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Darker Souls: Prepare To Intestinal Fortitude Edition
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CubaLibre
the road lawyer


Joined: 02 Mar 2007
Location: Balmer

PostPosted: Thu Apr 11, 2013 12:39 am        Reply with quote

rye wrote:
I mean, can we really be that upset that this game has bonfires? The more that I think about it, Dark Souls was a special game. Games like that only come along so often.

I dunno, they made this one called Demon's Souls right before it that was pretty good. It didn't have any bonfires.
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glossolalia



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PostPosted: Thu Apr 11, 2013 12:50 am        Reply with quote

i think i quit my last playthrough of demon's souls the moment i felt compelled to farm for health. the estus flasks/bonfire system is a fantastic way to pace a fairly non-linear action game.

they seem to have the right philosophy about the level design and they're explicitly punishing cheap tactics from the first two games, so i'm not too worried.
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mauve



Joined: 07 Dec 2006

PostPosted: Thu Apr 11, 2013 12:54 am        Reply with quote

I never farmed for health in Demon's.

If you don't get hit, you don't need to heal! Also Adjudicator's + Regen ring cleaned up random nicks and bruises easily enough.
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Felix
unofficial repository


Joined: 04 Dec 2006
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PostPosted: Thu Apr 11, 2013 12:56 am        Reply with quote

would I be happier if this game were called Dragon Souls and it didn't have bonfires but otherwise continued the pattern of iterative design from Demon's -> Dark?

yes, of course, but they can still make that game, and Dark Souls was a huge enough success and terrific enough game that they're allowed to make a sequel as long as they do it right
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thestage
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Joined: 27 Sep 2011

PostPosted: Thu Apr 11, 2013 12:59 am        Reply with quote

glossolalia wrote:
i think i quit my last playthrough of demon's souls the moment i felt compelled to farm for health. the estus flasks/bonfire system is a fantastic way to pace a fairly non-linear action game.

they seem to have the right philosophy about the level design and they're explicitly punishing cheap tactics from the first two games, so i'm not too worried.


the estus system is better, but outside of like the first two levels you play you will be swimming in healing items in Demon's. like, almost all of them will cap out.
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Talbain



Joined: 14 Jan 2007

PostPosted: Thu Apr 11, 2013 2:15 am        Reply with quote

Most of my worries relate to the weirdness with health and stamina stuff, but I'm hoping it's just presentational. Seemed like he was blocking with the torch against those guys...
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analogos
bravely default crying fairy


Joined: 10 Jun 2007

PostPosted: Thu Apr 11, 2013 2:57 am        Reply with quote

Talbain wrote:
it's just presentational.
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remote



Joined: 11 Dec 2006

PostPosted: Thu Apr 11, 2013 3:01 am        Reply with quote

yeah, i wouldn't worry too much about any of this. i think it looks really good and await its release anxiously.

really can't wait to see more about starting classes, armors, weapons, pvp, covenants (?), etc.
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remote



Joined: 11 Dec 2006

PostPosted: Thu Apr 11, 2013 4:06 am        Reply with quote

apparently the healing item being used in the demo was something more like a divine blessing, which explains a lot

there will still be estus
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Felix
unofficial repository


Joined: 04 Dec 2006
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PostPosted: Thu Apr 11, 2013 4:16 am        Reply with quote

thestage wrote:
glossolalia wrote:
i think i quit my last playthrough of demon's souls the moment i felt compelled to farm for health. the estus flasks/bonfire system is a fantastic way to pace a fairly non-linear action game.

they seem to have the right philosophy about the level design and they're explicitly punishing cheap tactics from the first two games, so i'm not too worried.


the estus system is better, but outside of like the first two levels you play you will be swimming in healing items in Demon's. like, almost all of them will cap out.


yeah, pretty much they just hadn't thought this out the whole way yet. though it's still very possible to die a lot, obviously.
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mauve



Joined: 07 Dec 2006

PostPosted: Thu Apr 11, 2013 4:29 am        Reply with quote

remote wrote:
apparently the healing item being used in the demo was something more like a divine blessing, which explains a lot

there will still be estus


in other news, divine blessings are back.

fuck.
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remote



Joined: 11 Dec 2006

PostPosted: Thu Apr 11, 2013 4:32 am        Reply with quote

they were never even a thing until people figured out how to dupe items or had trainers, so

eh
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allensmithee
polyglamorous


Joined: 21 Apr 2011
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PostPosted: Thu Apr 11, 2013 4:38 am        Reply with quote

the thing that turns me on most about these games is the level design and environments, so theyre still kicking shell in heaps
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mauve



