No, it wasn't.Make Demon's Souls 2. The end.
The backtracking and running around for the hundredth times was incredibly tedious in Dark Souls.
It sounds like less backtracking means more a style of Demon's Souls. You have a long traversal but it's mostly one way. You can go back, but with the hub system you weren't crossing over the same areas like Undead Burg to get back to area, you just went through a hub portal.
I loved Demon's Souls so much..I bought Dark Souls day one and I still haven't beaten it once. I'm all for some changes to Dark Souls. It just didn't grab me...I don't know. I was playing it again recently I finally got a handle on the when and where's. I made it to the locked castle and what I assume is the final boss blinding light but I can't get in yet.
http://www.forbes.com/sites/erikkain/2013/04/11/dark-souls-2-box-art-revealed-game-for-windows-live-still-a-mystery/The above image is the Dark Souls 2 box art for the PC version of the game, which will be available the same day as the Xbox 360 and PS3 versions.
As you can see, there is no mention of the infamous Games For Windows Live, something that many fans of the franchise were upset about when the PC port of the original Dark Souls was released.
I asked Namco Bandai if this meant that GFWL was a thing of the past. Unfortunately, they were unable to confirm or deny. My hope is that since multiplayer will be server-based for Dark Souls 2, there will be no need for GFWL, but that’s just a hunch.
I don't remember much backtracking in DS other than to go to different areas that were connected to areas I had been to previously. I actually liked that a lot, it makes the level design appear to be more complex and more connected than just progressing in a straight line the entire time.
ENB has an analysis video up: http://www.youtube.com/watch?v=zY_r8T6Es54
Posted? Forbes says this is the box art:
http://www.forbes.com/sites/erikkain/2013/04/11/dark-souls-2-box-art-revealed-game-for-windows-live-still-a-mystery/
Hot.
ENB has an analysis video up: http://www.youtube.com/watch?v=zY_r8T6Es54
I don't see how warping in Dark Souls was useless. I liked that you acquired it late in the game. It would have otherwise broken the sense of exploring a vast world and memorizing where everything was located in actual spacial sense instead of simply associating them with warp points. The ability to warp late in the game gives you an easier way to tie up loose strings and finish minor side quests after you've completed most of the main game.
Fact Sheet:
Dear From Software;
It would be totes awesome if you were to use something similar to Tenchu's enemy placement system. And by that I mean have multiple enemy layouts per bonfire area, and they get selected at random based on when you touch the bonfire, and stay at that enemy layout for a certain amount of time so that players won't be able to game the layouts. It basically fixes backtracking since surprise!
This is the best idea ever. Agree with me.
-Brannon
Dude is saying that the dragon castle looks like the painted world of aramis.
I am not seeing it, though.
They tried to do this with Gravelording, but it didn't pan out too well. (Well, at least on PC, I never get gravelorded.)
I also agree with the need for an interconnected world and backtracking. I really like that Metroidvania style of play. In fact, I would argue that Dark Souls is one of the best Metroidvania games out there. Removing backtracking would kind of ruin that aspect of play. =(
Maybe earlier access to warping would be a better option.
Epic Name Bro is kinda... well, I don't think he's all that great. That's all I'll say.
Except this is the antithesis of what Dark Souls is.Dear From Software;
It would be totes awesome if you were to use something similar to Tenchu's enemy placement system. And by that I mean have multiple enemy layouts per bonfire area, and they get selected at random based on when you touch the bonfire, and stay at that enemy layout for a certain amount of time so that players won't be able to game the layouts. It basically fixes backtracking since surprise!
This is the best idea ever. Agree with me.
-Brannon
He wasn't the first one to say that it looks like the Painted World at all.
http://www.ign.com/articles/2013/04/10/will-dark-souls-2-revisit-the-painted-world-of-ariamis
And IGN just got it because a lot of people in various communities have noticed it as well.
The existence of the undead dragon in the Painted World, as well as the dragon skeleton that comes alive in the demo also seems to point in that direction (in my opinion).
