In Miyasaki we trust.
This is sorta fun on the first playthrough. It's a major pain in the ass on every subsequent run.
Things like using a homeward bone back to firelink shrine after killing Quelaag because going down the shortcut later for Demon Ruins is faster than climbing back up (since you can just drop a couple of times) makes replaying it quite special.
DS1 backstabs? Why?
If you mean turning direction between attacks I've got news for you:
- Weapons in DS1 could do it too (Ultra Greatswords)
- ALL weapons can do it in Bloodborne (aka the last game made by Miyazaki)
So I hope that's not a deal breaker because it's probably gonna be in DS3.
Whats the world of Dark Souls III like?
Miyazaki: The sense of something having ended, or destruction, is stronger.
Are there any changes to the basic design?
Dark Souls III follows closely from II, so we kept the handy things from II.
Regarding actions or weapons
Weve expanded the character builder and tactical options without sacrificing the feel of the series. We added new action elements that contribute to the sense of role-playing. For instance, we adopted the concept of rapid fire for the short bow, and the animation between rolling and walking has been smoothed out.
The speed of the action is slightly increased compared to the previous two games and balanced so you can move intuitively. I dont think were going to employ the idea of agility, otherwise the action would be stressful until you raise your stats.
There are slightly less maps than Dark Souls II, but each of the maps are on a much larger scale.
E: I want confirmation that the agility stat isn't in the game!
Peeve is a person.
Because they made PVE awesome?
Remember heading down the lift in undead chapel and it reconnecting you to firelink shrine?
So good. DS1's connectivity was great.
Wait wait wait...
Maybe in this game you linked the fire already and are the new Lord of Cinder ... Your job is to remake the world all nice and less apocalyptic...
Would explain why the player character is described as having a cape that is singed but still glowing as well as a torch that doesn't go out?
Edit: Also might explain the rumors that you can make bonfires now too?
I dont think were going to employ the idea of agility, otherwise the action would be stressful until you raise your stats.
please
In Miyasaki we trust.
Because they made PVE awesome?
�The speed of the action is slightly increased compared to the previous two games and balanced so you can move intuitively. I don�t think we�re going to employ the idea of agility, otherwise the action would be stressful until you raise your stats.
I swear i read it somewhere but i can't find it now. Big M stated leveling up to agility dodge is not a great idea.
Im sure balance will be in mind during the creation of the game man
Wouldnt be overly worried
I think I'm okay with from-the-start bonfire warping as long as the level designs are DkS1-tier.
+ 30fps (this is the target fps for the final game per Miyazaki)
SOLD.Bows completely got a revamp. You can now effectively use the Short Bow in close range combat. If fires quickly and is nearly instantaneous.
Miyazaki: Using the short bow is a bit like being like Legolas in Lord of the Rings. Ok, Im probably exaggerating a little.
Bloodborne chugged enough at 30fps. Would have preferred to have Souls stay at 60. Gameplay>graphics in Souls.
DS2:SOTFS (can't comment on OG pc version) runs really well
And I'll take 30fps with Miyazaki level design over 60fps with what Dark Souls 2 had.
Actually, console players got a taste of 60 FPS (mostly) Souls with SotFS.Stay? No Souls game has been over 30 aside from PC.
Sigh enough of this please. I wanted to buy the game soon. It was one question. Please stop overreacting to one question. Back on topic.
Actually, console players got a taste of 60 FPS (mostly) Souls with SotFS.
Every Souls game has been 30fps on consoles at launch.
I think I'm okay with from-the-start bonfire warping as long as the level designs are DkS1-tier.
Oh look, a backstab-able enemy. Time to spin circles around them until they whiff an attack and then 1 shot them.
Instant backstabs broke DkS1 PvE in a terrible way. In DkS2, they led to a weird arms-race where you could still insta-backstab but enemies spun way faster in order to prevent you from getting a clean shot.
The DkS backstab system needs a significant revamp. Bloodborne did them well, but introducing charge attacks on 90% of weapons also has a huge effect on gameplay that they might not want, so I understand if they don't go down that route. But I really, really, really, really, really hope they don't use one of the existing DkS systems without some tweaks.
"Oh look, a backstab-able enemy. Time to spin circles around them until they whiff an attack and then 1 shot them."
Not familiar with this strategy. For me, a shieldless user, it's more of a high risk, high and oh so satisfynig reward situation. Roll into an attack and make use of the invincibility frames, end up behind the enemy, backstab for massive damage/insta-kill. Feels good, man.
Not familiar with this strategy. For me, a shieldless user, it's more of a high risk, high and oh so satisfynig reward situation. Roll into an attack and make use of the invincibility frames, end up behind the enemy, backstab for massive damage/insta-kill. Feels good, man.
Where are all these games which are like ps3 graphic for the sake of 60 fps on ps4? O_OReally happy about 30fps. Getting really tired of PS4 games looking like slightly better PS3 games at 60fps.
Stay? No Souls game has been over 30 aside from PC.
If it's really only slightly fewer maps than DS2, and they are individually larger than in DS2, then it will almost certainly be bigger than DS1. DS2 was huge (with the 3 DLCs it's gigantic).Slightly less maps than DSII, yet much bigger individually, makes it seem like the game could be bigger than DS1 anyway.
DSII is a huge game even if individual areas are often not that large.
Slightly less maps than DSII, yet much bigger individually, makes it seem like the game could be bigger than DS1 anyway.
DSII is a huge game even if individual areas are often not that large.