Dark Souls 3 Trailer (Gamescom 2015)

more Bloodborne inspired aspects are great...only thing bad about Bloodborne was the lack of magic/pyro builds...pretty much everyone was forced to play the same STR way...also the lack of weapons/armor was a huge negative
 
wouldn't the burden of proof be on you to bring up examples

I could, sure, but I figured burden of proof would be on the one making the original claim.

When I think of 'oddball' fights, I think of the non-traditional ones where you tend to do more than going up to a boss and hitting it until it dies while dodging its attacks. You tend to do that, and then more.

That said, here's a list of bosses from Bloodborne that I feel fit that criteria:

Micolash
Witch of Hemwick
Yharnam
Rom
The One Reborn

I'd add Father G and The First Hunter up there, but those lean toward traditional fights regardless of how much they ask from the player to know how to actually fight and not swing in one place wacking a huge hitbox.
 
I could, sure, but I figured burden of proof would be on the one making the original claim.

When I think of 'oddball' fights, I think of the non-traditional ones where you tend to do more than going up to a boss and hitting it until it dies while dodging its attacks. You tend to do that, and then more.

That said, here's a list of bosses from Bloodborne that I feel fit that criteria:

Micolash
Witch of Hemwick
Yharnam
Rom
The One Reborn

I would cut
Queen Yharnam and add Celestial Emissary (have to find him among the crowd) and Shadows of Yharnam (since there's three of them).

Nothing wrong with either slugfest or gimmick fights, but it's all about the balance. DeS goes a bit too hard on gimmick fights, DaS2 features a bit too many slugfests, and I feel that DaS1 and BB are pretty balanced between the two.
 
I need to see more to be sure, but I'm not too fond of "Bloodborne speed" on my Dark Souls.

I truly liked DS2's gameplay and expected more :(
 
This looks amazing!

Very heavily influenced by Bloodborne. Faster combat and the level designs look very similar. This is a very positive move. Miyazaki was always going to make the difference though. He truly knows what Souls is about.
 
I would cut
Queen Yharnam and add Celestial Emissary (have to find him among the crowd) and Shadows of Yharnam (since there's three of them).

Celestial I can see an argument about, considering you're dealing with a swarm of enemies trying to find the real boss. It's a better implementation of DS2's Royal Rat Vanguard.

Shadows? Eh, that's more of a ganksquad that asks that your dodge game be on point once one of them hits less than half HP.

I think Yharnam is def an outlier given how there's actual phases to the fight and several mechanics to take into account (like not attacking when the baby is crying or focus on the one with the bloody dress). The Queen plays out like an endgame Zelda boss, which doesn't really occur in the Souls games IIRC.
 
Ghost BC confirmed as DS3 boss? :B

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Micolash and maybe Witches I'll pay, but most of Bloodborne's enemies still revolve around "you are in an arena; dodge attacks and hit them for damage". Even if they have areas of their body that deal more damage or are prone to stun the formula is relatively the same and the creativity is more weighted on how the enemy fights and your adaptability to that fight. I don't mean to imply they're all the same, because they're obviously not.

More that I'd like to see more stuff like Demon's Tower Knight and Adjudicator where you must attack a weak point or something to expose an enemy's real point of damage.
 
Shadows? Eh, that's more of a ganksquad that asks that your dodge game be on point once one of them hits less than half HP.

I think Yharnam is def an outlier given how there's actual phases to the fight and several mechanics to take into account (like not attacking when the baby is crying or focus on the one with the bloody dress). The Queen plays out like an endgame Zelda boss, which doesn't really occur in the Souls games IIRC.

I would argue that Shadows of Yharnam are anything but a gank squad. Their AI routines are asynchronous (as opposed to AI hunters), so the player can manipulate and exploit them without any unintended trickery. Using the large pillar is key for positioning, and there's a lot of room for strategy in the fight (whittle them down together? take one down first? which one do you take down first?). It's a fight with a lot of layers that just keeps growing on me.

OK, you sold me on Yharnam.

May I make an argument for Logarius? The phase shifts are pretty dramatically, with him going from a turtling spellcaster to a balls-to-the-wall melee attacker. It's a stark contrast that gives the fight a unique vibe, not to mention requires radically different tactics (initially chasing him down vs. switching to defense once he goes on the attack).
 
Yass, the BB influence is real. That speed. Those monsters. The blood. FUUU-

Miyazaki and Co. can have their way with me if this game ends up as good as I think it will.
 
Micolash and maybe Witches I'll pay, but most of Bloodborne's enemies still revolve around "you are in an arena; dodge attacks and hit them for damage". Even if they have areas of their body that deal more damage or are prone to stun the formula is relatively the same and the creativity is more weighted on how the enemy fights and your adaptability to that fight. I don't mean to imply they're all the same, because they're obviously not.

More that I'd like to see more stuff like Demon's Tower Knight and Adjudicator where you must attack a weak point or something to expose an enemy's real point of damage.

I see what you mean now that you mention Adjudicator - which is an awesome boss thematically and I totally forgot him. I would like to see more stuff like that too. I feel Bloodborne was refreshing in that regard over Dark Souls 2.

