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

So many traps in the gameplay video. :lol

This game is a great take on survival-horror. I would love to see Eternal Darkness 2 inspired by Souls.
 

Verelios

Member
I love the axe bit. It looks like he deflects it while attacking but it really gets embedded into the players head. Too awesome.

Hate the bridge part. I'm kind of funny like that. Fuck seeing a bridge and being scared every time I have to go across. Now I have to search for another route instead of taking it. The chariot guy is fine. I can handle him whenever. That looks like an interesting fight. Going to break your wheels!
 
Looks really good. A little worried because Estus Flasks > Grass and the healing drops seems like a step backward in the wrong direction, but I'll wait for the final build to pass judgment. Environments look fantastic. Looks and feels like a Souls game to me! In From I trust.
 

Mahonay

Banned
Hate the bridge part. I'm kind of funny like that. Fuck seeing a bridge and being scared every time I have to go across. Now I have to search for another route instead of taking it. The chariot guy is fine. I can handle him whenever. That looks like an interesting fight. Going to break your wheels!
Actually it would not be unusual of Dark Souls for it to require you to figure out a way to distract the dragons.

Or like you said, maybe it forces you to path around. I honestly really enjoy that aspect. Where the game makes you work just to get from point A to B. Adds to the overall mercilessness of those games.
 
inordDzzx1YTK.gif
Dog Souls 2?
JAARM4M.gif

Found this GIF in the funny pics thread oddly appropriate. :D
 

Acerac

Banned
Just saw the video and watched the main character get instantly gibbed repeatedly in different ways.

fucking casuals have ruined this game, game is dead, no-skill no-reward gameplay etc
I still don't understand these posts. He died from taunting enemies, not rolling out of the way of approaching vehicles when given ample time to do so, and from trying to hit axes out of the air instead of rolling to avoid them.

Is the fact that the character can still die in one hit a cause for celebration? If you stand in front of enemies you can die in Mario as well.
 

Zeliard

Member
I fully expect them to throw a bunch of those chariots at you near the end game like a nightmare version of the wheel skeletons.
 

KarmaCow

Member
I'm curious how they plan on addressing going the same areas in multiple playthroughs. The Drake on the bridge works once. Tomb of Giants is amazing the first time through when it seems like you're exploring a huge pitch black cave, but then you realise how small it really is.

I mean I did beat Dark Souls multiple times but that was more about testing out a character than the enemies or the levels. I don't think randomized elements would work in a Souls game so I'm not sure how to tackle problem. The master key was a good way to mix things up, but it's still more about the character. Maybe it's not even a problem, I don't know but it feels like the game loses something significant when know the levels. And again, that mastery allows for other parts of the game to shine.
 

Realyn

Member
Looked good, but the guy talked alot of shit.

So, yeah, we are trying to give you alot of choices. We think that's important. I mean, like, we really do. Oh you just got one hit killed. Haha, you didn't chose to reflect the axe.

WTF?
 

Strife91

Member
I'm pretty underwhelmed. I'm not just feeling it. There's no feeling of oppression. It doesn't look as sadistic as as the previous games. I want it to treat me like bitch. Spit on my face. Just treat my horribly. Be unfair. Be dangerous. Take a big rock and throw it at my balls. The enemies look way to easy. The traps doesn't feel dangerous or scary at all. I want it to feel like I'm searching for the bathroom but find the torturing dungeon instead.

It doesn't like look like the game was designed by a person who knows the joys of pain.

I wish we could have Miyazaki back. :(
 

Korezo

Member
They removed the rag doll physics!!! Why?? Now when enemies die they just shatter and disappear. I guess thats what they removed to get better performance. Messing around with dead bodies was fun.
 

fallagin

Member
Oh man, it would be awesome if every time you die you are warped to a random bonfire.
That would cause some hairpulling though of course :p
 

Sullichin

Member
Looks lovely. I was pleased to see humanoid enemies with more interesting design than dreglings/undead guys. Good enemy variety. Graphics look like Dark Souls with better lightning, no problem with that.

Not worried about the regular enemies doing very little damage, the vit/stamina on that guy looked pretty maxed out. Reminds me of when they showed the sanctuary guardian fight in DKS. Torch having 100% block seems a bit generous but it looks like blocking with it takes away all your stamina. Torch system could be a cool new mechanic that builds on the ToTG style in the first game. Deflecting attacks also looked cool. Didn't see anything that made me worried they were switching up the game too much. If anything they focused too much on how often you're gonna die, but I guess that's how the game is marketed. More death animations are a nice addition. But yeah numerical damage values better be an option!
 
While I prefer a darker, more oppressive atmosphere, I'm sure I will enjoy the dragon-theme and the new settings as well. Maybe different is better. I really liked the composition of the Castle of Dragons, for example.
 
Looked good, but the guy talked alot of shit.

So, yeah, we are trying to give you alot of choices. We think that's important. I mean, like, we really do. Oh you just got one hit killed. Haha, you didn't chose to reflect the axe.

WTF?

He did try to deflect the axe, but his timing was off. From what I gather from what folks have said about gameplay in Souls, timing is a major key when dealing with many of the enemies in the game.

Things like the wyvern bridge though make me wonder in how the hell the player has a choice in that situation. Sure, there's not taking the bridge, but I don't think that's what was being implied.
 
