The Dancer of the Frigid Valley's attacks are probably some of the most beautifully graceful things I've ever seen. I need it in my life.
[QUOTE=Skipcast;48575378][img]http://u.rtag.me/s/dM2hteB.png[/img]
10/10 filming[/QUOTE]
It could be a worse. It could be a Wii game and the idiot cameramen could be spending literally half the video with the camera pointed at the person's fucking hands.
The people who record gameplay footage at places like E3 are some of the dumbest people in existence. Remember the video with the guy holding the 3D glasses in front of the camera? That guy wasn't an outlier.
[QUOTE=RIPBILLYMAYS;48575296]The game seems a bit faster than DS1, I love it[/QUOTE]
It's clear they added BB elements in there with the faster paced gameplay, a similar trick weapon system where you can attack and change your stance at the same time, even the estus flask is faster.
Next time, don't attach the camera to the head of a narcoleptic who's constantly about to doze off. Just a small suggestion!
Looks like Michael Bay's planning to make a Dark Souls film, and he's there taking some notes with the shaky cam guy.
Jokes aside, I can see a combination of Dark Souls and Bloodborne in the combat. Fast paced, quick to swing, and instant backstabs along with use of the shield and a medium dodge roll.
looking good
i loved bloodborne but after doing a full-complete of the game i just didnt feel very much need to try out any more content/chalice dungeons/pvp
there just wasnt that much variety in the game compared to the previous souls series and types of builds you could make, which stopped me from fucking around on it as long as i did in DS2
It's a shame the gameplay is relatively the same.
Why fix what isn't broken
The fast movement looks weird on the knight.
Looks like they once again completely missed the ball on what made Dark Souls 1's appealing. The brown/orange mix just doesn't work. The old blue/green European tinge from Lordran was great.
[QUOTE=ZombieDawgs;48580110]Looks like they once again completely missed the ball on what made Dark Souls 1's appealing. The brown/orange mix just doesn't work. The old blue/green European tinge from Lordran was great.[/QUOTE]
If you took a tiny peek at what's going on in DS3's world you'll find a very good explanation for the colors.
I remember reading that this has a 30fps lock on the PC too. Is this true?
People said that about DS2 on old gen and it had an unlocked frame rate when it released. It seems you'll have to wait closer to release to get an answer.
I'm just glad Miyazaki is on board again, DS2 while a good game suffered from his absence it felt like.
[QUOTE=ZombieDawgs;48580110]Looks like they once again completely missed the ball on what made Dark Souls 1's appealing. The brown/orange mix just doesn't work. The old blue/green European tinge from Lordran was great.[/QUOTE]
I disagree. The problem with Dark Souls 2 wasn't really the colours it was that something was off about its atmosphere. From what I can grasp from these videos it looks like they've been able to get it back in line with the atmosphere from the original game so I'm hoping the game won't disappoint.
[QUOTE=Darth Ninja;48580363]I disagree. The problem with Dark Souls 2 wasn't really the colours it was that something was off about its atmosphere. From what I can grasp from these videos it looks like they've been able to get it back in line with the atmosphere from the original game so I'm hoping the game won't disappoint.[/QUOTE]
In Dark Souls 1, I felt like I was going on a goddamn adventure.
In Dark Souls 2, I felt like I was going through levels. The ability to teleport off the bat really took away from the immersion and the fact that the areas positions in relation to the overworld made no sense also kinda ruined it. Dark Souls 1 truly felt like a fleshed out world, with an odd calm atmosphere to it, whereas with 2 I felt like I was just playing the game part of Dark Souls. The level design and feel was not nearly as grandiose, interesting, or paced well. Going from the standard castle area that is undead burg to a massive lost woods-esque area into the depths and beyond (and being forced to walk and appreciate how far you've come) until finally reaching the massive Anor Londo was exciting and awe inspiring. With Dark Souls 2, all I ever felt was, "okay, I killed this boss, now let's get through here." The levels felt small and independent, and so on.
