First Suikoden, now Dark Souls. What else will Himuro ruin?
I remember when they said this about dark souls 2
- bonfires galore
- extincting enemies
yup no change from DaS
I dunno Himu i think Borys is a legit hardcore gamer, but he is just trolling you with this thread
I beat Demon Souls too, but the game is not hard, just silly and trial and error if you want to play without a guide. Like getting a good weapon is not about skills but crazy shit no one would do on their own
I beat Demon Souls too, but the game is not hard, just silly and trial and error if you want to play without a guide. Like getting a good weapon is not about skills but crazy shit no one would do on their own
I remember when they said this about dark souls 2
- bonfires galore
- extincting enemies
yup no change from DaS
Note: Borys has not even played this game.
I remember when they said this about dark souls 2
- bonfires galore
- extincting enemies
yup no change from DaS
Note: Borys has not even played this game.
Note: Borys' points are true for Dork Souls 2, though.
I remember when they said this about dark souls 2
- bonfires galore
- extincting enemies
yup no change from DaS
Note: Borys has not even played this game.
Note: Borys' points are true for Dork Souls 2, though.
Note: People say that despite all of this, Dark Souls 2 has a harder beginning than Dark Souls 1, another game Borys has not played.
Ugh. Dark/Demon Souls forum arguments are the worst.
Ugh. Dark/Demon Souls forum arguments are the worst.
Dark Souls 2 was good. Not as good, but still good.
Anyway I played DaS for about 2 hours. It was impossible to continue @ 15 fps on my rig (no matter the resolution).
WTF @ Himuro's grinding his axe. We no longer FF8/FF12 bros?
Anyway I played DaS for about 2 hours. It was impossible to continue @ 15 fps on my rig (no matter the resolution). When I upgrade my PC (if) then I will start again. I liked what I saw, though.
But let's be real, if they want to sell 5M copies they have to make it easier and more accessible. That's how the market works.
Well I was not fine. Dead Space 1/2, CoD4/5/6, Force Unleashed 1&2, Fallout: New Vegas etc. all run fine but Dark Souls runs like shit. It's like it is locked to 15 FPS? Dunno what the problem was. I used Durante's tool to hax it and it was still 15 FPS all the time even when looking at the ground in the Asylum.
I was very frustrated when I experienced it, believe me. And I refuse to play this game on PS3 since I want to enjoy it in full 1080p glory (not possible with Demon's Souls).
Shoulda man up and buy a new PC but the money is going towards XBone next month.
And I know, I always hated and ridiculed guys that did not play a game yet posted about it and argued, but come on. I am reluctant to even buy DaS2 after seeing the video above. And I am not alone in this feeling based on the GAF thread about that video.
It's not for me but for my kids. Kinect 2.0 owns when you have children (my coworkers have kids + 360 with Kinect).
And I know, I always hated and ridiculed guys that did not play a game yet posted about it and argued, but come on. I am reluctant to even buy DaS2 after seeing the video above. And I am not alone in this feeling based on the GAF thread about that video.
oh and borys dont buy an xbone. You will never be able to play a single jrpg with that.
The idea of "truly perilous combat" was reiterate again and again during the presentation. Whereas the Souls series is known for its measured combat system – many players, myself included, spent a great deal of time behind a shield, sussing out the weaknesses of new opponents. Bloodborne definitely still has that aspect to its combat – more on that below – but there's a different flavour to the overall style. Miyazaki and his team want to draw players into something they're terming "mortal combat" and a "rally of deadly blows". Shields encourage tentative combat in some, and that safety has been removed.
Another way in which the player is being encouraged to be more daring is the ‘Regain System’. When you receive damage from your opponents, you have a limited period of time in which to get some of that health back by landing your own attacks. The window is brief and rewards the brave. When you’re low on health, you can choose to attack, and hope to win back some health in the process, or in a more traditional fashion, choose to retreat and use a health item.
It’s an interesting system, and one of the intentions is to make the game feel less punishing, even though the producers reiterated that the overall challenge of the Souls games will remain firmly in places.
“Miyazaki looks at the health gauge not as health. It’s your power of will to go on. And as that goes down you’re plunging into despair but in combat as you get hit. If you think about if you’re in that situation in real life, straight after it happens you can still get your hope back by landing your own attacks. But if you leave it for too long, you’re plunge into more and more despair. When your health reaches zero, that’s complete despair, but until that happens you’re still alive, and you can still go on and get your hope back. And it’s that hope and despair and power of will combined. He just doesn’t see a health gauge and that’s how it’s implemented in Bloodborne.”
There’s a red gauge denoting health in the top left-hand corner of the screen, with a green bar directly below measuring your stamina. Business as usual. Both are joined on the left hand side by a blood stain containing a number (if you’ve played Dark Souls, it looks roughly equivalent the number of hard humanity). This is now your number of health items, which is permanently equipped and separated from other consumables. The assumption is that you’re always going to be in dire need of health so it’s always mapped to the triangle button.
But there’s a secondary motivation behind this change and it’s to encourage players to explore and experiment with other items, which are now displayed directly below the stamina bar. One example shown was throwing oil onto enemies followed by a flaming torch – the oil increases the enemies flammability and the overall damage inflicted.
Transformable weapons potentially support up to three move sets, adding even greater depth and sophistication. They can also be used in different ways, such as transforming one mid-combo can how an interesting side-effect – it might stagger an enemy or knock an important item out of their hand. There’s also the ability to charge up certain weapons for more powerful attacks. The amount of ‘regain’ will also vary between weapons. So there's lot of need concepts and combinations to consider and experiment with.
And while attacking options might be expanding, Yamagiwa reiterated that Bloodborne won't be an “exaggerated hack and slash game". Practice and experience are indispensable. As always, you need to learn situation and master your weapons.