Author Topic: Dark Souls 2  (Read 19069 times)

0 Members and 1 Guest are viewing this topic.

Great Rumbler

  • Dab on the sinners
  • Global Moderator
Re: Dark Souls 2
« Reply #120 on: December 15, 2012, 10:05:07 AM »
This is all your fault, Maxy, I will never forgive you.
dog

Don Flamenco

  • FootDiFootDiFootDive
  • Senior Member
Re: Dark Souls 2
« Reply #121 on: December 15, 2012, 10:53:34 AM »
Nothing sweeter than nerds secret cows getting touched.Looking forward to meltdowns.



YOU SHUT THE FUCK UP AND GO BACK TO YOUR CALL OF DUTY, YOU STUPID CASUAL BRO.  MIYAZAKI-SAN'S BLOOD IS ON YOUR HANDS, MOTHERFUCKER,  YOUR HANDS!!!!!


GOD I HATE THIS FUCKING GAME, I'M GONNA PETITION THE FUCK OUT OF IT AND I MIGHT JUST PIRATE IT OUT OF SPITE INSTEAD AND--oh wait what?  Gwyndolin statue comes with the LE?!!!  I'm not made of stone -- DAY 1 GET HYPE HYPE HYPE STFU HATERS  :hurr

Raban

  • Senior Member
Re: Dark Souls 2
« Reply #122 on: December 15, 2012, 02:57:03 PM »
I know y'all are joking on here, but going into the GAF thread about this article is like a sad, old joke being told over and over. I woke up this morning to that story and didn't have nearly the same negative impression people are having there. I'm sad to see Miyazaki didn't necessarily want to leave the series, but I'm sure he's working something fantastic.

As far as Dark Souls 2 itself, it sounds like it will be a fine game but we really know nothing right now. The concept of chariot riding enemies chasing after you when you sin sounds amazing, and the idea of different weather (not even dynamic, but just areas with weather effects) is cool, and adding more varied landscapes like misty shores and whatnot sounds great. I don't think this new director, nor Namco, wants to ruin the goodwill they've established with this series.

It's been said before, but From Software's concept of "straightforward" and "understandable" probably isn't anything like say, Crystal Dynamics'. They've been doing this for far too long to suddenly flip the script in this regard, with or without Miyazaki.
« Last Edit: December 15, 2012, 05:17:51 PM by Raban »

Don Flamenco

  • FootDiFootDiFootDive
  • Senior Member
Re: Dark Souls 2
« Reply #123 on: December 15, 2012, 03:09:58 PM »
the PR talk is ringing all kinds of warning bells in my head and I could see Namco thinking they can exponentially grow the popularity of the series by throwing in some casual bullshit/simplifications.  but yeah, gotta actually see it and get impressions.  Regardless, it's a day 1 game for me.  I'd want to see for myself how their different take works out.   Just like I wanted to see for myself how fucked up NG3 was.

If anything, I'm guessing it'll feel a bit more casual and some major system changes will happen.  But as long as the combat remains the same, I'm happy.

Shaka Khan

  • Leather Jihadist
  • Senior Member
Dark Souls 2
« Reply #124 on: December 15, 2012, 03:29:16 PM »
Oh man, that's heartbreaking news. It sounds like they're trying to turn the game into something it's not. Why couldn't they fucking create a new game instead of ruining one of few unique IPs to come out of this generation?

That part about the mysteriousness of the game being inspired by a young Miyazaki not being able to read English makes so much sense. So touching too :'(

Also, imma cut that fucker maxy. Bitch stfu before I cut you.
Unzip

Phoenix Dark

  • I got no game it's just some bitches understand my story
  • Senior Member
Re: Dark Souls 2
« Reply #125 on: December 16, 2012, 05:07:53 AM »
Just release it with a normal mode and a Real Niccas Only mode for the hardcore. Problem solved
010

Great Rumbler

  • Dab on the sinners
  • Global Moderator
Re: Dark Souls 2
« Reply #126 on: December 16, 2012, 12:36:29 PM »
Just release it with a normal mode and a Real Niccas Only mode for the hardcore. Problem solved

This.
dog

cool breeze

  • Senior Member
Re: Dark Souls 2
« Reply #127 on: December 16, 2012, 01:10:18 PM »
Just release it with a normal mode and a Real Niccas Only mode for the hardcore. Problem solved

I'm all for difficulty options and whatnot, but I don't think it's that simple for Dark Souls unless you're running separate servers for each individual difficulty level, which would have its own issues.  Multiplayer is as much part of the experience as single player.

