Both are fun but I'd say Skyrim hands down. I do hope Bethesda takes not on the melee combat though... thats about it though.
bethesda started it
http://www.abload.de/img/iherdulikem47q3.jpg[/img[/QUOTE]
No really it was gametrailers who started it months ago. That was just a harmless shout out from Bethesda.
No really it was gametrailers who started it months ago. That was just a harmless shout out from Bethesda.
Risen
Edit: Ignore me, forgot its PC only
Exploration - Skyrim, although Dark Souls is no slacker here at all. Both games are absolutely epic in scope and provide tons and tons of weapons, armor and loot.
These are basically my feelings on DS as well. DS feels like a gift specially made for you, each corner and enemy encounter posed to create a different challenge. It's really hard to compare DS to anything happening in contemporary gaming because DS doesn't have much wasted space.It cannot be overstated, that Dark Souls was a big jump up from Demon's Souls in terms of exploration. I loved finding the shortcuts and how the world fits together. It's not as big of world as an Elderscrolls game, but for the game that it is, it seems to go on forever. And the way everything is connected is such great design. I loved discovering new areas in Dark Souls. It's got an intangible atmosphere. I get scared playing it.
In contrast to the open world sandbox feel, Dark Souls universe feels hand crafted during each encounter, like a DM thought out every scenario as part of a larger cohesive module, instead of random stuff happening with a "simulated" world
Dark Souls had no story
Oh,you're one of those who needs the story spoon fed to you. The story is right there under all items/weapons/armor description,you just need to piece it together.
Which is better, Mario or pancakes?
Doyou have to play dark souls online, i really am not into online rpgs
Eh? did you play the game for more than five minutes? Dark souls is constantly saving. you can quit out of the game from literally anywhere and pick it back up with all stats and enemy placement intact. Taking that into account, the game doesn't need a pause feature. Get interrupted by a phone call? quit out, come back in five minutes.
The only thing you CAN'T do is regenerate health and renew spell charges. that has to be done from a bonfire, but will reset enemies, for obvious reasons.
Not at all. Your first time through might be more fun offline, tbh.
Dark Souls. It's not even a question.
Combat: Dark Souls combat consists of a small number of base mechanics, that all have depth, and are very tightly interwoven. Combat is based on the player being alert, aware, and careful at all times - no matter how far you get in the game, all but the weakest enemies can kill you in a handful of strikes, but it works the other way, too: Most enemies who are much stronger than you will still go down in a comparatively small number of hits, provided that you're good enough to watch for and exploit their openings, while avoiding their attacks. The tools are provided for you to do both these things, with various lock-on, blocking, rolling, etc mechanics. If you can damage it, you can kill it. In Skyrim, combat is based on an even smaller number of mechanics, with little clear relation to one another. Weak enemies will crumple as you breathe on them, and strong enemies basically cannot be defeated in a head-on fight, unless you exploit the poor AI to get them stuck on level geometry while you take a breather. Worse, there are tons of characters that are completely arbitrarily immortal. Not just a handful of plot-necessary main characters, either - you can find some little camp out in the middle of goddamn nowhere, with four people in it, and one of them will be immortal. You can get in a fight with them, and they can kill you, and you can reduce their HP to zero, but they just take a knee and get back up again, 20 seconds later - and they'll still be hostile, so not only can you never kill them, but your only option is to quit the fight entirely.
Exploration: In Dark Souls, exploration involves looking for and finding deliberate, hand-crafted items, areas, and secrets. Every area is completely distinct from one another, and you visit places as varied as a volcanic area filled with magma and demons, to a blue beach with white sand and massive trees in the distance, from a run-down medieval town with thatched roofs, to a city made for giants filled with pristine, fine architecture, and from a perpetually snowy, mountainous region, to a city that's been buried underwater, filled with ghosts who are not only immune to any weapon that hasn't been cursed, but can stalk you through walls or pop out of the floor to surround you. When you go off the beaten path, you'll find hidden passages that interconnect the world, not only contributing to the game's sense of place, but providing tangible gameplay bonuses that make you feel as though you're mastering the game world. When you explore every nook and cranny of an area, you'll find caches of items that contain unique magical weapons, or suits of armour that are found nowhere else in the game. The act of exploration itself is an exciting risk, because every area has the potential to be dangerous, and you're limited to an 'adventuring day' by a relatively small number of healing items that you can carry, a limited number of spells that you can cast between resting, etc.
