I mean, in regards to magic, the way they've expanded it, even going as far to create a separate system in Hexes, makes it seem like something from is putting a huge focus into. The sword stuff is still fun but it's been roughly the same for 3 games now, though dual wielding should be fun.
So let me tell you what's sort of bullshit about this game's numerous death penalties.
None of them are bad on their own, but picture this: you're stuck on a boss. You have nowhere else to go right now, and because you've died so many times enemies aren't spawning anymore. You don't have
Any effigies to use to become human, and your health bar is stuck at 50%.
Grinding for levels is pretty much out of the question. Effigies cost 5k souls, but again, grinding is made much more arduous thanks to the de spawning enemies. Fighting the boss is made all the tougher thanks to your lowered health.
Unless you really luck out and ace the boss, you're almost completely SOL. It always felt like there was something else to do in DeS and DkS - I think roadblocks happen much more frequently than in previous games.
I can see how this would be an annoyance for a lot of people.
But honestly, I think I actually like it, at least on paper. It always bothered me to some extent how you could ultimately grind your way through the previous Souls games by just farming the same enemies, leveling up stats, and upgrading gear until you just brute-forced your way through.
I like the notion that this isn't so feasible this time around, since it puts a bit more emphasis on mechanical skill.
Jesus the character editor is terribad. Like the options are good (except the crummy amount of hair options, WTF) but the horrible loading and lag after changing everything makes it REALLY dificult.
I can see how this would be an annoyance for a lot of people.
But honestly, I think I actually like it, at least on paper. It always bothered me to some extent how you could ultimately grind your way through the previous Souls games by just farming the same enemies, leveling up stats, and upgrading gear until you just brute-forced your way through.
I like the notion that this isn't so feasible this time around, since it puts a bit more emphasis on mechanical skill.
On paper I agree that rewarding mechanical skill will always trump other means of getting better, but grinding in Souls has always served, in my mind, as a form of practice. Sure, you're collecting souls when you kill the same guys over and over in DkS, but you're also investing time in getting better at the game.
The stats in Souls have always taken a backseat to the actual combat mechanics anyway. It's not like many RPGs where enough big numbers will mitigate everything, you still need to actually execute fairly perfectly. In practice these competing punishment mechanics feel more like the game yelling GIT GUD SCRUB rather than providing means for you to practice and get better.
I agree with this. Even down at 50% health, and maybe underleveled stat, it is still possible to beat a boss provided you have the skills to pull it through. The problem with stat overleveling is that its makes you possible to tank bosses attack and ignore the risk of boss rushing. 50% health penalty basically just makes every miscalculation and mistake even more punishing, but it doesn't make a boss impossible like in a SRPG/TRPG.
360 version here. The tearing is pretty bad during cutscenes (and I also notice flickering ) but during gameplay I cant say I notice it.
Put a couple hours in. I made fairly little progress. This is gonna be one loooooooooooooooooooooooooooooong game. It seems to combine elements of DeS (more linear design, hub, life gems = grass, death penalty) and DaS (no magic bar, estus flask, effigies = humanities) while adding in its own quirks (weapon health can be revived at bonfires, way more slots for everything). Very interesting game. Even after watching hours of streams and vids, the vast majority of this will be uncharted territory.
On paper I agree that rewarding mechanical skill will always trump other means of getting better, but grinding in Souls has always served, in my mind, as a form of practice. Sure, you're collecting souls when you kill the same guys over and over in DkS, but you're also investing time in getting better at the game.
The stats in Souls have always taken a backseat to the actual combat mechanics anyway. It's not like many RPGs where enough big numbers will mitigate everything, you still need to actually execute fairly perfectly. In practice these competing punishment mechanics feel more like the game yelling GIT GUD SCRUB rather than providing means for you to practice and get better.
This seems like a fair criticism. I haven't played the game yet so I don't know how it'll work in practice. Remains to be seen!
I did however always like playing Souls by pretty much ignoring the Vitality stat, even on my first playthroughs. I just really like the idea of big risk-reward mechanics, where I can be a character who's very mobile and dishes out a lot of damage but is also extremely vulnerable, so I think the health penalty on dying will be interesting to play around with.