I'm also someone who enjoyed Dragon God of it being a complete jobber and being preceded by arguably the hardest boss in the game for melee characters. I'd like to see more of both of them in games. One's a fun level to explore and less of a traditional boss fight, and the other is just cheap as fuck with random attack combos it'll stop early to mess with players.

I would argue that Shadows of Yharnam are anything but a gank squad. Their AI routines are asynchronous (as opposed to AI hunters), so the player can manipulate and exploit them without any unintended trickery. Using the large pillar is key for positioning, and there's a lot of room for strategy in the fight (whittle them down together? take one down first? which one do you take down first?). It's a fight with a lot of layers that just keeps growing on me.

OK, you sold me on Yharnam.

May I make an argument for Logarius? The phase shifts are pretty dramatically, with him going from a turtling spellcaster to a balls-to-the-wall melee attacker. It's a stark contrast that gives the fight a unique vibe, not to mention requires radically different tactics (initially chasing him down vs. switching to defense once he goes on the attack).

I never thought about Shadows like that before. You're right there's an element of strategy needed to fight them since the fight gets progressively more difficult the more damage you do on them. They're a step above the actual ganksquad in Dark Souls 2's first DLC - which was lazy as hell. So yeah, I think Shadows can work.

Logarius is good too. Sort of like Yharnam in that its a boss with several mechanics to know except not as much, and only having two phases to deal with. Oddly enough Logarius and Yharnam play more like raid bosses than your standard Souls fare.

"I'm never afraid of dying because I heal fully in less than a second"

Am I doing i right?

Nope. There's legit risk in attacking an enemy to regain health fast enough.
 
wut
dark-souls-logo.jpg


Why would they change the logo now?

Perhaps the Darksign was an allusion to an eclipse all along

Micolash and maybe Witches I'll pay, but most of Bloodborne's enemies still revolve around "you are in an arena; dodge attacks and hit them for damage". Even if they have areas of their body that deal more damage or are prone to stun the formula is relatively the same and the creativity is more weighted on how the enemy fights and your adaptability to that fight. I don't mean to imply they're all the same, because they're obviously not.

More that I'd like to see more stuff like Demon's Tower Knight and Adjudicator where you must attack a weak point or something to expose an enemy's real point of damage.

Yeah a few bosses that are a bit more videogame'y would be cool. Tower Knight was a cool fight
 
I don't mind it playing a little faster, or having things like a bow quick fire, if the other Souls fundamentals remain. It was entirely possible to play Demon's/Dark as a fast character if you picked your build right. And unless they've gutted weight and magic, Dark Souls 3 should still have the broad range of character builds and play styles. Keep in mind the emphasis on mobility in Bloodborne was balanced with the shift away from shields and really effective range. I think they'd struggle to have this play just as fast as Bloodborne and keep shields/magic balanced with the play style.

I just hope we see a return of some of the more oddball boss encounters found in Demon's and Dark, the ones in weird, unorthodox environments and level layouts, often requiring thinking outside the box, especially if you were a melee player. Dark Souls 2 had very few of these, as did Bloodborne. The latter didn't really need them due to the focus on close quarters combat, but they were dearly missed in the former.

If they gut weight and magic again I'll be extremely disappointed and I hate magic and never wear heavy armor. At least it look like there are no trick weapons to murder the weapon variety.
 
Seems like the first From Software game I can completely go on black out.

I am not that hyped, but I am still hyped. Get what I mean ?

Yeah I kinda get it. If this comes out next year, that means 3 Souls games in 3 years and there will most likely have been DLC in between as well. It will eventually tire you out and will eventually lose its magic.
 
"I'm never afraid of dying because I heal fully in less than a second"

Am I doing i right?

The difference is that one is designed to punish and eventually kill you for repeatedly making mistakes on your end, so it's fine for you to get all your health back in a second: You'll still die regardless unless you learn to play better, because the game is designed to punish you for playing badly.

The other is designed to kill you by straight-up overwhelming you to the point that you can't make a wrong decision (not a mistake, there's a difference). In that case they can't let you heal instantly since you would just win everytime and never die, because the game isn't trying to punish your mistakes, it's just trying to brute force you down to 0 health. In turn that allows them to give you multiple ways to heal yourself which the player has to manage.

One is dance-like and built around being on point in regards to taking advantage of an enemies moveset and weaknesses, and preventing them from doing the same to you; the other is built around enemy/character management and staying in controll regardless of what is thrown at you. Two completely different aproaches to enemy encounter that would be broken if you swapped their healing mechanics.
 
Fuck yeah that looks awesome. Creepy as fuck enemy design, fast combat. Can't wait. Day 1 Collector's Edition & Digital.
 
This blew me away. I am new to the series, got interested through Bloodborne and to me this looks like the perfect blend of the old formula with some of the new changes made in Bloodborne. I cannot wait for this, day one for sure.
 
I just noticed you can see the skeleton's hand in the water to the left.

Would be cool if he was related to Nito. "I am your father's brother's nephew's cousin's former roommate... of the dead."
 
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