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Dark Souls II 12 minute gameplay video up [Update: 10 Minute Q&A Video]

Just finished watching the Q&A. The most important thing i took from that was.

This game will ABSOLUTLEY NOT BE DUMBED DOWN to appeal to a broader audience.


THANKYOUTHANKYOUTHANKYOUTHANKYOUTHANKYOUTHANKYOU

I'm absolutely pleased with what they said. They want to concentrate on the core of what defines Dark Souls rather than adding new things.
 

Nirolak

Mrgrgr
Am I imagining this? In the preview screenshot the lighting looks completely fine.

In the IGN stream video it looks completely fucked.

What's the deal?

MDf1atg.jpg


UksaDeK.png

Black crush.
 

Roubjon

Member
I didn't realize how much I really love Dark Souls until I saw this and wanted it so badly. The improvements of the enemy AI is pretty sweet and the art direction is freaking amazing.
 

I'm an expert

Formerly worldrevolution. The only reason I am nice to anyone else is to avoid being banned.
The animations are really the only thing i'm not liking so far.

Agreed, but that's because they're much more fluid. It's hard to see Dark being so fast and smooth. I'm sure we'll get used to it.
 

Kusagari

Member
Anyone else kind of annoyed that they've now seen the chariot thing?

Would be great experiencing that without knowing. I'd shit myself.

Oh well, only myself to blame

They showed it back when the first concept art came out so most already saw it.
 

Screaming Meat

Unconfirmed Member
agreed on these points. he seemed to be absorbing a lot of hits in some of those sections and not suffering too much damage. throwing axe to the face notwithstanding. maybe there is an explanation for that and there were times when damage added up pretty quickly, but im hoping there is some explanation on why that was the case.

in the q&a he says there are still estus flasks, but doesnt mention how they complement or whatever the healing drops he uses in the video. i would like to know what the deal is with that.

It's a demo, so they probably had some debug stuff going on or a specially made character to show off the mechanics.
 

Pyrrhus

Member
Anyone else feel like the shadow are completely fucked in the outside scenes?

It's almost impossible to make out what's happening on screen.

In real life, the contrast between light and shadow isn't nearly as pronounced.

MhIXnMR.png


That combined with nonexistent anti-aliasing gives a very distorted image.

When has this series ever gone for naturalistic lighting, though? The games use color filters pretty heavily to create moods. This chiaroscuro thing is nothing out of line with that. Incidentally, I think you could actually get that level of contrast using a camera.
 

traveler

Not Wario
ah, true enough. Guess im mostly refering to the bridge scene. The scope of that + the moving camera angles + the player character reacting like that felt very different and more like a show-off sequence.

You could argue that its similar to the dragon burning the wide bridge on Dark Souls 1 but it still felt decidely different.

Again, im not trying to bring this up as a bad thing at all. Im sure the solutions to those situations are very open-ended and that you can still tackle the game in many different ways. Just that it looks like a bigger budget (allegedly? or do we know this for sure?) gave them room to go huge on presentation and wowing the player simply from a "look at this sequence" standpoint.

Right, I don't have any issues with "scripted" moments in games either so long as they incorporate proper interactivity. I'm interested to see how you are supposed to approach the bridge. The bridge in Dark Souls was one of the few "gotchas" that felt inappropriate, since the player could not have knowledge/time without having it spoiled beforehand. I'd like them to stay away from that; even encounters where you have only a moments notice to react are fine. It's just the no notice/no viable option that feels cheap.
 
Am I imagining this? In the preview screenshot the lighting looks completely fine.

In the IGN stream video it looks completely fucked.

What's the deal?

http://i.imgur.com/MDf1atg.jpg[/IMG

[IMG]http://i.imgur.com/UksaDeK.png][/QUOTE]
Hopefully the dark areas are like in the top screen. Cause in the video the blacks were crushed to death.
 

Anteater

Member
Game look much more better graphically and more atmospheric than dark souls. I kind of like the enemy animations too. Seems pretty fluid.
 

Salsa

Member
Right, I don't have any issues with "scripted" moments in games either so long as they incorporate proper interactivity. I'm interested to see how you are supposed to approach the bridge. The bridge in Dark Souls was one of the few "gotchas" that felt inappropriate, since the player could not have knowledge/time without having it spoiled beforehand. I'd like them to stay away from that; even encounters where you have only a moments notice to react are fine. It's just the no notice/no viable option that feels cheap.

I agree with that but I dont really see it changing

the double axe dude throwing the axes at you and you having to deflect them already looked kinda "gotcha" to me. Assuming you have no previous knowledge of deflecting stuff like that.
 

Dantard

Neo Member
Doing this in Dark Souls was simple risk and reward. Taking the item created an enemy. This just seemed like a jump scare kind of thing.

Also, the skeleton dragon was really loud and slow to attack. I thought it was cool, until I realised it wasn't an enemy and just that single slow easily avoidable trap-attack... Dull...
 

gibration

Member
Couple of things they mentioned on the Q&A that I liked,

- They're making it more accessible by giving the player a clearer understanding of the mechanics and HUD.

- The same method of storytelling is here to stay.

Looks great so far. Doesn't seem like they're making it any easier than before which is awesome!
 

Alexios

Cores, shaders and BIOS oh my!
Also, the skeleton dragon was really loud and slow to attack. I thought it was cool, until I realised it wasn't an enemy and just that single slow easily avoidable trap-attack... Dull...
It's not dull, it's neat, and most certainly a warning for what's to come later as the real deal. Why should the environment always be static without surprises like this to see unless it has real enemies in?
 

traveler

Not Wario
There's ash all over it.

I ignored it first time, but that's a warning right there.

There's also dead bodies, gore, and blood all over the place throughout the game. If the sign of danger isn't a meaningful departure from the norm, it doesn't really count.

Edit: As Papercuts says below, though, the game, to its credit, doesn't really have these throughout. This was really the only one that stood out.
 
After having my concerns eased, I vow to go on media black out.

Exploring an unfamiliar area is one of the Souls games greatest joys.

I would pay through the wazoo though for an early build of this game, the wait for release will be more tortuous than the game itself.
 

Papercuts

fired zero bullets in the orphanage.
There's ash all over it.

I ignored it first time, but that's a warning right there.

No, it really isn't a good warning. That alone doesn't communicate at all what the player should do, or even if you expect it WHICH WAY to go. Even if you expect it, is it a fire trail from the back, meaning book it forward, or is it going to be something you cautiously walk towards and book it backwards?

It was a lame move, and luckily the only thing like that in the game. Other traps detail it all, like the Sen's Fortress elevator being something you can examine and look up to see the spikes after noticing blood on the fllor.
 

Sinatar

Official GAF Bottom Feeder
I was actually applauding my monitor throughout the video.

Giddy would be a good way to describe me right now. God damn, they didn't ruin it. Thank god.
 
Very excited for this, not much more to really say without repeating! Always love new Souls games because of new environments. They look fantastic so far. FUck yea GAF, fuck yea! Souls-GAF unite!
 
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