Looks awesome, but the IGN Q&A doesn't ask if it will be on PS4... dafuq?

I have strong feeling it will come to PS4 especially if its coming to PC but to wait or not to wait is the true question :(
EDIT: I assume its gonna be on pc, and faking youtube player wont buffer Sigh
 

KarmaCow

Member
They removed the rag doll physics!!! Why?? Now when enemies die they just shatter and disappear. I guess thats what they removed to get better performance. Messing around with dead bodies was fun.

Killing a hulking stone golem only for it to get caught on your leg and then zero mass flop around was kinda lame. Though getting those fire breathing things in Blighttown caught on you was freaky.

If it's a choice between zero-mass ragdoll and disappear, I'll take disappear but I'd prefer if they didn't lose all their mass when they died.
 

Zeliard

Member
I'm curious how they plan on addressing going the same areas in multiple playthroughs. The Drake on the bridge works once. Tomb of Giants is amazing the first time through when it seems like you're exploring a huge pitch black cave, but then you realise how small it really is.

I mean I did beat Dark Souls multiple times but that was more about testing out a character than the enemies or the levels. I don't think randomized elements would work in a Souls game so I'm not sure how to tackle problem. The master key was a good way to mix things up, but it's still more about the character. Maybe it's not even a problem, I don't know but it feels like the game loses something significant when know the levels. And again, that mastery allows for other parts of the game to shine.

I dunno, I actually think one of the neat parts of the Souls games is how deceptively small the levels are, and how quickly you can end up going from start-to-end once you get to know them (and unlock shortcuts).

When you go into Tomb of the Giants thinking it's this massive labyrinth, you end up feeling like you've spent hours in there even if it was a relatively short time. Then when you get to know the level, you feel like you own it. It allows for a way to master the levels while still giving them an oppressive feel the first couple times you go through them.
 

Johnas

Member
Not really sure how I feel about it at the moment.

So much brown and orange. I know they only showed a few areas, but I was hoping to see more variety. I'm confident the final game will have plenty, Demon's and Dark were both quite varied in locations. I just wanted to see some now.

I kind of hope every little thing is tweaked slightly just to help the game have its own identity. As great as many of the sound effects were in Demon's and Dark, I hope they don't blatantly reuse lots of them. I like how the bonfire effects are different, moving through a door looks and sounds different, and the death of that one large enemy looked cool.

I wouldn't mind seeing a familiar NPC or two from Demon's make a return purely as fanservice, like Patches did in Dark.
 

duckroll

Member
They removed the rag doll physics!!! Why?? Now when enemies die they just shatter and disappear. I guess thats what they removed to get better performance. Messing around with dead bodies was fun.

Might be related to how they are motion capturing all the animations now or something. Not sure if I'm a big fan of that approach, I guess we'll see.
 

TheMan

Member
just gimme save slots that and allow me to save anywhere just like skyrim. i don't give a fuck what other people think of "savescumming."
 

AJ_Wings

Member
just gimme save slots that and allow me to save anywhere just like skyrim. i don't give a fuck what other people think of "savescumming."

You could save anywhere in Dark Souls. Quitting and re-booting up your save will start you the same place you quit the game. It's only when dying when a game sends you back to a previously used bonfire.
 

UrbanRats

Member
They removed the rag doll physics!!! Why?? Now when enemies die they just shatter and disappear. I guess thats what they removed to get better performance. Messing around with dead bodies was fun.

Hadn't noticed that.
Ragdoll was hilariously bad, but having bodies around was kind of useful for various reasons.
 
It looks nice, but definitely brought down to reality compared to the original trailer.

I think it kinda looks like more of the same (not just aesthetically), but I'll probably bite anyway.
 

Sullichin

Member
That walking does look kinda weird. Walking in Dark Souls was weird too in a different way..when you jog on uneven ground you sometimes roll your ankles almost completely sideways, it looks very painful
 
PLEASE I'm a day one fan of Demon suls (jap version) and Dark souls. I'am abroad and can't watch the video, dying here.... IS IT AWESOME ? DOES IT LOOK HARD ? PLEASE, WILL I E DISAPOINTED OR DOES IT LOOK AMAZING ?
 
No they don't. He wants to quicksave/load through the game.

I'm not one to put developer intent on a pedestal but I gotta wonder why bother playing the game at the point if you're going to trivialize the level/encounter design.

I was being annoyingly literal in an attempt at playing coy. Yeah, I know what he wants.
 

Izuna

Banned
Watching this again...

I have to say.

I hate how Dark Souls is built around killing the character. But *sigh* that's what people like about the Souls series, according to them.
 
While I prefer a darker, more oppressive atmosphere, I'm sure I will enjoy the dragon-theme and the new settings as well. Maybe different is better. I really liked the composition of the Castle of Dragons, for example.

I know what you mean, but if you take Anor Londo that is hardly dark or oppressive either :) same goes for bits of Oolacile.
 
Watching this again...

I have to say.

I hate how Dark Souls is built around killing the character. But *sigh* that's what people like about the Souls series, according to them.

all of the traps in dark souls were telegraphed and i assume this one will be too

a normal player would run away as soon as they see a wyvern landing on a bridge...
 
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