I'll admit that I got past Ornstein and Smough by calling on some friendly phantoms to assist me in the fight.  Maybe stress that part if they have to.  Or something like God Hand's difficulty with a stronger link between humanity, difficulty, and rewards.  Basically, the better you are, the harder the game gets, and the greater the rewards for overcoming those challenges.  Make it so hollow form is the easy mode or something.  Dark Souls already buffed hollow form in a bad way compared to Demon's Souls.  Take it a step further, but also incentivise humanity collection.  The other thing people complain about are the checkpoint locations.  That's another important part of the game, but Dark Souls already made it more accessible than Demon's Souls was.

Anyway, it's too early to say anything about Dark Souls 2 yet.  If it's not 'Dark Souls but more' and still a good game for other reasons, I'm fine with that.  I didn't think Dark Souls 2 was a thing about a week ago, so, nothing lost.  And the guy behind the last two is working on a new project, and who knows, maybe that will be as exciting as Demon's Souls was. 

naff

  • someday you feed on a tree frog
  • Senior Member
Re: Dark Souls 2
« Reply #128 on: December 16, 2012, 05:12:48 PM »
I don't like the idea of adding separate difficulty settings, although JDevs often do difficulty settings well unlike Western devs it still worries me slightly. Dark Souls nailed it for wider appeal by making hollow form have no downsides apart from being unable to summon or be invaded, though I much preferred how Demon's Souls handled it because it emphasized progressing to the next boss and pushed you to try PvP while making human form feel like a proper reward. I imagine DS 2 will water it down even further but it'll probably be the right decision as far as getting a wider audience goes though a more in depth optional tutorial would probably do a better job than changing a mechanic that new players aren't even familiar with. Also hoping they make PvP a lot less convoluted, I loved the simplicity of Demon's Souls.
◕‿◕

Raban

  • Senior Member
Re: Dark Souls 2
« Reply #129 on: December 23, 2012, 12:02:15 AM »
For those who haven't seen the thread on GAF, an interview with 4gamer is in the process of being translated by the very awesome Zefah. Those are links to the actual posts, and here's the text within if you're too cool to click on stuff.
Quote
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).

Quote
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 realize that's a lot of tiny text to read through so I bolded some of the more important parts.

Suffice to say, I'm wetting myself with excitement. Not only do we have a new director that clearly understands what brought people to Dark Souls in the first place (and kept them there), but I'm still very curious to see Miyazaki's next project. I'm very into the idea of him taking a crack at King's Field, but we'll just have to wait and see :hyper

Don Flamenco

  • FootDiFootDiFootDive
  • Senior Member
Re: Dark Souls 2
« Reply #130 on: December 23, 2012, 12:51:55 AM »
LOL TL;DR

doomed

jk sounds reassuring

The Sceneman

  • Did my wife send you?
  • Senior Member
Re: Dark Souls 2
« Reply #131 on: December 23, 2012, 02:02:14 AM »
Interview was a good read, cant fuckin wait!
#1

Shaka Khan

  • Leather Jihadist
  • Senior Member
Dark Souls 2
« Reply #132 on: December 23, 2012, 02:49:41 AM »
I've never heard of FromSoftware's Another Century Episode. Does the fact that Shibuya helmed those ACE projects suppose to reassure me?
Unzip

Raban

  • Senior Member
Re: Dark Souls 2
« Reply #133 on: December 23, 2012, 06:11:52 AM »
No, but the fact that Shibuya's had more game development experience could.