In Skyrim, exploration involves walking across an overworld that is almost 100% comprised of some combination of: Grey rocks. Grey-green grass and foliage. Snow. There's little thrill in walking from place to place, as not only is the terrain homogenous, but you'll only rarely encounter actual enemies to fight, and in almost all cases the combination of wide-open spaces and sparse enemy count mean that, if all else fails, just run past them - there's no risk in it. When you actually find a real location in your exploration, in the vast majority of cases it turns out to be a cave, small keep, or ruined dungeon, using the exact same tilesets that you've seen in the first hour of gameplay. If the location is not used as part of a quest, it probably consists of between three and five rooms, filled with nondescript, usually level-appropriate enemies, and your reward for clearing it out is usually a chest or two containing a worthwhile-but-appropriate-for-your-level amount of gold, some level-appropriate gems, and a couple pieces of level-appropriate weapons or armour. Sometimes you'll find a book. And even in areas that are part of a quest, you're largely looking at the same tilesets, solving the same puzzles with the 'fish, eagle, snake' rotating pillars, fighting the same kinds of undead, etc. There's no such thing as an 'adventuring day', because your spell-casting resources continually regenerate, including those used to heal you, and because if you do run out of items, carrying space, etc, it's no big deal to walk back to the entrance, fast-travel back to a town, restock and dump your loot, and then fast-travel back, because all the enemies you killed and all the progress you made will still be there waiting for you. There aren't any interesting environments to see, you're never in any danger going from place to place, and you'll almost never find any items that are useful enough to be interesting.
Story: Dark Souls opens with a skippable CG intro, then a cutscene that lasts less than a minute, and then you're playing the game. Once you get into the game proper, you quickly notice one thing: The world isn't in danger and it doesn't need someone to be a hero and stop the bad things from happening. The bad things already happened. The world is already fucked. You don't get to be a big hero. The best that you can do is to put things back together so that the world can rise from the ashes. There are two choices you can make regarding how best to go about that - but one of them is deliberately not mentioned by anyone you 'normally' run into during the game, and found only by exploration. The cast of the game is small, but every single one is an actual character, who you can interact with and help progress, or ignore, or kill, as you please. The game doesn't tell you that they're there, or where they are, or what they're up to, and many of them will continue to do their thing with or without you, which means that you may or may not ever see them again, and depending on how you interacted with them, they may turn into an enemy. The actual story is told like mythology; the details aren't important, and aren't presented to you unless you look for them - and even if you do, they can be vague, and open to theorizing and interpretation.
Skyrim opens with a completely unskippable, absolutely interminable five minute ride in the back of a cart, looking at scenery that gets boring after the first fifteen seconds or so, and listening to two idiot characters have an incredibly stilted conversation, about what a Nord should do if he finds a fly in his soup, that High Elves never pee standing up, etc. This is followed by a really obviously and badly scripted escape sequence, and then you finally get to the tutorial dungeon. From there, the plot of the game is very bog standard "The [x] threaten to destroy the world, and only you, the chosen one, can stop them!" It's spoon-fed to you over the course of plenty of (mostly unskippable) conversations where people talk at you. Choices are clearly outlined, and it's mostly just a matter of checking off a list. "Okay, did this one, next playthrough I'll go the other way." Almost none of the game's characters are actual characters; most are just a name, a generated character model, and a few little routines. Nobody has anything interesting going on unless they're part of a main plotline, and if they are part of a main plotline, then you can't avoid them if you want to complete the game.
Playing Dark Souls was a lot of fun, from a few seconds after you start up the game, to the point where you beat the last boss (and beyond that, if you play New Game+). It was a constant series of seeing new things that you'd never run into before, having interesting and challenging boss fights that were different every time, finding new items, new places, and new paths from place to place. Every new thing that you did involved learning - learning enemy patterns and weaknesses, learning where the environmental hazards are and where to avoid them, learning how to be more efficient with the tools you've been given, to make it from one resting place to another.
Playing Skyrim was hour after hour of searching around desperately for something to do that you could actually give a shit about, and mostly coming up empty. Nothing really matters, and everything is the same. You can go wherever you want, and there's basically nothing along the way that will challenge or even really discourage you from doing so. It's like eating a big bowl of rice, with nothing on the side, and nothing to give it flavour. Will it fill you up? Sure. Are you going to even really taste it? No.
sriously, ok becaue ive been hearing you "NEED" coop in order to advance. good to know as thats what has been keeping me from buying it... anywhere I can get this on sale?
