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TIGSource ForumsPlayerGamesDark Souls and Bloodborne
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Author Topic: Dark Souls and Bloodborne  (Read 534143 times)
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« Reply #1220 on: December 10, 2012, 03:25:18 AM »

2 pages late for the party my bro. i have already laid out why dark souls 2 will be the WORST GAME EVER MADE based on a trailer and an edge article.
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« Reply #1221 on: December 10, 2012, 05:24:26 AM »

Quote
"As we find out in issue 249, the answers to these questions are in the hands of game directors new to the Souls series, Tomohiro Shibuya and Yui Tanimura, who have taken the reins from Hidetaka Miyazaki. Their descriptions of how they intend to mould Dark Souls II into a more approachable form seem reasonable. But Shibuya admits that their approach will be influenced by their individual characters. “I personally am the sort of person who likes to be more direct than subtle,” he tells us. �
nooooooooooooooooooooooooo  Cry

i love the air of mystery about dark souls, but there are definitely some things that could be clarified. for example, trying to find oolacile would be impossible for a huge number of players without a guide. more in-game hints (be it in the form of npc chatter or item descriptions or journal logs) in addition to the standard flavor text would be kind of cool.
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« Reply #1222 on: December 10, 2012, 09:54:09 AM »

I want quest objectives and markers denoted for me, and all relevant items/passageways should glow much more than they already do. Stats should be streamlined into just STR/DEX/INT with VIT becoming automatic. Instead of rolling being a factor of weight, and pyromancy being purchasable, there should be a talent tree that makes you level up to unlock the ability to roll or cast flames. Remove usable buff items completely, pine resin is stupid anyway. Nerf the difficulty. If you can't beat a boss the first time you encounter it then what's the fucking point. More checkpoints. Needs a tutorial, with a voice-over pausing gameplay to let me know every conceivable input I have in the game. I want PvP to take the focus, which means the single player world should be designed with that in mind. More open areas, less confusing dungeons, less fodder monsters. No more scattered merchants, just need one in the Hub. Fast travel between fires available from the beginning. More female characters to get attached to. Perhaps an escort mission with a female character? Killing important NPCs should be impossible in case I accidentally do so. Needs a quicksave/load system instead of checkpoint based. Souls shouldn't drop on death.
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« Reply #1223 on: December 10, 2012, 10:08:20 AM »

agree 100%. longer cutscenes with QTEs would be awesome too. also, as someone else suggested, the girl in the trailer should constantly communicate with you via telepathy and tell you where to go if the yellow arrows and quest markers ever become too confusing.
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« Reply #1224 on: December 10, 2012, 10:36:04 AM »

because wanting a little more clarity is BLASPHEMY and exactly the same as skyrim.
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« Reply #1225 on: December 10, 2012, 10:38:16 AM »

because wanting a little more clarity is BLASPHEMY and exactly the same as skyrim.
yes
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« Reply #1226 on: December 10, 2012, 11:00:31 AM »

remember how often dark souls used to be compared with skyrim for some reason even though they were always completely different
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« Reply #1227 on: December 10, 2012, 11:51:37 AM »

Yeah, what the fuck is up with that?  Why are there always these inexplicable zeitgeists in video games that just seemed to propagated by nobody but seem to be inexplicably everywhere?  It's like how everyone was talking about how we needed DLC to change the Mass Effect 3 ending.  ...But nobody wanted that.  Nobody proposed this argument, nobody is propagating it, but damn if we don't have people to debate it. 

I blame the numerous corporate plants and guerrilla marketers, personally.
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« Reply #1228 on: December 10, 2012, 12:35:28 PM »

Skyrim is so derivatively "sword and sorcery" that you might as well just compare it to Lord of the Rings and it would be the same difference. Heck, it's first person and Dark Souls is third person, I don't see any similarities at all besides swords, armor and dragons. It's probably just the moneyhats.

agree 100%. longer cutscenes with QTEs would be awesome too. also, as someone else suggested, the girl in the trailer should constantly communicate with you via telepathy and tell you where to go if the yellow arrows and quest markers ever become too confusing.