I think the way the game industry is, I can't fault you for wanting to remain skeptical until we actually get a good look at this game. However, it wouldn't really make sense for FromSoftware to just up and abandon the approach they've stuck to for the past two decades. Their legacy is paved with hardcore RPGs, anyone at From surely knows this. People are acting like this is the first time From has produced a sequel to a critically/commercially acclaimed game, and all I have to say to that is
i for one am shocked that another installment in a highly successful series is coming

especially it being from soft, they never make sequels

mjemirzian

  • Member
Re: Dark Souls 2
« Reply #134 on: December 23, 2012, 11:30:37 AM »
I never got the whole Dark Souls thing. I'd rather play Bayonetta, DMC, or NG.

archie4208

  • Senior Member
Re: Dark Souls 2
« Reply #135 on: December 23, 2012, 11:44:09 AM »
I never got the whole Dark Souls thing. I'd rather play Bayonetta, DMC, or NG.

Totally different genres.

DS is closer to old school Zelda games where there is an emphasis on exploration and figuring out your surroundings.

Cerveza mas fina

  • I don't care for Islam tbqh
  • filler
Re: Dark Souls 2
« Reply #136 on: December 23, 2012, 11:55:22 AM »
Uhm yeah ds is not the same genre as those games.

mjemirzian

  • Member
Re: Dark Souls 2
« Reply #137 on: December 23, 2012, 03:30:06 PM »
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?

Madrun Badrun

  • twin-anused mascot
  • Senior Member
Re: Dark Souls 2
« Reply #138 on: December 23, 2012, 03:35:59 PM »
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.

Raban

  • Senior Member
Re: Dark Souls 2
« Reply #139 on: December 23, 2012, 03:55:13 PM »
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?

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.

If you want a good analogy to frame the Souls games, and indeed any From RPG, think of it this way: There is a very purposeful design behind the two classic series, Castlevania and Mega Man. Generally speaking, the latter focuses on fast, responsive action while the former is about forcing you to proceed with caution and select your actions carefully. Both are good in their own way, despite being very similar on the surface. The same can be said of the Souls games and more typical action RPGs.

Whether or not you find something in the game to keep you enthralled for the, admittedly padded, ~70 hour length of the inital playthrough is a matter of your personal interest. For me, the way the story is told and the intricate demands that must be met to get even the smallest glimpses at more has kept me coming back for nearly 300 hours, and I can't forsee myself stopping any time soon.

SantaC

  • Senior Member
Re: Dark Souls 2
« Reply #140 on: December 23, 2012, 04:18:05 PM »
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.

huh I played PTDE on PC in offline mode just fine

Madrun Badrun

  • twin-anused mascot
  • Senior Member
Re: Dark Souls 2
« Reply #141 on: December 23, 2012, 04:44:01 PM »
How do you start it up in offline mode though?

SantaC

  • Senior Member
Re: Dark Souls 2
« Reply #142 on: December 23, 2012, 06:08:10 PM »
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"

mjemirzian

  • Member
Re: Dark Souls 2
« Reply #143 on: December 23, 2012, 06:19:11 PM »
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.

Madrun Badrun

  • twin-anused mascot
  • Senior Member
Re: Dark Souls 2
« Reply #144 on: December 23, 2012, 07:00:21 PM »
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"


then my save seems to be missing

Don Flamenco

  • FootDiFootDiFootDive
  • Senior Member
Re: Dark Souls 2
« Reply #145 on: December 23, 2012, 07:20:03 PM »
I think the overstated difficulty is a pretty bad thing.  It has good difficulty balance...you can break it if you want, but you still have to work for that.  Maybe if Souls games were acknowledged for being balanced instead of "punishingly harrrrrd," the bar of standards for game balance could get raised a bit. 


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?


if it played like skyrim I would not like it at all.  I don't play Souls games for long boring conversations with people talking in British accents, scaling enemies with simple attack patterns, glitchy combat, "good writing," or for any sandbox element.  I don't want 50 throwaway quests at a time vs. a difficult and substantial goal I've decided to take on myself at my leisure.  I prefer making decisions of what to do for myself based on what I know of the layout of the world, the spawns, my character's stats, skills, and gear.  I don't want to have to find the distinguished mentally-challenged looking fuck who tells me to go fetch ye olde magic dildo from the copy-paste cave. I also prefer a smaller world that's well designed over a big world with a bunch of bullshit in between the interesting spots.

