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1044881 Posts in 42336 Topics- by 34031 Members - Latest Member: eliasdaler

September 21, 2014, 10:13:07 PM
TIGSource ForumsPlayerGamesDark Souls and Dark Souls II
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Author Topic: Dark Souls and Dark Souls II  (Read 206146 times)
Derek
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« Reply #1860 on: April 12, 2013, 11:39:25 AM »

I beat Seath the Scaleless last night. I ran up to him and just applied brute force to him while spamming my 20 Estus drank... ended up getting cursed right when he died haha. Cry
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« Reply #1861 on: April 12, 2013, 11:50:29 AM »

I like a minimalist HUD for games like these.. ICO was nice for that.

The combat itself isn't amazing

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.

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.
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Derek
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« Reply #1862 on: April 12, 2013, 11:53:43 AM »

Yeah, the combat really is incredible in this game. Everything feels very deliberate, if that makes sense.
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C.A. Silbereisen
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« Reply #1863 on: April 12, 2013, 11:59:01 AM »

seath's crystal attack doesn't hit you if you stand right in front of him iirc.

i like the large hud. for me the hud is actually an important part of the aesthetics of a game and i don't think it's intrusive at all.

i'm not sure about absolute best combat system but its very good. severance: the blade of darkness had similar (and probably more challenging) combat but lacked the atmosphere imo. there's also monster hunter which d souls has a quite a few things in common with combat-wise.

like i said, i really think the combination of mechanics + atmosphere is what makes the game. the harshness of the world, bizarre enemies, 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. conversely the deliberate nature of the combat, high punishment on death, slow exploration etc. enhance the atmosphere and make me take the setting more seriously than i otherwise would.
« Last Edit: April 12, 2013, 12:13:08 PM by C.A. Sinclair » Logged

Derek
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« Reply #1864 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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« Reply #1865 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 #1866 on: April 12, 2013, 01:01:35 PM »

Play some bushido blade yo.
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« Reply #1867 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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« Reply #1868 on: April 12, 2013, 01:52:41 PM »

Was refering to baconman, whatevs.
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Derek
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« Reply #1869 on: April 12, 2013, 02:01:14 PM »



Darkroot Garden
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John Sandoval
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« Reply #1870 on: April 12, 2013, 02:02:31 PM »

omg
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BRAINGALE
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« Reply #1871 on: April 12, 2013, 02:42:18 PM »

dark souls pvp

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« Reply #1872 on: April 12, 2013, 02:48:40 PM »

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« Reply #1873 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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C.A. Silbereisen
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« Reply #1874 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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« Reply #1875 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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C.A. Silbereisen
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« Reply #1876 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

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« Reply #1877 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 #1878 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 #1879 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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