How do you get into the dlc without the lordvessel in the first place?
The Abyss is at the bottom of New Londo Ruins, not part of any DLC.
Why are people sad about the warping? Maybe don't use it?
The Vaatividya video claims Dark Souls 3 started development near 2 and Bloodborne. 3 teams? And he can oversee 2 projects at once.
The Vaatividya video claims Dark Souls 3 started development near 2 and Bloodborne. 3 teams? And he can oversee 2 projects at once.
Why are people sad about the warping? Maybe don't use it?
This has probably been posted elsewhere but here's some info from the new Famitsu interview:
>
-If the story of Dark Souls 1 was killing the gods, DS3 is about killing the kings.
-Story takes place after DS2 but you don't need to have played the previous games to understand it.
-Features returning from DS2 include the number of weapons and rings you can equip in addition to bonfire warping and jump button remapping.
Exactly.
They did 1. It was great.
They did 2. It wasn't as great. They learned.
They did Bloodborne. They learned more.
They're already showing us how 3 uses 1 as a base more than 2.
The Vaatividya video claims Dark Souls 3 started development near 2 and Bloodborne. 3 teams? And he can oversee 2 projects at once.
Warping killed tension in some parts of BloodBorne.
Getting kidnapped into unseen village was an amazing moment.Creepy place with incredibly tough enemies.
But naaah you can warp out of it almost instantly to avoid any difficulty spikes and plan a different route through hunter's dream.
Same exact thing with Nightmare frontier...Fuck warping.It dilutes the experience because you never felt stuck or overwhelmed by any location.
@15:23 - In the presentation Q&A, they said hub-wise the game is like Dark Souls (so Firelink Shrine type hub). Then when he asked Miyazaki 1-on-1 in his interview, he said there would be a "safe place" like Bloodborne.
@19:53 - There is a statue trying to cut off its own head.
@23:25 - Miyazaki was confused when someone brought up soul memory and asked them to clarify what they meant by soul memory. Also there's another aspect to matching besides soul level in DS3 that they mentioned but would not reveal. [my note: be wary of translation issues]
@30:31 - Both Miyazaki and the translator called the dragons in the demo "stone dragons". (this confirms Fextralife's reference to the stone dragons)
Warping killed tension in some parts of BloodBorne.
Getting kidnapped into unseen village was an amazing moment.Creepy place with incredibly tough enemies.
But naaah you can warp out of it almost instantly to avoid any difficulty spikes and plan a different route through hunter's dream.
Same exact thing with Nightmare frontier...Fuck warping.It dilutes the experience because you never felt stuck or overwhelmed by any location.
yep, the moment i realized i could just warp out of Unseen Village all tension was gone, and tense situations is what i look for in these games. for me it was a failure in game design. don't care what Miyazaki or whoever says.
and yeah the "just don't use it then" excuse is pretty lame.. when i see it's an option, all tension is already gone. i want the game itself to force me to try and survive.. it's why i love this games! if i wanted to ignore game features and artificially create a challenge for myself, i'd try to beat Skyrim without saving or something.
C team hue hueThe Vaatividya video claims Dark Souls 3 started development near 2 and Bloodborne. 3 teams?
This is ridiculous. Unseen Village is pretty late in the game and you just can't wonder into it early on.....
?
Some bag-dragging enemy brought me there very early in the game, after he murdered me. I had to avoid some of the enemies there since I couldn't do very much damage at the time.
yep, the moment i realized i could just warp out of Unseen Village all tension was gone, and tense situations is what i look for in these games. for me it was a failure in game design. don't care what Miyazaki or whoever says.
Well... no. In Dark Souls, the ability to warp was a reward, specifically imbued into the game design to make finding shortcuts and secret paths feel rewarding in itself as well. In Dark Souls II, since you can warp from the get-go, the level design is less intelligently put together since they don't give you any reason to try to find shortcuts since you can warp anywhere you want. That's the main concern here.Because they can't choose to add challenge by themselves or don't like other to be able to play differently.
Well... no. In Dark Souls, the ability to warp was a reward, specifically imbued into the game design to make finding shortcuts and secret paths feel rewarding in itself as well. In Dark Souls II, since you can warp from the get-go, the level design is less intelligently put together since they don't give you any reason to try to find shortcuts since you can warp anywhere you want. That's the main concern here.
Well... no. In Dark Souls, the ability to warp was a reward, specifically imbued into the game design to make finding shortcuts and secret paths feel rewarding in itself as well. In Dark Souls II, since you can warp from the get-go, the level design is less intelligently put together since they don't give you any reason to try to find shortcuts since you can warp anywhere you want. That's the main concern here.
Warping killed tension in some parts of BloodBorne.
Getting kidnapped into unseen village was an amazing moment.Creepy place with incredibly tough enemies.
But naaah you can warp out of it almost instantly to avoid any difficulty spikes and plan a different route through hunter's dream.
Same exact thing with Nightmare frontier...Fuck warping.It dilutes the experience because you never felt stuck or overwhelmed by any location.
Warping killed tension in some parts of BloodBorne.
Getting kidnapped into unseen village was an amazing moment.Creepy place with incredibly tough enemies.
But naaah you can warp out of it almost instantly to avoid any difficulty spikes and plan a different route through hunter's dream.
Same exact thing with Nightmare frontier...Fuck warping.It dilutes the experience because you never felt stuck or overwhelmed by any location.
In Bloodborne you can also warp from the get go, and the level design is pretty damn intricate and good.
I don't get this whole "tension" thing. Never felt this in any of the games, warping or not.
Imru al-Qays;169197177 said:You've never felt tension while playing a Souls game? Really?