Fuck the Skyrim hype train.

« Last Edit: December 23, 2012, 07:22:16 PM by Don Flamenco »

demi

  • cooler than willco
  • Administrator
Re: Dark Souls 2
« Reply #146 on: December 23, 2012, 07:42:50 PM »
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.

Maybe you should have just bought the Xbox/PS3 version instead... this is what happens whenyou play on PC.
fat

Madrun Badrun

  • twin-anused mascot
  • Senior Member
Re: Dark Souls 2
« Reply #147 on: December 23, 2012, 08:17:21 PM »
I have the 360 version.  :(

Raban

  • Senior Member
Re: Dark Souls 2
« Reply #148 on: April 09, 2013, 06:16:27 PM »


:hyper :hyper :hyper

Great Rumbler

  • Dab on the sinners
  • Global Moderator
Re: Dark Souls 2
« Reply #149 on: April 09, 2013, 06:31:54 PM »
Let's do this!
dog

Madrun Badrun

  • twin-anused mascot
  • Senior Member
Re: Dark Souls 2
« Reply #150 on: April 09, 2013, 06:32:20 PM »
I'm am already hard.

mjemirzian

  • Member
Re: Dark Souls 2
« Reply #151 on: April 09, 2013, 06:35:22 PM »
Inb4 grimdark Skyrim.

Steve Contra

  • Bought a lemon tree straight cash
  • Senior Member
Re: Dark Souls 2
« Reply #152 on: April 09, 2013, 06:46:20 PM »
omgomgomg
vin

Shaka Khan

  • Leather Jihadist
  • Senior Member
Re: Dark Souls 2
« Reply #153 on: April 09, 2013, 07:03:35 PM »
Unzip

Madrun Badrun

  • twin-anused mascot
  • Senior Member

Don Flamenco

  • FootDiFootDiFootDive
  • Senior Member
Re: Dark Souls 2
« Reply #155 on: April 10, 2013, 12:10:20 PM »
will not play unless they added detective mode

mjemirzian

  • Member
Re: Dark Souls 2
« Reply #156 on: April 10, 2013, 12:15:18 PM »
Chances of this being more action/skill based and less RPG?

demi

  • cooler than willco
  • Administrator
Re: Dark Souls 2
« Reply #157 on: April 10, 2013, 12:16:48 PM »
lol, still havent played the first yet. Maybe after I finish Doragon's Doguma
fat

Raban

  • Senior Member
Re: Dark Souls 2
« Reply #158 on: April 10, 2013, 01:38:11 PM »
Chances of this being more action/skill based and less RPG?

I'm pretty sure this already applies to the first Dark Souls.

D3RANG3D

  • The Bore's Like Bot
  • Senior Member
Re: Dark Souls 2
« Reply #159 on: April 10, 2013, 01:53:25 PM »
Chances of this being more action/skill based and less RPG?

It never was a RPG it's an Action/Metroidvania.

spoiler (click to show/hide)
I don't think TES4 or 5 are RPG's either.
[close]
« Last Edit: April 10, 2013, 02:00:30 PM by D3RANG3D »

Steve Contra

  • Bought a lemon tree straight cash
  • Senior Member
Re: Dark Souls 2
« Reply #160 on: April 10, 2013, 02:23:18 PM »
Yeah...rpg?
vin

Raban

  • Senior Member
Re: Dark Souls 2
« Reply #161 on: April 10, 2013, 02:43:06 PM »

cool breeze

  • Senior Member
« Last Edit: April 10, 2013, 03:18:10 PM by fryinghigh »

BobFromPikeCreek

  • Senior Member
Re: Dark Souls 2
« Reply #163 on: April 10, 2013, 03:23:41 PM »
Doesn't look babbified.
zzzzz

mjemirzian

  • Member
Re: Dark Souls 2
« Reply #164 on: April 10, 2013, 03:30:48 PM »
Nice atmosphere, meh combat. Might play it on PC if they add 60 fps and 1:1 mouse camera controls without hacks.

