That's good, I just hope he doesn't simplify the game too much for the newer people to the series. Hell I was confused as fuck when I played it but after I got into it and overcame the confusion, fucking amazing storyline and gameplay.
[Quote]There were a lot of hidden story elements that some players may not have caught before and I'm hoping to make some of that a little bit more clear or directly expressed to the player as well[/quote]
But I wanna listen to EpicNameBro talk about all those hidden story elements on youtube.
Better stay like the same Dark souls dammit. HARD
[QUOTE=TrannyAlert;38866144]That's good, I just hope he doesn't simplify the game too much for the newer people to the series. Hell I was confused as fuck when I played it but after I got into it and overcame the confusion, fucking amazing storyline and gameplay.[/QUOTE]
The hidden story, confusing gameplay and gameflow made the game more rewarding. I read a lot more about the game online, discussing hidden treasures and tactics on forums. Talking with my friends over the new stuff that we discovered, finding jawdropping information that I had never noticed before and many more. All these things made Dark Souls memorable to me. You actually get involved into everything. If they spill stuff right in your face and make it more clear, it might be easier for the player to understand it but it also reduces the satisfaction of discovering a new tactic or hidden path.
I am really optimistic about Dark Souls 2 but all these news are really showing that Dark Souls 2 will go for another route and certainly not the same one what made it so great.
Better PC port pls
[QUOTE=Fenriswolf;38866517]Better PC port pls[/QUOTE]
Really hoping Shibuya and the team will codevelop a PC version so it's not an upscaled unoptimized port. Without a mouse fix, mouse movement is translated to roughly equivalent steps of joystick pushing, as if you were rapidly pressing and releasing the joystick in one direction.
Not to mention the M+KB controls. You can get used to them, but they're hell of awkward to start with.
[QUOTE=Fenriswolf;38866517]Better PC port pls[/QUOTE]
Considering the amount of attention the Dark Souls port already got, I imagine they're going to put a lot of attention toward it. Perhaps the extra money they got from all the sales of it.
But I don't know how things work
I'm fine with good tutorials and stuff but "approachability" usually means "dumbing shit down" so I'm gonna keep an eye on this.
I wouldn't mind if the tutorial actually tells you things like how to pull off a parry + riposte and "holding the weapon with both hands makes you swing harder and do more damage" and other obscure helpful stuff you would normally figure out much later or have to look up, as long as it keeps with the tradition of immediately afterwards luring you into an innocuous room, locking the door behind you and making you fight something 5 times your size with little more than a bent dinner knife to defend yourself.
I hope the story is easier understand with whats going on in the immediate, I mean I had no idea what I was trying to achieve in Dark Souls until I got lord vessel, then my balls got rocked realizing I just completed like 50% of the game and that it wasnt the end.
But that was about 15 hours in, I wouldnt mind if the main story was a little more clear from the get go, but I still hope it makes it seem like you arent special or the hero, like how Dark Souls did it until you got the lord vessel.
They could do better with the tutorial, I really would not mind a proper tutorial on combat, like have the game FORCE you to do a parry and riposte and backstab at the start, those 3 things took me so long to figure out that I had to find a video on parry/riposte.
I hope it also keeps its insane amount of depth on whats going on in the backround and all that lore.
Demon Souls had a very good presentation with the story. You knew what your role was, and you were one among many who tried to make an impact. You had to plan your routes, draw up maps, and carefully plot your skill advancement and inventory.
If you want a bigger audience, that's fine, but to make the game more story focused is kind of a mistake. The minimalism story approach was good, since it let you figure things out like an explorer, not just have it be said to you.
Better explanation of the game mechanics was what dark souls needed. Have fun figuring all that shit out yourself without a wiki, it was a large distraction to the actual gameplay and it felt like the challenge of the game leaned a bit towards system knowledge rather than gameplay skill. Demon Souls felt simpler in those terms, kind of like a 3d hack and slash Castlevania 1, just more based on skill than stats and figuring out where to go.
i dislike this
i liked the mystery of the story in darksouls, and whenever something wasn't clear my mind filled it in
I thought the tutorial was rather well told in Dark Souls. You got introduced to each mechanic individually, all against unthreatening enemies leading up to a pretty strait forward boss. I'm a little worried what they might change. Maybe It'll be really subtle stuff like how the door wasn't too easy to see when you meet that boss first, but I'm really REALLY hoping we don't go from Megaman X esque teach you through hints system to a really groan inducing "Ok, now press forward on the left analog stick to move! Good job! Ok, now attack with R1! Good job!"
you're a fucking idiot if Dark Souls tutorial was too hard/vauge for you
[QUOTE=power-mad;38869757]I thought the tutorial was rather well told in Dark Souls. You got introduced to each mechanic individually, all against unthreatening enemies leading up to a pretty strait forward boss. I'm a little worried what they might change. Maybe It'll be really subtle stuff like how the door wasn't too easy to see when you meet that boss first, but I'm really REALLY hoping we don't go from Megaman X esque teach you through hints system to a really groan inducing "Ok, now press forward on the left analog stick to move! Good job! Ok, now attack with R1! Good job!"[/QUOTE]
I think the only thing they needed to do is maybe have some enemy, like maybe just a statue monster or something that blocked a door and the only way to kill him was to parry+riposte.
He wouldnt move, he would just do a slow and easily parried attack, thats all the game really needed.
