D Bo Chops
Member
This guy is ridiculous. Ridiculously amazing.
haha Awesome. "im gonna put some points into Feet and Book"
This guy is ridiculous. Ridiculously amazing.
Miyazaki better publicly apologise or he can kiss his business goodbye.
OK, so unimportant shortcut to other zones aside, how is the actual level design in this game? You know, like the level design of the zones.
I love how some of you are abstracting it into one node. "Look at this boring map." Yeah, when you make every area represented by a damn circle it looks super dull, people.
Here is my professionally drawn map of the overarching world.
The cutscene after Area 9 can occur at some other points too but I'm leaving it as the most basic path for now.
Anything with an arrow and without a text remark means you walk to it from the previous area, though it may be past a boss or some other kind of gatekeeper.
one of its biggest strengths is that individual levels are incredibly layered and every time you think you've got it all done and all figured out, you find a whole new section you have yet to explore.
Miyazaki better publicly apologise or he can kiss his business goodbye.
OK, so unimportant shortcut to other zones aside, how is the actual level design in this game? You know, like the level design of the zones.
I love how some of you are abstracting it into one node. "Look at this boring map." Yeah, when you make every area represented by a damn circle it looks super dull, people.
With DS3 and QB both getting great reviews, April is off to a great start.
2016 is looking like a great year for us.
OK, so unimportant shortcut to other zones aside, how is the actual level design in this game? You know, like the level design of the zones.
I love how some of you are abstracting it into one node. "Look at this boring map." Yeah, when you make every area represented by a damn circle it looks super dull, people.
OK, so unimportant shortcut to other zones aside, how is the actual level design in this game? You know, like the level design of the zones.
I love how some of you are abstracting it into one node. "Look at this boring map." Yeah, when you make every area represented by a damn circle it looks super dull, people.
No. Roll distance is inversely linked to equip load. I still haven't worked out if this adds i-frames too or not but it does make dodging much easier regadless.
you guys really bugging out over one average review score?
The primary benefit of additional roll distance is that once your i-frames end, you're less likely to get clipped by some tracking bullshit, or hitboxes that extend way beyond their visual cue.
The actual levels themselves are rad. There are some obvious stinkers that seem like they ran out of time and just abruptly stopped designing stuff (being the two biggest offenders), but for the most part the levels are amazing.Aldrich and Yohrm
It just kind of rubs me the wrong way that people have to go out of their way to damage control something that they don't have to. The game is awesome as it is, no need to obfuscate the reality of the game to people and pointlessly build up unrealistic expectations that the game is not going to be able to make.
PLEASE
STOP
SPOILING
YOURSELVES
You are doing yourself a giant disservice for nothing.
Would you expect anything different from a GAF review thread of a big game?
This is fine by me. As much as I love the way everything is nicely connected in BB, if the zones themselves are fun (and as you said, layered), I'm good.This was not my experience when playing the game, one of its biggest strengths is that individual levels are incredibly layered and every time you think you've got it all done and all figured out, you find a whole new section you have yet to explore. The weakness is compared to DS1 the levels themselves are not wildly interconnected, it's more like DS2 where things radiate out along their separate paths.
disappointment, at least the
bleeding sun is still a thing?
the best part of bloodborne if when they change all the world after beating rom and the insight's stuff
While this image is worrying, I'll wait until I get the feel of it. I hope I'm not disappointed.DS3's world basically looks like this:
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The Polygon review also mentions that in the PS4 version the game's framerate dips into the single digits. Yiiiiikes.
PS4K can't come soon enough.
I really wish they would stop posting the game's layout!
There's a large gap between the reviews of those games.
Can you still run past big areas to grab a specific weapon and return to where you started(more or less) or are certain weapons unattainable without clearing certain bosses/areas?
I'm not trying to damage control. That's how I played it and afterwards I thought about how it could have been different.
All I want know is can I be a Bellbro or a Ratbro in DS3?
One is 90 and the other sub-80.With DS3 and QB both getting great reviews, April is off to a great start.
2016 is looking like a great year for us.