Best thing about DS1 for me was that generally if you could see something really awesome looking in the distance, you would eventually end up there. The realisation that Demon Ruins, Lost Izalith and Tomb of Giants were all visible from each other was mindblowing.
Never had that with DS2.
Also Drangleic was built up to be this awe-inspiring place fit for a king, and then you get there and it's just dark and rainy and looks like shit. Complete opposite of Anor Londo.
IIRC DS2 was originally supposed to be a really big open world but the executives didn't like it, so it was greatly cut back. This is probably why the maps feel like a bunch of levels stitched together rather than a cohesive world.
[QUOTE=Jimesu_Evil;48580991]Best thing about DS1 for me was that generally if you could see something really awesome looking in the distance, you would eventually end up there. The realisation that Demon Ruins, Lost Izalith and Tomb of Giants were all visible from each other was mindblowing.
Never had that with DS2.
Also Drangleic was built up to be this awe-inspiring place fit for a king, and then you get there and it's just dark and rainy and looks like shit. Complete opposite of Anor Londo.[/QUOTE]
Yeah I remember playing Dark Souls and thinking about how well the entire world came together with areas transitioning well and everything. Then playing Dark Souls 2 about halfway through I was standing in Majula trying to figure out in my head how it all came together.
[QUOTE=Darth Ninja;48581089]Yeah I remember playing Dark Souls and thinking about how well the entire world came together with areas transitioning well and everything. Then playing Dark Souls 2 about halfway through I was standing in Majula trying to figure out in my head how it all came together.[/QUOTE]
Dark Souls 2: what is verticality Edition
[QUOTE=Darth Ninja;48581089]Yeah I remember playing Dark Souls and thinking about how well the entire world came together with areas transitioning well and everything. Then playing Dark Souls 2 about halfway through I was standing in Majula trying to figure out in my head how it all came together.[/QUOTE]
In Dark Souls 2 stuff overlaps and doesn't make sense in general.
[url]http://imgur.com/a/Nbo0o[/url]
[QUOTE=Darth Ninja;48581089]Yeah I remember playing Dark Souls and thinking about how well the entire world came together with areas transitioning well and everything. Then playing Dark Souls 2 about halfway through I was standing in Majula trying to figure out in my head how it all came together.[/QUOTE]
It confused me when you go from Earthen Peak and take an elevator from a windmill [B]UP[/B] to Iron Keep. It just doesn't make any sense.
I don't think it is supposed to make sense. One of the premises of Dark Souls is the warping of time, so maybe space as well. I don't think it's too far-fetched to think those elevators and paths were built specifically because those spots bent space and closed large distances.
[QUOTE=MaverickIB;48583464]I don't think it is supposed to make sense. One of the premises of Dark Souls is the warping of time, so maybe space as well. I don't think it's too far-fetched to think those elevators and paths were built specifically because those spots bent space and closed large distances.[/QUOTE]
This is the exact same logic as going "BUT TIME IS CONVOLUTED" at every plothole in the first game. It's completely retarded from a design standpoint and it kills any sense of scale no matter what they're trying to convey. It's just bad design.
[QUOTE=MaverickIB;48583464]I don't think it is supposed to make sense. One of the premises of Dark Souls is the warping of time, so maybe space as well. I don't think it's too far-fetched to think those elevators and paths were built specifically because those spots bent space and closed large distances.[/QUOTE]
Time-warpage in the series is usually pretty obvious though, like the Giant memories and the Summon Signs. Having basically reality break from going from a poison windmill up into leagues upon leagues of lava fields is too hamfisted and poorly designed to really be able to use that excuse.
[QUOTE=Bokito;48583501]This is the exact same logic as going "BUT TIME IS CONVOLUTED" at every plothole in the first game. It's completely retarded from a design standpoint and it kills any sense of scale no matter what they're trying to convey. It's just bad design.[/QUOTE]
I agree it killed the sense of scale, I just don't think it's that much of a stretch for stuff like that to exist in the universe. Doesn't make it any less of a shit design choice though.
that first boss looks eerie as hell, it always keeps head tracking you and turning to face you mid swing.
great animation team
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