It's definitely easier in coop, but the game seems most balanced for single-player.
Dark Souls is infinitely superior. There isn't a metric large enough to describe the gap between the two in quality.
But Skyrim is still a good game and if you don't like a challenge, get that instead. Dark Souls will beat you down and that's not your style then opt for the easy answer.
Hmmm seems Dark Souls is fun. Will have to look into this.
It really, really is. I tell all my friends who get into it from the start: You need to re-evaluate your gaming priorities. If you're afraid to die then just avoid it. But death in the Dark Souls games is a process, it's like the hammer against the sword against the anvil. It's forming you, molding you into a better player. And it's very nearly always your fault for death, for not being patient and meticulous enough in your travels. Only bosses are really the exception, sometimes you just have to learn their shit. And when you trek back through that incredibly difficult dungeon to reclaim the 20,000 souls you left behind on the precipitous ledge while eighteen horrific lizards and tree things chase you down and someone invades your game and you decide you better just jump than face the indignity of another death by the computers OR the PC's hand after you made the journey to get back there, you will understand the game. you will enter zen mode. you will become one with the circuits in your PS360, your eyes will flutter and you will know gaming and you will fall in love with it all over again.
Dark Souls. It's not even a question.
Combat: Dark Souls combat consists of a small number of base mechanics, that all have depth, and are very tightly interwoven. Combat is based on the player being alert, aware, and careful at all times - no matter how far you get in the game, all but the weakest enemies can kill you in a handful of strikes, but it works the other way, too: Most enemies who are much stronger than you will still go down in a comparatively small number of hits, provided that you're good enough to watch for and exploit their openings, while avoiding their attacks. The tools are provided for you to do both these things, with various lock-on, blocking, rolling, etc mechanics. If you can damage it, you can kill it. In Skyrim, combat is based on an even smaller number of mechanics, with little clear relation to one another. Weak enemies will crumple as you breathe on them, and strong enemies basically cannot be defeated in a head-on fight, unless you exploit the poor AI to get them stuck on level geometry while you take a breather. Worse, there are tons of characters that are completely arbitrarily immortal. Not just a handful of plot-necessary main characters, either - you can find some little camp out in the middle of goddamn nowhere, with four people in it, and one of them will be immortal. You can get in a fight with them, and they can kill you, and you can reduce their HP to zero, but they just take a knee and get back up again, 20 seconds later - and they'll still be hostile, so not only can you never kill them, but your only option is to quit the fight entirely.
Exploration: In Dark Souls, exploration involves looking for and finding deliberate, hand-crafted items, areas, and secrets. Every area is completely distinct from one another, and you visit places as varied as a volcanic area filled with magma and demons, to a blue beach with white sand and massive trees in the distance, from a run-down medieval town with thatched roofs, to a city made for giants filled with pristine, fine architecture, and from a perpetually snowy, mountainous region, to a city that's been buried underwater, filled with ghosts who are not only immune to any weapon that hasn't been cursed, but can stalk you through walls or pop out of the floor to surround you. When you go off the beaten path, you'll find hidden passages that interconnect the world, not only contributing to the game's sense of place, but providing tangible gameplay bonuses that make you feel as though you're mastering the game world. When you explore every nook and cranny of an area, you'll find caches of items that contain unique magical weapons, or suits of armour that are found nowhere else in the game. The act of exploration itself is an exciting risk, because every area has the potential to be dangerous, and you're limited to an 'adventuring day' by a relatively small number of healing items that you can carry, a limited number of spells that you can cast between resting, etc.
In Skyrim, exploration involves walking across an overworld that is almost 100% comprised of some combination of: Grey rocks. Grey-green grass and foliage. Snow. There's little thrill in walking from place to place, as not only is the terrain homogenous, but you'll only rarely encounter actual enemies to fight, and in almost all cases the combination of wide-open spaces and sparse enemy count mean that, if all else fails, just run past them - there's no risk in it. When you actually find a real location in your exploration, in the vast majority of cases it turns out to be a cave, small keep, or ruined dungeon, using the exact same tilesets that you've seen in the first hour of gameplay. If the location is not used as part of a quest, it probably consists of between three and five rooms, filled with nondescript, usually level-appropriate enemies, and your reward for clearing it out is usually a chest or two containing a worthwhile-but-appropriate-for-your-level amount of gold, some level-appropriate gems, and a couple pieces of level-appropriate weapons or armour. Sometimes you'll find a book. And even in areas that are part of a quest, you're largely looking at the same tilesets, solving the same puzzles with the 'fish, eagle, snake' rotating pillars, fighting the same kinds of undead, etc. There's no such thing as an 'adventuring day', because your spell-casting resources continually regenerate, including those used to heal you, and because if you do run out of items, carrying space, etc, it's no big deal to walk back to the entrance, fast-travel back to a town, restock and dump your loot, and then fast-travel back, because all the enemies you killed and all the progress you made will still be there waiting for you. There aren't any interesting environments to see, you're never in any danger going from place to place, and you'll almost never find any items that are useful enough to be interesting.