After that it's a linear beeline to the end of the game with no variance unless you randomly stumble onto some of the super obfuscated hidden areas, only one of which you can realistically be able to find without looking at a wiki to find it, and only that one if you're playing online.
I think it's pretty obvious this was done by the B team. A team barely finished Bloodborne so no way they touched this. They're probably working on Bloodborne 2 right now, so I'm skipping this.
Am I doing this trolling thing right?
It really reads as damage control.
90% of people who play the game are not going to arbitrarily warp around after doing some of this area, then some of that area. They're just going to play to the stopping point then go the other way.
In reality, there's only aboutdifferent variances people are going to experience on their way to the end of the game.4
High Wall > Deacons > Wolnir, or High wall > Wolnir > Deacons
then
Aldrich > Yhorm or Yhorm > Aldrich
After that it's a linear beeline to the end of the game with no variance unless you randomly stumble onto some of the super obfuscated hidden areas, only one of which you can realistically be able to find without looking at a wiki to find it, and only that one if you're playing online.
There's a large gap between the reviews of those games.
One is 90 and the other sub-80.
There is no way both are getting great reviews...
There's alot of dumb in this post.
1) The same could be said for ds1,unless you have lordvessel there is "one" path, and you need a master key not to do that path.
2) I found everything in the first 30 hours of release with no help, this community should have no trouble at all finding the hidden areas
30~60 fps with a 960 I hear.I hear the PC version manages that in certain areas too.
Dark Souls 3's level design feels less ... intentional, in a way that extends well beyond the size or complexity of the world. At a Souls game's best, finding a bonfire to rest at or unlocking a new shortcut brings an intense wave of relief, a sense of exhilaration at having survived the latest challenge. Here, I was left saying 'huh?' or shrugging my shoulders just as often as I felt positive. So many of the shortcuts are spaced poorly, presented at moments where they don't really make a significant impact.
In one particularly noteworthy instance near the end of the game, I defeated a tough boss, which places a bonfire in the boss room. I rested up and left the room to explore the next area and, less than a minute's walk from the boss room, still in sight of that bonfire, I found ... another bonfire.
you guys really bugging out over one average review score?
yes it is more linear but I never really even thought about it all that much while playing through it because it's still extremely well designed...it's a fantastic game.
I hear the PC version manages that in certain areas too. There are no surprises on that front.
I very much disagree with this portion of the Polygon review:
Obviously not reading a single review, but are there areas like Cainhurst and Ash Lake that you can easily miss and will make you say "wow, I can't believe From would make this much content optional in 2016"?
The areas are so fucking large and on a grander scale that the linearity simply does not matter at all. Some of these areas are so twisty and cleverly designed that they are essentially miniature, complex areas with their own interlocking parts, like smaller, more ornate and detailed versions of DaS's world.
Quick question, as someone who has only played Bloodborne would this be a good place to start?
Obviously not reading a single review, but are there areas like Cainhurst and Ash Lake that you can easily miss and will make you say "wow, I can't believe From would make this much content optional in 2016"?
Dark Souls 2 gets better as it goes, personally. And if you have the dlc or sotfs, you have some of the best content in the series ahead of you. Nothing like the slog that is Dark Souls 1's latter half.
Dark Souls 3, with a "regular" build has the best progression and difficulty curve of the series, IMO. That's what happened.
Each game has its own world design philosophy. Dark Souls 3 lost a bunch of replayability, but made the best overall adventure for the first playthrough.
It likely overlapped with Dark Souls 2 core development. There's a lot of design work and prototyping that can overlap with the later phases of development.
Yes, more than one.
Definitely.
I beat the final boss two nights ago, but spent yesterday going through some of the side content, all of which were absolutely incredible.
One of them is (in my opinion) really well hidden, too.
Yes, more than one.
Definitely.
I beat the final boss two nights ago, but spent yesterday going through the optional content and all of it was absolutely incredible.
One of them is (in my opinion) really well hidden, too.
You can do:
and then there's also the secretas wellDancer sequence break