = DoF scaling enabled (default, recommended)
# 1 = DoF scaling disabled (sharper, worse performance, not as originally intended)
disableDofScaling 0
# Depth of field additional blur
# allows you to use high DoF resolutions and still get the originally intended effect
# suggested values:
# o (off) at default DoF resolution
# 0 or 1 at 540 DoF resolution
# 1 or 2 above that
# 3 or 4 at 2160 DoF resolution (if you're running a 680+)
dofBlurAmount 1
############# Framerate
# Enable variable framerate (up to 60)
# NOTE:
# - this requires in-memory modification of game code, and may get you banned from GFWL
# - there may be unintended side-effects in terms of gameplay
# - you need a very powerful system (especially CPU) in order to maintain 60 FPS
# - in some instances, collision detection may fail. Avoid sliding down ladders
# Use this at your own risk!
# 0 = no changes to game code
# 1 = unlock the frame rate
unlockFPS 0
# FPS limit, only used with unlocked framerate
# do not set this much higher than 60, this will lead to various issues with the engine
FPSlimit 60
# FPS threshold
# DSfix will dynamically disable AA if your framerate drops below this value
# and re-enable it once it has normalized (with a bit of hysteresis thresholding)
FPSthreshold 28
############# Filtering
# texture filtering override
# 0 = no change
# 1 = enable some bilinear filtering (use only if you need it!)
# 2 = full AF override (may degrade performance)
# if in doubt, leave this at 0
filteringOverride 0
###############################################################################
# HUD options
###############################################################################
# Enable HUD modifications
# 0 = off (default) - none of the options below will do anything!
# 1 = on
enableHudMod 0
# Remove the weapon icons from the HUD
# (you can see which weapons you have equipped from your character model)
enableMinimalHud 1
# Scale down HuD, examples:
# 1.0 = original scale
# 0.75 = 75% of the original size
hudScaleFactor 0.75
# Set opacity for different elements of the HUD
# 1.0 = fully opaque
# 0.0 = fully transparent
# Top left: health bars, stamina bar, humanity counter, status indicators
hudTopLeftOpacity 0.8f
# Bottom left: item indicators & counts
hudBottomLeftOpacity 0.75f
# Bottom right: soul count
hudBottomRightOpacity 0.5f
###############################################################################
# Window & Mouse Cursor Options
###############################################################################
# borderless fullscreen mode
# make sure to select windowed mode in the game settings for this to work!
# 0 = disable
# 1 = enable
borderlessFullscreen 0
# disable cursor at startup
# 0 = no change
# 1 = off at start
disableCursor 0
# capture cursor (do not allow it to leave the window)
# 0 = don't capture
# 1 = capture
# (this also works if the cursor is not visible)
captureCursor 0
###############################################################################
# Save Game Backup Options
###############################################################################
# enables save game backups
# 0 = no backups
# 1 = backups enabled
# backups are stored in the save folder, as "[timestamp]_[original name].bak"
enableBackups 0
# backup interval in seconds (1500 = 25 minutes)
# (minimum setting 600)
backupInterval 1500
# maximum amount of backups, older ones will be deleted
maxBackups 10
###############################################################################
# Texture Override Options
###############################################################################
# enables texture dumping
# you *only* need this if you want to create your own override textures
# textures will be dumped to "dsfix\tex_override\[hash].tga"
enableTextureDumping 0
# enables texture override
# textures in "dsfix\tex_override\[hash].png" will replace the corresponding originals
# will cause a small slowdown during texture loading!
enableTextureOverride 1 (use for PS3 button replacements over the 360's turn to 0 if you aren't using that)
###############################################################################
# Other Options
###############################################################################
# skip the intro logos
# this should now be slightly more stable, but should still be
# the first thing to disable in case you experience any problems
skipIntro 0 (you can turn this on if you want)
# change the screenshot directory
# default: . (current directory)
# example: C:\Users\Peter\Pictures
# directory must exist!
screenshotDir .
# override the in-game language
# none = no override
# en-GB = English, fr = French, it = Italian, de = German, es = Spanish
# ko = Korean, zh-tw = Chinese, pl = Polish, ru = Russian
# this does not work in Windows XP!
overrideLanguage none
# Dinput dll chaining
# if you want to use another dinput8.dll wrapper together
# with DSfix, rename it (e.g. "dinputwrapper.dll") and put the new name here
dinput8dllWrapper none
# dsmfix.dll
# D3D adapter override
# -1 = no override
# N = use adapter N
# this setting is for multiple (non-SLI/crossfire) GPUs
# everyone else should leave it at -1
d3dAdapterOverride -1
# Log level - 0 to 11, higher numbers mean more logging
# only enable for debugging
logLevel 0
###############################################################################
# The settings below are not yet ready to use!!
###############################################################################
# You can only set either forceFullscreen or forceWindowed (or neither)
# 0 = off, 1 = on
forceWindowed 0
forceFullscreen 0
# turn on/off Vsync
enableVsync 0
# adjust display refresh rate in fullscreen mode - this is NOT linked to FPS!
fullscreenHz 60
I did thatspoiler (click to show/hide)my laptop just doesnt cut it for this, it runs BF3 fine though ???[close]
I did thatspoiler (click to show/hide)my laptop just doesnt cut it for this, it runs BF3 fine though ???[close]
I did thatspoiler (click to show/hide)my laptop just doesnt cut it for this, it runs BF3 fine though ???[close]
Typical PC using filthperson can't actually use the device they champion, news at 11. Best stick to your Fisher Price See N' Say and Tonka Trucks.
I have the game shrinkwrapped. Need to beat Demon's first then it's Dark's :hyper