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TIGSource ForumsPlayerGamesDark Souls and Bloodborne
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Author Topic: Dark Souls and Bloodborne  (Read 526511 times)
Derek
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« Reply #1800 on: April 12, 2013, 12:11:26 PM »

I like that the characters feel very heavy and the combat is awkward at times. Reminds me of the Excalibur movie:



Lots of games with melee combat tend to feel really floaty.
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baconman
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« Reply #1801 on: April 12, 2013, 12:19:42 PM »

I liken it to "Soul Calibur meets Punch-Out!". It almost makes me wish more fighting games had roaming maps, or something. Just after starting DkS, I had a dream about a KoF Southtown rendition of it, just for kicks. If GTA could get a decent, solid combat and player-crossover system in it, it could almost be this.
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nekokoneko
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« Reply #1802 on: April 12, 2013, 01:01:35 PM »

Play some bushido blade yo.
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« Reply #1803 on: April 12, 2013, 01:42:31 PM »

Bushido Blade, and Monster Hunter aren't the same kind of games, so the combat can't be compared.

Also Bushido Blade has a lot of totally broken stuff in it.
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nekokoneko
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« Reply #1804 on: April 12, 2013, 01:52:41 PM »

Was refering to baconman, whatevs.
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Derek
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« Reply #1805 on: April 12, 2013, 02:01:14 PM »



Darkroot Garden
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ink.inc
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« Reply #1806 on: April 12, 2013, 02:02:31 PM »

omg
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Rat Casket
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« Reply #1807 on: April 12, 2013, 02:42:18 PM »

dark souls pvp

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Nuprahtor
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« Reply #1808 on: April 12, 2013, 02:48:40 PM »

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« Reply #1809 on: April 12, 2013, 03:22:20 PM »

Quote
almost complete lack of cutscenes, and the often "non-gamey" feel of the level design make it very immersive and give the gameplay more "weight" so to speak.

I agree, deserves full praise just for avoiding trite fluff.

Quote
Well ICO had no gear, stats, magic, bars, or anything to manage or be mindful of at any given time other than "hit the black thing with a stick" so you can't really compare.

I'm not suggesting DS could/should work without any hud whatsoever (which was pretty much the case with ICO), just a more restrained one, within reason. ICO is just the nicest example of clutter being removed from the screen. You could have the d-pad icons displayed on a slimmer, horizontal menu (much like the start menu), or have more transparency.

Quote
And GUH. You're insane! The combat in Souls is like the absolute best fantasy medievil game of all time. If the combat wasn't so solid and just beautiful the game wouldn't be anything at all.

Of course it's great compared to any other medievil fantasy game, by simple virtue that it's not terrible. Combat is straightforward in practice, even with stamina and encumberence taken into account-- block, then strike.. or parry, then strike.. or roll, then strike.. repeat. I can commend it for forcing me to be careful, but not for variety (the combat that is).

That's being hard on it, I know. While 3rd person hack'n'slashers in general tend to be repetitive, most don't offer the option to block, offer a multitude of combos, and lots of crowd control pressure... it's a faster pace.
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s0
o
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« Reply #1810 on: April 12, 2013, 03:26:32 PM »

i actually think it's great that there isn't a "multitude of combos" because having to learn move lists is like one of my top 5 least favorite things in games.
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Faust06
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« Reply #1811 on: April 12, 2013, 03:28:38 PM »

*shrug* I don't think there's any danger of the numbers getting on the level of Virtua Fighter.
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« Reply #1812 on: April 12, 2013, 04:03:41 PM »

yeah i just have a personal distaste for p much all combos ever, partly because i'm terrible at all action games. so games like d* souls, monster hunter etc. are my ideal action games in a way because they're more about positioning and lining up your attacks and shit than quick reflexes.

dark souls actually does have a good amount of moves btw. every weapon type has its own moveset.
« Last Edit: April 12, 2013, 05:01:20 PM by C.A. Sinclair » Logged
deathtotheweird
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« Reply #1813 on: April 12, 2013, 04:48:14 PM »

have you tried playing dark souls with the minimal hud thing on dsfix? it's much better, I never really thought you needed to see the weapons anyway since you can just see them on your character.

and lowering the scale and opacity helps a lot too. I just wish there was a way to make the hud elements fade out when you aren't using them, like alan wake and dishonored did. there's just not much reason to have all that information there 100% of the time.
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« Reply #1814 on: April 12, 2013, 05:39:29 PM »

I dunno guys. Every weapon in the game has its own move set. Two move sets if you count two handing the weapon.

On top of 3 different rolls, three different kinds of shields (not counting special ones), weapons that can parry, dual wielding (which is meh), pyromancy, miracles, AND sorcery, and finally usable combat items... that's an insanely robust and deep combat system that's built on extremely solid fundamentals.

To me it is the best combat I have ever experienced in a 3rd person "action rpg". I use action rpg lightly because its the closest thing I can think of to describe souls. ;l
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« Reply #1815 on: April 12, 2013, 06:07:04 PM »

*shrug* I don't think there's any danger of the numbers getting on the level of Virtua Fighter.
Lolcombos
I'm totally not going to do 'quarter-circle + back' to shoot soul arrows in this game.

I could see a game like souls with faster more reflex based combat though, but not changing to main series to accommodate that.
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« Reply #1816 on: April 12, 2013, 06:26:40 PM »

I'm totally not going to do 'quarter-circle + back' to shoot soul arrows in this game.

totally not what a cobo is
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Ben_Hurr
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« Reply #1817 on: April 12, 2013, 06:33:39 PM »

Would you prefer light light heavy to inverted flying roundhouse kick hollows?
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Alevice
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« Reply #1818 on: April 12, 2013, 07:33:57 PM »

Yes, thank you.
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gimymblert
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« Reply #1819 on: April 12, 2013, 08:08:00 PM »

How does cancel works in the game if any?
for example can you cancel a sword swing by blocking/parrying/evading?
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