
02-05-2011 09:47 AM
http://blog.us.playstation.com/2011/02/04/dark-sou
Started a discussion with a longer personal assessment of the interview, but it seems to have disappeared, sigh...Anyhow this is a pretty cool interview for those who missed it. Suffice it to say I'm encouraged by what he had to say.
02-05-2011 08:33 PM
Can some one help me?
I can't seem to pick my jaw up off the floor!
02-06-2011 04:18 PM
Hate to say "I told you so" but... nah, I don't hate to say it: PAC I was right!!! This game is gonna b easier.
"If you die, you won’t be taken back to the beginning of the level." = Now there is no real and tangible death penalty beyond losing something and OMG no I have to do EVERYTHING again!
"And as you explore the world, you can carve out your own territory and retry quests you failed." = Enemies don't respawn everytime
"We are adding a tutorial so players don’t have to fight to learn how to play." = So now everyone can be a combo master. Here, let me hold ur hand.
"learning commands and controlling your character is probably a little bit easier" = See above
"It serves as a recovery point; when the player’s health is low, the Beacon Fire helps you recover. It serves as a respawn point as well." = Now we also heal your health, whilst giving u a safe spot to chill
All the above + multiplat namco release = Difficulty nerf so that the crowds can play!
*I'm still playing this as they don't cut out the skeletons. Stuff is looking rather different than TGS time.
02-07-2011 03:59 AM
Fexelea wrote:
"If you die, you won’t be taken back to the beginning of the level." = Now there is no real and tangible death penalty beyond losing something and OMG no I have to do EVERYTHING again!
Well, If i recall right almost every level in DS had a detour system of sorts... this will only mean you can strategically restart. I think there will be more to it than just selecting a respawn point (wishful thnking)
"And as you explore the world, you can carve out your own territory and retry quests you failed." = Enemies don't respawn everytime
How you figure?
"We are adding a tutorial so players don’t have to fight to learn how to play." = So now everyone can be a combo master. Here, let me hold ur hand.
Well....if i had a tutorial (in DS) teaching me how to swing a sword, aim a spell or work out a bow, it wouldnt help me much per se, it wouldnt mean nerfin the game...
a simple tutorial cant mean theyre holding our hands...there was a proper tutorial in DS too.
"It serves as a recovery point; when the player’s health is low, the Beacon Fire helps you recover. It serves as a respawn point as well." = Now we also heal your health, whilst giving u a safe spot to chill
The beacon fire serves as the nexus in this one. When in the nexus your health, mana and stamina recovered instantly. Same here
I dont think they will be nerfing this game at all. maybe they are taking a different approach in some points, but that does not mean nerfing. I mean, theyve said they want us to laugh at the amount of times we ll die !
on a side note, i liked the henge no jutsu they talk about. I mean...transforming and blending in the environment gotta be cool. Now people will have to remember every aspect of the game...but i can still break one vase and replace myself with one. Cant wait to ambush people with this !!!!!!
02-07-2011 08:59 AM
Thanks for posting, pac! I liked the part about the weapons, and how they want you to become attached to it. Everything looks good, but it looks like the difficulty is beng toned down, especially the part about the respawn point. A respawn point in Demon's Souls?!
02-07-2011 03:30 PM
Haha Fex, I choose to deceive myself until I see it for myself. However, how could they restart you at the beginning if the world is "open"? The same for the beacon fires, since there is no longer a nexus where could you get your bearings.
I hope they retain the lose all you have and the enemy respawn death penalty. I often have thought that in an open world game, there should be discouraging areas to newcomers and a penalty would reinforce that. One of my gripes with a game like Oblivion was how everything scaled to you, which meant you could go dungeon crawling anywhere from the start but later on once you were really powerful, areas you once cleared were just as or more difficult. That's why I thought Demon's Souls had a good foundation for an open world rpg. When you first played, there was no way you would attack the Valley of Defilement, but by the end of your first cycle, you could open a vacation home in the poison swamp.
I will not concede just yet, and prefer to (perhaps stubbornly) assume that the game will not be nerfed to pander to a larger demographic.