Joined: 07 Dec 2006

PostPosted: Thu Apr 11, 2013 4:50 am        Reply with quote

remote wrote:
they were never even a thing until people figured out how to dupe items or had trainers, so

eh


yeah. uh.

exactly.

maybe it'll be more like humanity which isn't really that much of a problem.
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remote



Joined: 11 Dec 2006

PostPosted: Thu Apr 11, 2013 4:53 am        Reply with quote

i mean i'm kind of hoping they'll go with steam instead of gfwl this time and hacking won't be rampant, but we'll see
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Talbain



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PostPosted: Thu Apr 11, 2013 5:25 am        Reply with quote

Well, if it is using GFWL their promotional materials don't indicate it.
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mauve



Joined: 07 Dec 2006

PostPosted: Thu Apr 11, 2013 5:47 am        Reply with quote

even the console versions had duping via bottomless box (two different ways). who needs hacking when you have glitches?

i have zero faith that people won't find something. just don't make items like that. they're either pointless or they're too good.
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Toptube
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Joined: 23 Apr 2007

PostPosted: Thu Apr 11, 2013 7:39 am        Reply with quote

Bennett wrote:
Some of the little effects look worse (lighting the fires, collecting souls) some look better


the game isn't even due out this year, so I expect the graphics will see a ton of small refinements.

Most immediately striking is the huge jump in texture quality and maybe more striking, much more dynamic lighting and shadows.
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Toptube
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PostPosted: Thu Apr 11, 2013 8:03 am        Reply with quote

thestage wrote:
glossolalia wrote:
i think i quit my last playthrough of demon's souls the moment i felt compelled to farm for health. the estus flasks/bonfire system is a fantastic way to pace a fairly non-linear action game.

they seem to have the right philosophy about the level design and they're explicitly punishing cheap tactics from the first two games, so i'm not too worried.


the estus system is better, but outside of like the first two levels you play you will be swimming in healing items in Demon's. like, almost all of them will cap out.


The estus system really isn't any better. You never really run out of healing, with the Estus. For the first 5th of the game, yeah you feel limited. But its the same in Demon's Souls. Both eventually feel limitless. Demon's Souls just seems more limitless, because it shows a bigger number on your screen.

What Dark Souls does better is limit the flow of items overall. To have a lot of extra for many of your items, you have to explicitly go farm them. Demon's Souls was a little all over the place in this respect.


------------------------------------


After watching these videos, any fears I had are gone. It looks like and gives the feeling of a Dark Souls expansion with graphics meant for PC. Its very familiar. I expect the graphics may get some large improvements over time. But I don't care if they don't. I had thought there would be a more impressive jump in visual quality, due to talk in some interviews.

its good enough, though. The engine is good enough and the artistic abilities of this team are in the absolute highest class.


*and with that note on art, I'm already noticing a focus on water and ocean.
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Iacus



Joined: 04 Dec 2006
Location: Stockholm

PostPosted: Thu Apr 11, 2013 9:02 am        Reply with quote

diplo wrote:
What I'm most concerned about in DS2 is the level design, so I'm curious how much of the original team has carried over. Not sure how anyone's making any judgments about the layouts yet, I guess.

If you notice the presentation during that first castle area, you'll see that for every path shown in the demo, there was at least one other path that appeared traversable. Like the wooden bridge near the second gate or the door before the dark area with the torches.

diplo wrote:

Iacus wrote:
I mean that every situation should have a way to escape/avoid it.


Well, uh... obviously? If a situation didn't have a way to escape/avoid it, the game would be unwinnable.

That's a bit simplistic. And it would only be true if every unescapàble situation resulted in failure (rather than a lesser setback) AND all situations absolutely had to occur in any given playthrough.
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Brooks



Joined: 08 Apr 2007
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PostPosted: Thu Apr 11, 2013 9:06 am        Reply with quote

Thanks for apparently not fucking this up yet From
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Iacus



Joined: 04 Dec 2006
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PostPosted: Thu Apr 11, 2013 9:12 am        Reply with quote

What was what people thought they were going to fuck up that the videos show otherwise?

Even withiut Miyazaki, it's still From. They own the game, they could have just copied the old code wholesale if they wanted to keep the old fans pleased.
I'm sure all the modifications to the mechanics have a purpose, and we don't know enough to say if those modifications will fuck up* the game yet.

*not to mention that what constitutes "fucking up" will likely be different for each player
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Toptube
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Joined: 23 Apr 2007

PostPosted: Thu Apr 11, 2013 10:23 am        Reply with quote

Iacus wrote:
What was what people thought they were going to fuck up that the videos show otherwise?

Even withiut Miyazaki, it's still From. They own the game, they could have just copied the old code wholesale if they wanted to keep the old fans pleased.
I'm sure all the modifications to the mechanics have a purpose, and we don't know enough to say if those modifications will fuck up* the game yet.