"There's a giant boss over there! Be careful! Hey, listen! Wait, don't go over there, YOU'RE LEAVING THE COMBAT AREA!
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« Reply #1229 on: December 10, 2012, 01:26:49 PM »

because wanting a little more clarity is BLASPHEMY and exactly the same as skyrim.
yes
you are dum
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« Reply #1230 on: December 10, 2012, 01:30:26 PM »

because wanting a little more clarity is BLASPHEMY and exactly the same as skyrim.
yes
you are dum
my iq is 250
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« Reply #1231 on: December 10, 2012, 01:58:35 PM »

Skyrim is such a fluffed up pile of shit. It shouldn't even be mentioned in the same breath as Dark Souls unless you were to say something like, "Dark Souls is vastly superior to Skyrim."
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« Reply #1232 on: December 10, 2012, 02:04:33 PM »

No phubans, we were talking about NOT comparing them. Try to keep up.
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« Reply #1233 on: December 10, 2012, 02:30:16 PM »

remember how often dark souls used to be compared with skyrim for some reason even though they were always completely different
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« Reply #1234 on: December 10, 2012, 02:46:09 PM »

just to be serious for a moment here (i was j/k, my iq is actually 410), i'm more cautiously optimistic than anything. if it turns out like e.g. the la mulana remake it might actually be good. my main fear is that the new "approachability" doesn't come at the expense of long term enjoyment.

also hope they don't make the game more "gamey" (don't like that word but w/e). the integration of story and mechanics thing souls has going on is one of the main things that, imo, make it better than similar games.

p.s. i actually think skyrim is very good at what it tries to achieve but yeah, this isn't a skyrim thread.
« Last Edit: December 10, 2012, 03:53:10 PM by C.A. Sinclair » Logged
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« Reply #1235 on: December 10, 2012, 03:01:26 PM »

No, it's not. Skyrim feels like glass the moment you experiment with it, which is the whole point of the game. Hell, the combat is presented as this real-time schtick then when it's wholly by the numbers and there is hardly anything you can do that relies more on skill and other factors in real-time combat unless you concentrate on range. It'd be much better if it was just honest with itself. I know it's a casual fantasy sandbox, but what if my fantasy is swinging my sword and having it register because i actually hit the mudcrab uguu take that ca (CLODHOPPER ASS) sinclair
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« Reply #1236 on: December 10, 2012, 03:49:32 PM »

Also kinda afraid of the whole accessibility thing. The game could use a better GUI, more sensible stats, and perhaps another tweak or two. So if they mean that, that's okay. But if I see even a glimpse of a quest marker, I'll rage with all the power that a righteous nerd rage brings. Also, making it more like Skyrim would be totally not understanding why the game fucking sold in the first place.

Somewhat related but not much. I noticed one thing in Dark Souls. I have no trouble getting around and finding my way, despite the levels being rather dark and complex, even though there's no mini-map. Actually, I'm able to orient myself better that in most games with mini-maps, as I actually have to pay attention to the level and learn it, rather than follow a quest marker through a 2D representation of the area. Mini-maps are evil.
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« Reply #1237 on: December 10, 2012, 04:07:22 PM »

Somewhat related but not much. I noticed one thing in Dark Souls. I have no trouble getting around and finding my way, despite the levels being rather dark and complex, even though there's no mini-map. Actually, I'm able to orient myself better that in most games with mini-maps, as I actually have to pay attention to the level and learn it, rather than follow a quest marker through a 2D representation of the area. Mini-maps are evil.
the level layout in both souls games is very clear and readable. there's usually an obvious path (or multiple branching paths) to the boss with some, often hidden, side paths to explore. what's cool is that the games generally don't make you backtrack a lot if you decide to explore a bit while trying to beat a level. this also has the nice side effect of the hidden stuff being right under your nose for the most part, so each new discovery makes you look at the level in a new light.

there are some exceptions like tower of latria in demon's souls but that's fun in its own right.
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« Reply #1238 on: December 10, 2012, 04:21:28 PM »

Nah, but really, I could get around just as well in older games that didn't have a mini-map, and they usually had much worse level design. I think that maps in general make the player too dependent on them and reduce the ability to actually look at the level and memorize it. I feel that a blog post is brewing :D.
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« Reply #1239 on: December 10, 2012, 04:26:47 PM »

no i always had bad orientation in older games so minimaps were kinda a godsend for me in a way. in souls i never found myself wanting a map even once.
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