02-07-2011 03:56 PM
@ The Sentient
Well, If i recall right almost every level in DS had a detour system of sorts... this will only mean you can strategically restart. I think there will be more to it than just selecting a respawn point (wishful thnking)
You had to discover the detour. I understand most US/EU players did not experience this part of the game, but when we started there were no guides... no wiki, no maps, no nothing... so we didn't even know how world tendency worked or what it did. We didn't know where or how to upgrades which weapons with what, etc. Because of that, the having to restart was a big part of the "determined to do this!" aspect of the game that I really loved but many people found too difficult and quit before finishing Phalanx.
How you figure?
From my understanding, this means that you can "secure" or "take over" locations per se... I would hope it is temporary or limited, it would determine how much of an easy ride you get.
Well....if i had a tutorial (in DS) teaching me how to swing a sword, aim a spell or work out a bow, it wouldnt help me much per se, it wouldnt mean nerfin the game...
a simple tutorial cant mean theyre holding our hands...there was a proper tutorial in DS too.
Indeed! But if you get a tutorial that goes beyond the first in a game that to be honest doesn't have *that* many moves, you give awway the discovery aspects. He said "However, we are adding a tutorial so players don’t have to fight to learn how to play. We don’t want to take the players step-by-step, we just want them to get past the first step." the bold part is what I think is a nerf. Learn on the job and mess up and pay for it is what made DS my obsession lol.
The beacon fire serves as the nexus in this one. When in the nexus your health, mana and stamina recovered instantly. Same here
With the difference that right now this is a portable nexus for you to use pretty much at your convenience right from the start. I'm hoping a preset tweak that determines a start to a level where you put the beacon rather than a checkpoint-every-3-minutes usage.
I dont think they will be nerfing this game at all. maybe they are taking a different approach in some points, but that does not mean nerfing. I mean, theyve said they want us to laugh at the amount of times we ll die !
You will probably die a lot. But right now I am not believing the "harder than Demon's Souls!" line.
@ Pac
I can both love n hate on the same thing quite seamlessly! haha. The open world thing isn't really open... well, at least from a technical perspective, so a less death-is-a-ok method could have been implemented. What they are proposing is a sort of "clear" method for areas, the big difference with this nexus is that it is portable. So you could spawn a nexus mid level.
They will need to tweak this so that it remains as challenging as the first one. I think the devs know this. Maybe they are saying certain things to appease publishers and plan to pull off another one of what they did to Sony lol.
Time to place you bets: will DS be harder than DS? lol
02-07-2011 04:51 PM
After looking at few comments here, I'm hoping the Beacon Fire is indeed a safe spot.....where you can spawn as an invader and be safe from jumpers!
02-07-2011 06:27 PM
Ok, now I'm starting to get a clearer picture of how the game unfolds. I picked up on how they used "seamless" instead of "open" and was struggling to come up with a mental image to differentiate the two. Kinda like a fog of war like in some rts games.
When it comes to combat tutorials, they may be able to train you in PvE and take away the discovery that way (which sucks), but there is no way the tutorial could prep you for PvP, given what the community has done with Demon's Souls. Let's face it, we've been doing things in PvP with Demon's Souls that even From never considered. I'm pretty confident Dark Souls pvp will become a breathing, ever-evolving organism as well, provided they simply provide us a platform again rather than impose all sorts of conditions and rules.
Fex, I share the same hopes you have on temporary territory expansion and the beacons. Aspects like that could make the game special. Although, browsing through the comments on that article, I get the sense that there is a strong appetite for a less difficult game. So many keep saying "I really wanted to get into that game, but it was just too tough so maybe now I'll give this game a shot." That's mildly disconcerting lol.
I don't know, call me a snob if you will but I appreciated the in-the-dark challenge of Demon's Souls and the community it attracted. I've met some really awesome like minded gamers (i.e. all of you) with whom I've had some fantastic (hours long haha) discussions and co-op sessions with. I look forward to those moments again. Even if the game does fall short of our original gangsta expectations, I fully expect that we will all make it our own again as we did with Demon's Souls.
And if it sucks so bad (which I don't think it will), we can start banging the drum for a proper sequel!
02-07-2011 10:16 PM
Was it just me, or did one of those locations look like the swamp from 5-2?
Joy...
So now, instead of just getting poisoned, we're prolly gonna get plagued, too!
Then to top it off, it'll be deeper, so we won't be able to run! YES! Now I can wade through the water and prolly get dragged under this bubbling muck by some crazy swamp dwelling octopus!
I would add that, but that's just me. Would add a lil fear into the level.