Various hints from the devs in the past also seem to indicate that Priscilla will play something of a role in this game, which would also point towards the Painted World.
It's also pretty likely that the game will be a prequel, which would explain why the Painted World is in a better condition then it was in Dark Souls 1.
Anyway, some people may not like ENB, which is fine, but I'm going with it being the Painted World as well (or at least the area that the Painted World was based off of when Ariamis created it).
Removing backtracking would kind of ruin that aspect of play. =(
Maybe earlier access to warping would be a better option.
"For example; having to backtrack in Dark Souls and having to do all that travelling. Warping was only available in the latter half of the game, which seemed a little bit useless."
The 2 best DS channels IMO. Also check out Mriwont4get. PvP play.Gotcha, fair enough. Out of curiousity, what other Dark Souls channels do you like? I'd like to check out some more. I like MartyrsBrigade99's PVP videos, as well as VaatiVidya's lore videos. Any other good ones I should check out?
I was afraid they would remove all traces of backtracking. From the interview, it appears that they understand that it's a balance. Good to hear.
I agree with this.Depends what sort of backtracking they mean. When I was first playing through 'the depths' in Dark Souls, I thought I'd never remember where the various tunnels and chutes would lead. I imagine most players got lost there for a while. Now though, I know that and practically every other area of its world like the back of my hand. Mentally cartographing Dark Souls' world is one of the games' finest rewards and finding its nooks, crannies, interconnected lifts and shortcuts is a gradual, dripfeeding of gaming pleasure through curiosity and perseverance.
Dark Souls doesn't really require you to backtrack significantly anyway, at all. One mustn't forget that homeward bones, which are available at the very beginning of the game, ameliorate the need to trawl back to a bonfire when the player finds it neccessary.
Isn't the first half of the game generally considered to be stronger than the second? I'd agree that it is and a big part of that for me is that there is no warp function. Some have mentioned that it's annoying on subsequent playthroughs but I think the first playthrough should be prioritised anyway.
And funnily enough, I don't quite agree there. ^^ I have no problems with the bonfire placement of these bosses. Firelink to sewers to Capra is fast enough. I would have added a bonfire at the bottom of the elevator, right at the beginning of New Londo perhaps, just to avoid having to call, and then take, that damn elevator every time 4 Kings kill you, but it wasn't that bad and I liked that there was no bonfire within the New Londo ruins themselves, it really added to the atmosphere (though I'd be lying if the first time I played I didn't fervently wish for one xD but in hindsight I'm glad there were none). The hidden bonfire before the non-lava area of Izalith leading to Bed of Chaos is also fast enough, and it's very easy to speed run past the fire-breathing statues (the only mildly annoying thing is the Orange charred ring swapping). My main problem with Bed of Chaos is the boss design itself, lol, but not the bonfire placement. IMO I find that hidden bonfire more useful and faster than the Demon ruins shortcut (if only because that Titanite demon is way more terrifying than the little statue monsters).The only point I'll cede on the debate over backtracking in Dark Souls is three what I consider to be notorious instances where the bonfire is too far from the boss:
1) Capra Demon. Running from the upper burg through the dogs and ninja's takes some time and when you don't know how to kill Capra that's a lot of time essentially replaying the same section. It's faster to open the aquaduct and run from firelink but still...
2) Four Kings. No bonfire at all in New Londo Ruins. Four Kings arguably the hardest boss in the game. Very harsh combination.
3) Bed of Chaos. Demon's Ruins bonfire is probably the closest/least resistence amd it's still a big run, past the Titanite Demon and the fire breathing statues. Plus it's purely a trial and error boss first time through.
Thing is, the bonfire distance on these bosses contributes to their memorable aura of difficulty so even the retreading there has an upshot.