[QUOTE=HoodedSniper;38869804]I think the only thing they needed to do is maybe have some enemy, like maybe just a statue monster or something that blocked a door and the only way to kill him was to parry+riposte.
He wouldnt move, he would just do a slow and easily parried attack, thats all the game really needed.[/QUOTE]
Maybe, but parrying never felt like a required talent in the first place, so it's not really relevant to a lot of characters. That's more something you should learn if you want to do it.
[QUOTE=power-mad;38869829]Maybe, but parrying never felt like a required talent in the first place, so it's not really relevant to a lot of characters. That's more something you should learn if you want to do it.[/QUOTE]
Parrying is pretty god damn important.
[QUOTE=HoodedSniper;38870318]Parrying is pretty god damn important.[/QUOTE]
Level strength to thirty four, get a 10+ shield and sif's soul, make Greatshield of Artorias and never let go of L1.
No need to parry when you never gonna get hit.
Dark Souls didn't have a tutorial, it had an easy area which told you the controls. It basically told you nothing else about the game. For example:
What are covenants?
What is humanity and being human?
Being invaded, summoning and the orange messages (although Solaire briefly touches of summoning)
What is an illusory wall?
The effects of dying
All the different status effects
I'm not saying these all should be explained in the opening tutorial, but they are all important things that the player should know. I agree that players should be left to experiment and figure out the combat system, but some things should be outright explained.
As for the story, I feel it does need to be a little more direct. While it's really cool that so much can be gleamed from the architecture and item descriptions, etc. the story probably passed most people completely by (Hence why people like EpicNameBro are necessary). What is actually currently happening and the goal of the player should be communicated more directly, which should do 2 things:
1. Everyone should have at least a basic idea of WTF is going on
2. By offering a slice of the story more directly, more players will become interested in the backstory, and will be given a reason to really try and analyze stuff more.
However, I guess most DK fans would disagree with my statements. I've never seen a community defend a game so fervently before, my ideas are probably like heresy.
I hope they don't make it easier.
Dark Souls was hard without being cheap
i really really disliked dark souls approach to story
i just want to know what the hell is going on, as much as i dislike demon's souls i think it did the story part better somewhat
[QUOTE=Mr. Scorpio;38870371]Level strength to thirty four, get a 10+ shield and sif's soul, make Greatshield of Artorias and never let go of L1.
No need to parry when you never gonna get hit.[/QUOTE]
Frankly, it's a very boring gameplay style.
[QUOTE=X-Neon;38870567]Dark Souls didn't have a tutorial, it had an easy area which told you the controls. It basically told you nothing else about the game. For example:
What are covenants?
What is humanity and being human?
Being invaded, summoning and the orange messages (although Solaire briefly touches of summoning)
What is an illusory wall?
The effects of dying
All the different status effects
I'm not saying these all should be explained in the opening tutorial, but they are all important things that the player should know. I agree that players should be left to experiment and figure out the combat system, but some things should be outright explained.
As for the story, I feel it does need to be a little more direct. While it's really cool that so much can be gleamed from the architecture and item descriptions, etc. the story probably passed most people completely by (Hence why people like EpicNameBro are necessary). What is actually currently happening and the goal of the player should be communicated more directly, which should do 2 things:
1. Everyone should have at least a basic idea of WTF is going on
2. By offering a slice of the story more directly, more players will become interested in the backstory, and will be given a reason to really try and analyze stuff more.
However, I guess most DK fans would disagree with my statements. I've never seen a community defend a game so fervently before, my ideas are probably like heresy.[/QUOTE]
See this is a fair list.
I had no idea the effects of covenants until I read them on wikipedia, for fuck sakes, the covenant I wanted to join ended up being permantantly locked (dark wraith) because I gave frampt the lord vessal.
Sorry I didnt know if I wanted to be in the dark wraiths I had to not give frampt, the giant snake guy who explained a shitload of stuff to me and specifically told me about the lord vessel and that I need to give it to him, would then disable kaathe, the guy who is pretty damn far in the game if its your first time, because who fought sif, got the ring, and then went straight to the 4 kings, beat them, all before talking to frampt.
[QUOTE=Paul McCartney;38868001]Demon Souls had a very good presentation with the story. You knew what your role was, and you were one among many who tried to make an impact. You had to plan your routes, draw up maps, and carefully plot your skill advancement and inventory.
If you want a bigger audience, that's fine, but to make the game more story focused is kind of a mistake. The minimalism story approach was good, since it let you figure things out like an explorer, not just have it be said to you.[/QUOTE]
I hope they will do it in the vein of Demon Souls, I must admit that your goals in Dark Souls are really obscure and told in a weird manner.
[QUOTE=HoodedSniper;38870318]Parrying is pretty god damn important.[/QUOTE]
My first character, which I beat the game with by the way, never parried anything important. I just 2 handed giant weapons throughout the game.
Maybe making the enemies a little more intelligent would help too. A lot of people really loved DS1's excruciating difficulty, and yeah I liked that it was a challenge, but most of the time it was only because enemies hit harder, even if it was unrealistic for them to do so, or could hit you from a long way away. I'm looking at the game from a playing perspective, not its whole "psychological life journey" thing people keep bringing up, and I think before, it was rightly difficult, but for the wrong reasons.
Instead of just making the enemies statistically tougher, it'd be great if they were instinctively, tactically tougher.
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