*not to mention that what constitutes "fucking up" will likely be different for each player


It has a new director. It unclear exactly how much sway he has over the final product. But, he has said some things (and I'm not even talking about the big controversy stuff/ I'm ignoring that, actually) that could potentially change the overall tone/feel of the game progression. If he's allowed to really push for it and if the translation of his words was correct in the meaning it conveyed.

So far it seems like the team as a whole is working toward a final product and that final product is the product you would expect from the Demon's Souls/Dark Souls team. Not a product of a new director.
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Bennett



Joined: 03 Apr 2009

PostPosted: Thu Apr 11, 2013 11:00 am        Reply with quote

I think the bonfires are a big part of what makes Dark Souls great. Lighting a bonfire is always a meaningful choice, since it respawns all the enemies you killed. You only do it because you're feeling depleted and fatigued, or if you don't trust yourself to stay alive through the next part. Lighting them is always bittersweet.
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thestage
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Joined: 27 Sep 2011

PostPosted: Thu Apr 11, 2013 11:06 am        Reply with quote

there's no real downside to lighting a bonfire. you get a checkpoint and an estus refill. if you die shortly after lighting it as a result of respawned enemies--which is the only scenario in which you might question the decision--you're only a few minutes away from your corpse.
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boojiboy7
narcissistic irony-laden twat


Joined: 04 Dec 2006
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PostPosted: Thu Apr 11, 2013 12:46 pm        Reply with quote

Iacus wrote:
Even withiut Miyazaki, it's still From. They own the game, they could have just copied the old code wholesale if they wanted to keep the old fans pleased.


Yeah, this. From are if nothing else pretty reliable with sequels to things (to a point), so there isn't really all that much to worry about.

Quote:
I'm sure all the modifications to the mechanics have a purpose, and we don't know enough to say if those modifications will fuck up* the game yet.

*not to mention that what constitutes "fucking up" will likely be different for each player


Well, this is the point that i was eluding to above. Basically, From can be relied on to make decent sequels to things, but with minor changes, and sometimes they don't think through those changes completely. Ironically, the first From game Miyazaki had a large part in (Armored Core 4) did this in ways that bugged a lot of AC fans (it was the first AC I got into, so it obviously didn't for me).

But yeah, with a franchise/IP as big as Dark Souls has become for them, my biggest worry for DS2 is that it is going to just be entirely too conservative.
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Brooks



Joined: 08 Apr 2007
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PostPosted: Thu Apr 11, 2013 12:53 pm        Reply with quote

Hope is there are many more intricate spaces like Painted World in this newie. Honestly I think that was the high point of Dark's level design, game lost its way a bit when it opened up
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another god



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PostPosted: Thu Apr 11, 2013 3:35 pm        Reply with quote

Bennett wrote:
I think the bonfires are a big part of what makes Dark Souls great. Lighting a bonfire is always a meaningful choice, since it respawns all the enemies you killed. You only do it because you're feeling depleted and fatigued, or if you don't trust yourself to stay alive through the next part. Lighting them is always bittersweet.


That's actually not true. Using them rekindles enemies, but the first light doesn't get you anything
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BotageL
pretty anime princess


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PostPosted: Thu Apr 11, 2013 3:53 pm        Reply with quote

another god wrote:
Bennett wrote:
I think the bonfires are a big part of what makes Dark Souls great. Lighting a bonfire is always a meaningful choice, since it respawns all the enemies you killed. You only do it because you're feeling depleted and fatigued, or if you don't trust yourself to stay alive through the next part. Lighting them is always bittersweet.


That's actually not true. Using them rekindles enemies, but the first light doesn't get you anything

Does lighting a bonfire, but not sitting at it, have any purpose other than activating a warp point for those select bonfires?
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remote



Joined: 11 Dec 2006

PostPosted: Thu Apr 11, 2013 3:57 pm        Reply with quote

i could be wrong, but i thought you actually had to sit at the bonfire to activate the warp point and lightning it was merely an extra step in keeping with the theme of linking the flame
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Swimmy



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PostPosted: Thu Apr 11, 2013 5:15 pm        Reply with quote

remote wrote:
i could be wrong, but i thought you actually had to sit at the bonfire to activate the warp point and lightning it was merely an extra step in keeping with the theme of linking the flame

Correct. You have to rest before the warp is activated. There are some bonfires you might be tempted to rest at even though it's hard to get out of them, before you have the lordvessel, so you have easy access later. The Tomb of the Giants bonfire, for instance, is easy to get to coming out of the catacombs but a pain to get out of without the ability to warp.
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BotageL
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PostPosted: Thu Apr 11, 2013 5:55 pm        Reply with quote