Agreed. But what Dark Souls 2 really needs, IMO, are patrolling enemies. The DLC has like 2 forest stone giants that walk around, and that's it, every other enemy is 100% static. In Demon's Souls, you had the flying mantas, at least, and most of all, you had the patrolling mindflayers in Latria, one of the best enemies of the game (and the most terrifying on a first playthrough). Dark Souls 2 could really use more dynamic enemy movements, whether they're patrolling guards or flying enemies or bugs scuttling about. Also, the speed runners will hate me for this, but aggro should almost never disappear and enemies need to be more relentless in pursuit. They improved that slightly from Demon's Souls (where the thief ring made all enemies go "where'd he go? oh well back to my post"), but it could be improved even further.New Game+ would have benefited from some extra enemies or at least enemies in diff places.
Not entirely. While I agree that predictability and being able to learn and memorize enemy patterns as a crutch is part of the *Souls experience, there are still plenty of instances where enemy layouts change. In Demon's Souls, you got alternate enemy configs with the appearance of Black Phantoms in NG+, and some enemies changed with world tendency. In Dark Souls, black knights and the Anor Londo gargoyles only appeared once per playthrough.Except this is the antithesis of what Dark Souls is.
There's a difference between having a base spawn pattern while adding/subtracting a few enemies depending on the conditions and rotating spawn layouts. I definitely agree that maybe something could be done about repopulating "mini-boss" spawns, but I'm not sure what the best answer to that would be.Not entirely. While I agree that predictability and being able to learn and memorize enemy patterns as a crutch is part of the *Souls experience, there are still plenty of instances where enemy layouts change. In Demon's Souls, you got alternate enemy configs with the appearance of Black Phantoms in NG+, and some enemies changed with world tendency. In Dark Souls, black knights and the Anor Londo gargoyles only appeared once per playthrough.
Anor Londo, at least, gets really empty after your first run through it. Having some black phantom silver knights or something would really keep things interesting... though the emptiness of the city might actually be intentional.
I liked getting to learn Lordran like the back of my hand, but the inter-connecting areas in Dark Souls did feel pretty empty sometimes. Demon's Souls felt a lot more populated, at least.
So why/how was the character running towards the screen while looking back at the chariot? Automatic death animation taking control away from the player? Or context sensitive animation that takes over when large objects charge towards you but keeps you in control?
Yeah, doing a full-on rotating spawn layout would not really fit, but I do hope they make more use of adding/subtracting enemies for subsequent runs through an area.There's a difference between having a base spawn pattern while adding/subtracting a few enemies depending on the conditions and rotating spawn layouts. I definitely agree that maybe something could be done about repopulating "mini-boss" spawns, but I'm not sure what the best answer to that would be.
Good news, but isn't backtracking one of the reasons so many people didn't like DMC4?
That's against the spirit of series. The game is supposed to say, "Oh. You don't feel like trekking back through that maze of enemies you already just passed? Well, FUCK YOU!" A lot of games nowadays actually gets EASIER if you find yourself failing again and again. God of War would let you switch to a lower difficulty. NSMBU would unlock the Super Guide showing you how to clear the level. In Demon's Souls, if you kept dying, the world would just get blacker, and enemies became more dangerous. It's like, "I keep fucking dying here, and you just keep making the game harder?!" I don't want my Souls games sissified. May as well call it Sympathetic Souls.Lol guys, it's not like the game won't be interconected. I feel like the option to not backtrack will be added ealier than it was in Dark Souls, for players who don't want to backtrack.
You're not obliged to do it.
Good news, but isn't backtracking one of the reasons so many people didn't like DMC4?
Why are all of these companies so afraid to say that they dropped GFWL? Nobody wants to say it until their game is almost released.
DMC4 backtracking and Dark Souls backtracking are entirely different things. Like, on different planets.
Because people are impatient, blinkered, content tourists with a poor sense of geography and lousy memories.
But it had a noticeable chase aesthetic to it and not just your typical run. The character looking back being a clue to that. Maybe heads track now? Do they in the current game? I've played for over 90 hours and I can't recall.The guy playing just turned the camera around...
But it had a noticeable chase aesthetic to it and not just your typical run. The character looking back being a clue to that. Maybe heads track now? Do they in the current game? I've played for over 90 hours and I can't recall.
It just seems odd/unique but I hope player control isn't sacrificed.