Man, I can't wait for my package to arrive tomorrow (or um, later today seeing as it's almost 5 AM... xD). Kinda jealous of those getting the digital game. Hope you're all enjoying yourselves.
Wasn't Miyazaki allowed that because the designer is pratically have shiny sparkle around his eyes when he showed it to him? Well, not exactly like that but I presume the designer was really serious and determined with his design.
Wasn't Miyazaki allowed that because the designer is pratically have shiny sparkle around his eyes when he showed it to him? Well, not exactly like that but I presume the designer was really serious and determined with his design.
Yeah. Which is kind of what I'm saying. He wasn't terribly fond of the design but his designer looked so happy with it, he didn't have the heart to say no and let it slide.
Miyazaki is your one boss that would make such thing happened provided you're determined and enthusiastic about it without being strayed from his design vision. But I doubt it he will let it slide again later for the eventual release of
Yeah. Which is kind of what I'm saying. He wasn't terribly fond of the design but his designer looked so happy with it, he didn't have the heart to say no and let it slide.
Anyways! Only played Demon's and Dark Souls for about like, 10 minutes each, but I've been itching for some RPG lately so I am wondering whether this will be a good game to buy (for PS3).
Anyways! Only played Demon's and Dark Souls for about like, 10 minutes each, but I've been itching for some RPG lately so I am wondering whether this will be a good game to buy (for PS3).
Anyways! Only played Demon's and Dark Souls for about like, 10 minutes each, but I've been itching for some RPG lately so I am wondering whether this will be a good game to buy (for PS3).
I'd suggest you at least go online to patch them, though. And I'd suggest getting the PC version of Dark Souls, it's definitely the definitive version. Unless your PC can't handle it of course.
Watching my roommate play this for the past hour or so. Never actually played a Souls game myself but it looks really good. I need to play them, he has Demon's available for me to borrow and Dark is sitting in my Steam library unplayed.
As in Demon's and Dark, but I'm sure Dark Souls 2 will be awesome too.
See this:
I'd suggest you at least go online to patch them, though. And I'd suggest getting the PC version of Dark Souls, it's definitely the definitive version. Unless your PC can't handle it of course.
I am not a PC gamer, so I must settle with PS3. Hopefully the game performs well... anyone here got the ps3 version can share their experience, perhaps?
Was looking to get Tales of Graces F initially, but all of sudden this game caught my eye. A foreboding and oppressing RPG from the looks of it...
I played both. The PS3 version is generally fine, though not nearly as nice as the PC one. No screen tearing. A very particular area has nasty framerate drops (that get even worse in multiplayer but you'll be solo, thankfully), unfortunately, but other than that it's fairly stable.
I played both. The PS3 version is generally fine, though not nearly as nice as the PC one. No screen tearing. A very particular area has nasty framerate drops (that get even worse in multiplayer but you'll be solo, thankfully), unfortunately, but other than that it's fairly stable.
You are talking about the 1st Dark Souls? I know about that infamous area, since a lot of people are making a huge ruckus over it on the Internet, hahaha.
I was actually asking about this game, Dark Souls 2. So if any PS3 players can share their experiences here, which I guess will still be very limited since it just gets out, I would be grateful.
Both? Have melee as your main, magic as your supplement. It's what I liked about the Moonlight Greatsword - it's a great weapon for melee even though it's Int-based. Because it's Int-based my Int will be high enough to use magic too. It's what I did in Dark Souls 1 and what I'll likely do here.
It had only two real downsides. One was that I was kinda gimped in terms of power as good weapons like Claymore scaled with Str/Dex, and my stats were at a bare minimum (16 Str and 10 Dex I believe), and I also couldn't use a bunch of weapons. It wasn't till I reached the Anor Londo blacksmith and created a Lightning Claymore +5 that I didn't feel held back. Also, DLC bosses had magic resistance. MLGS damage was still alright, but it wasn't great (though I found the Soul Spear sorceries to have a good effect on them *shrug*).
For Dark Souls 2, the Str and Dex requirements for the MLGS are higher, so I'll have to see if that opens up my options open, even though if I'm keeping those stats relatively low compared to other builds. But more than that I hope I can get the MLGS early. It's apparently only available
on a NG++, but you can also just use two Bonfire Ascetics to make the area NG++ level. Hope the area itself is early on though.