Backtracking is fun though. I always love going through an area and completely obliterating the shithead enemies that used to own me.
I know and love that feel.
Backtracking is fun though. I always love going through an area and completely obliterating the shithead enemies that used to own me.
I was just going to ask the same thing. I might sound old and bitter when I say this, but why are so many players these days seemingly allergic to going back through places they've been before, due to that being logical in world creation? I think back to games such as Metroid and Super Metroid, and there was a lot of backtracking in games such as those. Worlds were developed as places that could actually exist, not linear paths as if you're on an amusement park ride.
Dark Souls was never big enough that it was a hassle to retread old ground, and doing so made me feel more like I was in a world that actually existed somewhere. When some people complain strongly about backtracking, it makes me wonder about their attention span.
alright then how can you make backtracking "fun" or "ease it in" without getting rid of it completely then
pretty sure you can keep it optional, like have a item oneway ticket back to your base,very limited, so you let the player decide when he really wants to go back quicker or save for later.
Undead Burg poses zero risk even the first timeBacktracking is cool if it has strategic meaning.
For example playing REbirth the other day, backtracking is significant in that game due to the scarcity of ammo, you're constantly looking at the map trying to remember which room or corridor has zombies still left in it, which has Hunters, which can get you where you want faster, which has one way doors etc etc.
Backtracking in a Resident Evil (or Silent Hill) game make sense.
In Dark Souls it makes sense just at the very beginning, Undead Burg poses ZERO risk, really little after you finish Lower Undead Burg, for example, so going back through it is not challenging or engaging if you already know the place, in the same way that it is in a Resident Evil 1.
What major area doesn't have a bonfire? After the expansion/patch they even have a teleport location in every major area.
Undead Burg poses zero risk even the first time
Thanks.We get it. You're a badass.
Undead Burg poses zero risk even the first time
I also did not have an issue with backtracking, but it can't hurt for the people that do.
Glad they also will streamline the game more, I disliked that the game almost required you for some things to get it from the community or just searched it on the wiki. I get the design decision of wanting to discuss strategies with other people and stuff, but it just does not work in this day and age. It just requires an extra Google search.
They might as well just bring back the superior Nexus hub from Demon's. The backtracking is a consequence of this interconnected "open" world they've created, and they've practically admitted as much by saying this.
The Homeward Bone takes you back to the last bonfire you used, so while it certainly can be used as a warp back to a "base" in the early game, you have to really know what you're doing, and do any/all areas you're passing through in one shot. Not a big deal for experts speedrunning/replaying (Firelink -> Queelag is easy and fun now), but doesn't really help new players/first time players.They already have that. Homeward bone I think it was called?
Undead Burg poses zero risk even the first time
Undead Burg poses zero risk even the first time
Undead Burg poses zero risk even the first time
Almost everything doesnt sounds bad but.... I liked to backtrack :/
More good news:
Dark Souls 2 is server based, but will include offline option
CVG Link
Yeah; I actually didn't like the online mode in DS......Options are good anyhow..So win-win
Undead Burg poses zero risk even the first time
Confirmation of the DeS server setup returning is the best possible news.
More good news:
Dark Souls 2 is server based, but will include offline option
CVG Link
Yeah; I actually didn't like the online mode in DS......Options are good anyhow..So win-win
I read the messages on the floor so I didn't go to the Black KnightSo you could just stand around in human form and insta-kill invaders by your sheer presence? Give the black knight a mean look and have him jump off a ledge in fear? How's that no weapons/no armor run treating you? I can't imagine you need either if there is literally zero risk of death in the Burg.
Because it's boring and tedious.
I read the messages on the floor so I didn't go to the Black Knight
Tanimura also said some content will carry over from Dark Souls to Dark Souls 2: "In terms of equipment and covenants, we can't give you very much information at this point. But there will be things that carry over from Dark Souls to Dark Souls 2. There will be adjustment and newly added features as well."
I think you can cut back on the backtracking while still keeping the metroidvania world.Learning the way that the world in Dark Souls was interconnected was one of the more satisfying aspects. I probably wouldn't have understood it nearly as well if I could warp earlier on. I think it's cool how I can still remember exactly where everything is and how to get everywhere, which I realized when I was trying to explain how to get somewhere to someone a week or two ago. I guess we'll see.
Warping was only available in the latter half of the game, which seemed a little bit useless."
I feel like Dark Souls had too many bonfiresPUT A BONFIRE IN EVERY MAJOR AREA.
If you want to combat tedium, that's number 1 on your list.
PUT A BONFIRE IN EVERY MAJOR AREA.
If you want to combat tedium, that's number 1 on your list.
They better not make it so that you can warp right from the start.
It worked fine in Demon's Souls.
Those people wanna use the internet to wallow in their ignorance instead of lighting a candle? Good. It's what that was done that way for: actual social interaction. Mystery. Wonderment.
It's probably the twelth time I've pointed this out.
"You died in another game, yet the Nexus still binds your soul!"