Imru al-Qays;169197177 said:Again, Bloodborne has great level design, but its world design is drastically simpler than Dark Souls 1's. Just because it's better than Dark Souls 2 is in that respect doesn't mean it's on Dark Souls 1's level.
I understand what you're getting at but advanced players just avoided sitting at X bonfire in the first game to homeward bone back to the place they wanted to speed up where ever they were going.
I don't get this whole "tension" thing. Never felt this in any of the games, warping or not.
No? I don't get what the big deal is.
No? I don't get what the big deal is.
Pretending to be unfazed by a Souls game is so 2010, bra
4 rings, 3 weapons, dual wielding, etc. A lot of DSII mechanics were really good improvements and I actually missed them going back to DS 1 the other day.That's not really the case, not even in Miyazaki's own words. They're definitely abandoning a few of the things people disliked most about 2, but saying it is more like 1 really requires some jumps. Agility is out, and that's about it mechanically that has been dumped.
Irony detectedNobody cares, everyone wants warping from everywhere once you've been there and lit the bonfire so the whiners have won, it just something to accept.
It's about pacing. BB levels are carefully constructued to be self-contained and initially windy until you uncover the shortcut. It works out in nice ebb and flows of tension and relief, hence the critical reception and sales. If you want really prolonged dread, FROM is not going to give you that anymore, not especially with your familiarity + muscle memory with the Souls formulae.Getting kidnapped into unseen village was an amazing moment.Creepy place with incredibly tough enemies.
But naaah you can warp out of it almost instantly to avoid any difficulty spikes and plan a different route through hunter's dream.
Tension is the fear having to tediously run through a conquered area for 2-3 minutes and then make your way back.
It's about pacing. BB levels are carefully constructued to be self-contained and initially windy until you uncover the shortcut. It works out in nice ebb and flows of tension and relief, hence the critical reception and sales. If you want really prolonged dread, FROM is not going to give you that anymore, not especially with your familiarity + muscle memory with the Souls formulae.
Why would it be downright bizarre? Pacing is one of the most critical elements of game design whose quality is acutely reflected in critical reception.Imru’ al-Qays;169238632 said:I think it's way too early to proclaim that From has decided to move beyond prolonged dread as a design goal (Forbidden Woods is a perfect example of Bloodborne aiming for prolonged dread, though I think it's not a very good level), and it's downright bizarre to suggest that some sort of new Bloodborne level design philosophy involving "a nice ebb and flow of tension and relief" has anything to do with that game's critical reception and sales, except insofar as that design philosophy has been fundamental to the Souls series since the beginning.
I actually really like that idea a whole lot. Especially if there was a story reason as to why/how the death of an Area's boss affects the Bonfires tied to that area.They should just make bonfires warpable after you defeat the area's boss. The people who want to warp and avoid tedium still get to warp before half the game is over and the people who want to feel tension getting stuck in a dangerous place get a decent chunk of that too.
a souls title with no bonfires, lamps, or warping would be pretty amazing. Just one place that you'll spawn from. You should also drop all your gear and equipped items if you die, and piece by piece they will disappear or turn to ash if you die on your way there.
Why would it be downright bizarre? Pacing is one of the most critical elements of game design whose quality is acutely reflected in critical reception.
Forbidden Woods is an interesting example. It's longer than normal making it a sole standout. It could be possibly good for a one-time pacing change but not for the entire game.
BB, DS1 and DS2 are different from each other the more I experienced it. BB right from Central Yharnam takes great pains to imprint on you the shortcut system. It's so consistent with that formula even for Forbidden Woods that you become comfortable and settled. By midgame, it's almost telegraphing the shortcut to you because you're so in tune.Imru al-Qays;169248372 said:Bloodborne is such a short game, though, that I think Forbidden Woods counts for more relative to the game as a whole than a single area might in Dark Souls 1 or 2. Forbidden Woods is Bloodborne's only example of prolonged dread (since Yahar'gul is too hectic, Upper Cathedral Ward too short, and Nightmare of Mensis has too many checkpoints), but even in Dark 1 it's really just the Depths-Blighttown and Sen's-Anor Londo paths that simulate that sort of feeling. It's not a constant in DS1, it's something that's used judiciously and brilliantly to accentuate the player's feeling of descent into darkness or ascent to the heavens.
I think Forbidden Woods is doing something similar: it's the inflection point between werewolves, leather tricorns, and saw cleavers, the "the blood is foul" and "if it moves, you can be sure it's a beast" Bloodborne from the trailers, and the descent into Lovecraftian madness that constitutes the game's second (and final) act. It's a literal descent into madness, all downhill, that starts with werewolves and moves to snakes and culminates in Byrgenwerth. I think Forbidden Woods is Bloodborne using prolonged dread for dramatic effect in much the same way that Dark Souls did with Blighttown. I'm certain Dark Souls 3 will have a similar section, the question is if it'll be effective if you can just teleport out of it.
Whoaaaaaaa souls title with no bonfires, lamps, or warping would be pretty amazing. Just one place that you'll spawn from. You should also drop all your gear and equipped items if you die, and piece by piece they will disappear or turn to ash if you die on your way there.
also if a boss kills you then your HP is halved and the boss' HP is doubleda souls title with no bonfires, lamps, or warping would be pretty amazing. Just one place that you'll spawn from. You should also drop all your gear and equipped items if you die, and piece by piece they will disappear or turn to ash if you die on your way there.
Neither are that big. You can run from Gaping Dragon to Firelink in 2-3 minutes.Tension is going down to the Depths and Blight Town for the first time knowing you can't return easily until you complete it or decide to dedicate the time to getting back.
Dresdens idea would be cool in a procedural game. If you lose all your items then the map would reset anyway. That sounds like fun.