Story: Dark Souls opens with a skippable CG intro, then a cutscene that lasts less than a minute, and then you're playing the game. Once you get into the game proper, you quickly notice one thing: The world isn't in danger and it doesn't need someone to be a hero and stop the bad things from happening. The bad things already happened. The world is already fucked. You don't get to be a big hero. The best that you can do is to put things back together so that the world can rise from the ashes. There are two choices you can make regarding how best to go about that - but one of them is deliberately not mentioned by anyone you 'normally' run into during the game, and found only by exploration. The cast of the game is small, but every single one is an actual character, who you can interact with and help progress, or ignore, or kill, as you please. The game doesn't tell you that they're there, or where they are, or what they're up to, and many of them will continue to do their thing with or without you, which means that you may or may not ever see them again, and depending on how you interacted with them, they may turn into an enemy. The actual story is told like mythology; the details aren't important, and aren't presented to you unless you look for them - and even if you do, they can be vague, and open to theorizing and interpretation.
Skyrim opens with a completely unskippable, absolutely interminable five minute ride in the back of a cart, looking at scenery that gets boring after the first fifteen seconds or so, and listening to two idiot characters have an incredibly stilted conversation, about what a Nord should do if he finds a fly in his soup, that High Elves never pee standing up, etc. This is followed by a really obviously and badly scripted escape sequence, and then you finally get to the tutorial dungeon. From there, the plot of the game is very bog standard "The [x] threaten to destroy the world, and only you, the chosen one, can stop them!" It's spoon-fed to you over the course of plenty of (mostly unskippable) conversations where people talk at you. Choices are clearly outlined, and it's mostly just a matter of checking off a list. "Okay, did this one, next playthrough I'll go the other way." Almost none of the game's characters are actual characters; most are just a name, a generated character model, and a few little routines. Nobody has anything interesting going on unless they're part of a main plotline, and if they are part of a main plotline, then you can't avoid them if you want to complete the game.
Playing Dark Souls was a lot of fun, from a few seconds after you start up the game, to the point where you beat the last boss (and beyond that, if you play New Game+). It was a constant series of seeing new things that you'd never run into before, having interesting and challenging boss fights that were different every time, finding new items, new places, and new paths from place to place. Every new thing that you did involved learning - learning enemy patterns and weaknesses, learning where the environmental hazards are and where to avoid them, learning how to be more efficient with the tools you've been given, to make it from one resting place to another.
Playing Skyrim was hour after hour of searching around desperately for something to do that you could actually give a shit about, and mostly coming up empty. Nothing really matters, and everything is the same. You can go wherever you want, and there's basically nothing along the way that will challenge or even really discourage you from doing so. It's like eating a big bowl of rice, with nothing on the side, and nothing to give it flavour. Will it fill you up? Sure. Are you going to even really taste it? No.
But not TOO guilty... the general flow of these games can get on my nerves. Example, I'd be inching my way through that long forest, then encounter a giant hydra... fascinated, I'd cautiously fight my way closer to him and get one-shot when he saw me. Fine, next time I'll be more careful, I'd try something different, and then something different again.. eventually making the boring trip back to that area from the nearest bonfire just grated on my nerves. There was a lot of that... I'd fail at something, which was fine, but having to make my way back through long areas that no longer presented challenges would make me stop trying. The shortcuts and bonfires seemed awkwardly placed... sometimes they'd be convenient and encourage experimentation knowing I wouldn't waste too much time fighting my way back to a tricky spot, sometimes there would be ridiculously spaced out and made me not want to bother.
The atmosphere is intoxicating at times, and the reason I played through those two games, despite their often irritating design. Truly incredible stuff... I'd throw the controller down, but I'd come back and fight my way through a part I didn't find fun just because I HAD to see what was next.