I'm pretty sure I managed to backtrack from the Tomb of the Giants bonfire without the Lordvessel, though I could not tell you the route I had to take. Man, I hate that area.
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remote



Joined: 11 Dec 2006

PostPosted: Thu Apr 11, 2013 6:00 pm        Reply with quote

Quote:
"Yes, we will definitely put more priority on the PC. Last time, we started working on PC after the console version was complete," Tanimura explained. "This time, because we are considering the PC from the beginning, you can be sure there will be more care put into PC development."


http://www.shacknews.com/article/78672/dark-souls-pc-was-half-assed-but-dark-souls-2

hoping more of you will go with the PC version this time.
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Toups
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PostPosted: Thu Apr 11, 2013 6:26 pm        Reply with quote

this looks awesome. what's wrong with bonfires again??
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Swimmy



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PostPosted: Thu Apr 11, 2013 6:28 pm        Reply with quote

BotageL wrote:
I'm pretty sure I managed to backtrack from the Tomb of the Giants bonfire without the Lordvessel, though I could not tell you the route I had to take. Man, I hate that area.

If you climb he hill toward the tomb with the Great Divine Ember, there's a ladder that puts you out on the area above Pinwheel's room. Following it around further dumps you out somewhere in the catacombs, which you then have to trek up through. It's not a very pleasant experience.
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remote



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PostPosted: Thu Apr 11, 2013 6:30 pm        Reply with quote

Toups wrote:
this looks awesome. what's wrong with bonfires again??


i think we're just questioning their presence and how they'll tie into lore, not their functionality
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Toups
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PostPosted: Thu Apr 11, 2013 6:33 pm        Reply with quote

Swimmy wrote:
BotageL wrote:
I'm pretty sure I managed to backtrack from the Tomb of the Giants bonfire without the Lordvessel, though I could not tell you the route I had to take. Man, I hate that area.

If you climb he hill toward the tomb with the Great Divine Ember, there's a ladder that puts you out on the area above Pinwheel's room. Following it around further dumps you out somewhere in the catacombs, which you then have to trek up through. It's not a very pleasant experience.


I got stuck here for so long because I never saw that ladder. maybe because of the enormous skeleton archer guarding it :\

I actually cheesed my way all the way down to the golden fog gate cause I didn't know where else to go.
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diplo



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PostPosted: Thu Apr 11, 2013 7:21 pm        Reply with quote

Bonfires become a little more complicated when you're going for an optimized run and want to tactically activate bonfires so that you can homeward bone to them and skip backtracking. That's all I can think of, though.

Toptube wrote:
The estus system really isn't any better. You never really run out of healing, with the Estus. For the first 5th of the game, yeah you feel limited. But its the same in Demon's Souls. Both eventually feel limitless. Demon's Souls just seems more limitless, because it shows a bigger number on your screen.


OK, but are you saying this from a perspective that comes after plugging in 300 hours? I recall running out now and then during my first playthrough, and not knowing that I could increase my reserve until killing Pinwheel very later on. That first-time experience should count for something -- it's arguably the one that counts the most. It's also worth saying that it takes longer to drink estus than it does to munch on an herb. It's practically a coffee break in comparison.

edit: the more I've thought about the video after watching it a couple of times, the more positive I'm feeling about the outcome. Also, this may be misreading enemy behavior, but the Axe Dwarf dancing (?) after you die is an appreciable touch. I think the most enemies did upon your defeat in Dark was walk away (after attacking the air a few times). Granted, that worked pretty well for bad-bugs like the silver & black knights.
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mauve



Joined: 07 Dec 2006

PostPosted: Thu Apr 11, 2013 7:30 pm        Reply with quote

My only issue with bonfires is that there were too many of them in too convenient places, and sometimes they were placed such that the only thing you did was just run past everything to get back to where you were so it was just tedium. Not even any point in fighting anything. (Looking at you, Lost Izalith)

The ones that were placed in smart, nexusy locations where everything connected worked really well, I thought. As did the ones that were basically halfway points you had to actively search for rather than have them handed to you.
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diplo



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PostPosted: Thu Apr 11, 2013 7:38 pm        Reply with quote

For me, Dark could have cut out about a quarter of its bonfires and been better off for it.

Actually -- I feel like a bonfire-count edit would be the closest thing to a workable difficulty adjuster in a Dark game.
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analogos
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PostPosted: Thu Apr 11, 2013 9:11 pm        Reply with quote

I wish I could 100% commit to the idea of wanting warpable bonfires to go away.

I think one of the things I'd most like to see is having your progress through the game gradually cause earlier areas to change and/or become more difficult in some way. Maybe keymouths could work toward this end.
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