Madrun Badrun

  • twin-anused mascot
  • Senior Member
Re: Dark Souls 2
« Reply #165 on: April 10, 2013, 03:43:29 PM »
torches, good touch

Steve Contra

  • Bought a lemon tree straight cash
  • Senior Member
Re: Dark Souls 2
« Reply #166 on: April 10, 2013, 03:49:26 PM »
Looks fucking awesome, of course.  When is this shit out?  This year?
vin

Madrun Badrun

  • twin-anused mascot
  • Senior Member
Re: Dark Souls 2
« Reply #167 on: April 10, 2013, 03:49:54 PM »
Looks great

Don Flamenco

  • FootDiFootDiFootDive
  • Senior Member
Re: Dark Souls 2
« Reply #168 on: April 10, 2013, 03:53:29 PM »
welp, that's all i needed, not worried anymore.   goin' on black out

Loved:
--dark areas + torches
--enemies with defenses against backstabbing
--"one thing we are focusing on is the different types of deaths the player can experience" 
--that block key thing
--dragons everywhere
--the situation with the bridge
--deflecting projectiles (or not)

new guy redeemed

BobFromPikeCreek

  • Senior Member
Re: Dark Souls 2
« Reply #169 on: April 10, 2013, 04:00:27 PM »
The one hit axe to the face death was my "yep" moment.
zzzzz

Don Flamenco

  • FootDiFootDiFootDive
  • Senior Member
Re: Dark Souls 2
« Reply #170 on: April 10, 2013, 04:03:06 PM »
During the bridge scene, I had a brief few seconds of fear that a fucking QTE would start. 

magus

  • LIKES FF7
  • Senior Member
Re: Dark Souls 2
« Reply #171 on: April 10, 2013, 04:15:26 PM »
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...

During the bridge scene, I had a brief few seconds of fear that a fucking QTE would start. 

that video showed at least 3 different thing that insta-kill the player,one of which (the bridge) looked unavoidable in the first place... have we played so many babby game that we need this sort of stuff?
« Last Edit: April 10, 2013, 04:19:24 PM by magus »
<----

cool breeze

  • Senior Member
Re: Dark Souls 2
« Reply #172 on: April 10, 2013, 04:15:57 PM »
Gimping hollow form is the one thing I wish they would address.  Should be more like Demon's souls.

Looks fucking awesome, of course.  When is this shit out?  This year?

I think that's the plan unless it's delayed.

Steve Contra

  • Bought a lemon tree straight cash
  • Senior Member
Re: Dark Souls 2
« Reply #173 on: April 10, 2013, 04:20:46 PM »
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?
vin

Raban

  • Senior Member
Re: Dark Souls 2
« Reply #174 on: April 10, 2013, 04:21:18 PM »
:o :o :o :o :o not enough :o to properly express how :o I am after that footage

:bow From

magus

  • LIKES FF7
  • Senior Member
Re: Dark Souls 2
« Reply #175 on: April 10, 2013, 04:24:26 PM »
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?



the instant i see this video i don't feel like playing dark soul i feel like bursting a vein,shaking my fist and punching a kitten :maf
« Last Edit: April 10, 2013, 04:27:05 PM by magus »
<----

Steve Contra

  • Bought a lemon tree straight cash
  • Senior Member
Re: Dark Souls 2
« Reply #176 on: April 10, 2013, 04:37:21 PM »
Oh yeah.  Someone just told me to not even bother and just read a faq on how to get past that.  Fuck doing it otherwise.
vin

Don Flamenco

  • FootDiFootDiFootDive
  • Senior Member
Re: Dark Souls 2
« Reply #177 on: April 10, 2013, 04:41:27 PM »
i gave it about 5 tries without doing any damage before i looked it up.   It was still a bitch even after that.

Raban

  • Senior Member
Re: Dark Souls 2
« Reply #178 on: April 10, 2013, 04:41:43 PM »
Yeah... Bed of Chaos was definitely one of the weaker parts. Hopefully there won't be any bosses like that in 2.

I have to go on a media blackout for this game now, what they showed was just enough to win my heart.

BobFromPikeCreek

  • Senior Member
Re: Dark Souls 2
« Reply #179 on: April 10, 2013, 04:41:45 PM »
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.
zzzzz