pretty done
Member
As much as I love the Souls series, if the PC version has also been significantly cut, I won't be buying this at launch.
How did you manage with Demons Souls? Game is ugly and runs pretty bad.
As much as I love the Souls series, if the PC version has also been significantly cut, I won't be buying this at launch.
I don't know how you can claim to love the series and not buy it at launch over graphics. Yes it's disappointing but people don't love this series for the graphics.
Time to make peace with all this I guess Won't be getting a PS4 til at least October and my laptop sure as heck won't run Dark Souls 2. I played Resident Evil 4 on PS2, I can deal with this... (it seems potentially worse than Resident Evil 4 on PS2 ugh)
I might even equip the torch in one hand just for the hell of it whenever I see a torch stand in front of me.
From the egm review.
http://www.egmnow.com/articles/reviews/egm-review-dark-souls-ii/
Theres a curious footnote to all of this, however: the games lighting engine.Having had access to various snippets of Dark Souls II at previous Namco Bandai events, the portions I played dont feel as dynamically lit as they did before. This is most notable with torches, one of the major new gimmicks added. The ideaso far as I always understood itwas that some locations would be so dark that torches would be needed, and players would be at a disadvantage, given that a hand that once held an additional weapon or shield would instead be busy holding aloft a source of light. At Tokyo Game Show last year, I played a specific segment where I had to do just that; in the final build, that exact same section was now well-lit enough that doing so was no longer necessary. In fact, as they stand now in terms of their effect on gameplay, torches in Dark Souls II feel like a curious feature that was once meant to be part of some much larger gameplay concept, but now often sit as little more than a memory of what could have been.
Nothing from ENB or Vaati yet? :/
From the egm review.
http://www.egmnow.com/articles/reviews/egm-review-dark-souls-ii/
Theres a curious footnote to all of this, however: the games lighting engine.Having had access to various snippets of Dark Souls II at previous Namco Bandai events, the portions I played dont feel as dynamically lit as they did before. This is most notable with torches, one of the major new gimmicks added. The ideaso far as I always understood itwas that some locations would be so dark that torches would be needed, and players would be at a disadvantage, given that a hand that once held an additional weapon or shield would instead be busy holding aloft a source of light. At Tokyo Game Show last year, I played a specific segment where I had to do just that; in the final build, that exact same section was now well-lit enough that doing so was no longer necessary. In fact, as they stand now in terms of their effect on gameplay, torches in Dark Souls II feel like a curious feature that was once meant to be part of some much larger gameplay concept, but now often sit as little more than a memory of what could have been.
On one hand, that nice lighting is gone.From the egm review.
http://www.egmnow.com/articles/revie...dark-souls-ii/
Theres a curious footnote to all of this, however: the games lighting engine.Having had access to various snippets of Dark Souls II at previous Namco Bandai events, the portions I played dont feel as dynamically lit as they did before. This is most notable with torches, one of the major new gimmicks added. The ideaso far as I always understood itwas that some locations would be so dark that torches would be needed, and players would be at a disadvantage, given that a hand that once held an additional weapon or shield would instead be busy holding aloft a source of light. At Tokyo Game Show last year, I played a specific segment where I had to do just that; in the final build, that exact same section was now well-lit enough that doing so was no longer necessary. In fact, as they stand now in terms of their effect on gameplay, torches in Dark Souls II feel like a curious feature that was once meant to be part of some much larger gameplay concept, but now often sit as little more than a memory of what could have been.
Nothing from ENB or Vaati yet? :/
Vaati: "I love all the changes they made to Dark Souls 2. The game really feels alive when you can see everything just a little bit better. The torch mechanic felt like it was causing a lot of levels to be pitch black to justify it. And the high contrast was causing eye-strain. The flat lighting makes it feel more like a Souls game. This was a good move. There's absolutely nothing wrong with Dark Souls 2. It is perfect in every way. Everyone should go buy it and enjoy my video content when I start making videos."
Or something like that.
This is something I noted when the gameplay was first revealed, and was also worried about in the network beta; the animation is bad. It lacks weight, momentum, and satisfaction. Some of the creature animations look great, but just about everything humanoid looks like it moves too slowly and smoothly. Rolls, attacks, and jumps all lack the impact and oomph of Dark Souls 1. Even backstabs arent as visceral or impactful as the first game (the considerably toned down blood effects dont help either). Doubling up on the animation woes is the criminal use of frame-deleting on certain moving models. If any of you have played GUN, or Resident Evil: Mercenaries 3D for the 3DS, youre probably familiar with this technique. Characters and enemies that are moving in the distance are animated with a fraction of the rate of everything else closer to the player character, essentially rendering a model moving at 10FPS in a game running at 30FPS. Its distracting and looks terrible (and hopefully wont be present for the PC release). Similarly disappointing but much more odd, is that instead of just skipping frames for models at various distances, some enemies just about stop animating altogether, bobbing and swaying around lazily like marionettes.
A minor quip, but still something present, is how the game will sometimes miss playing sound effects when its clearly distracted with loading an area or something like that. It doesnt happen too often, but is a bigger problem than youd think given how essential the atmosphere and mood is for these games. It was probably no accident that DeS and DaS featured IMPECCABLE audio visual presentations to keep the personalities of the enemies and areas in top form; it helped establish the world as a character. Even with the infamous FPS chugs of Blighttown, the sound and animation design never suffered (though some might argue that would be a worthy trade off). Dark Souls II doesnt have any fatalistic areas of performance like Blighttown (at least not yet), but Id still probably take that over the technical hangups offered in its sequel.
is he trolling us?
what does this mean?
Joke account.
Visuals make a game too easy, that's why I'm prepping a sound effect only audio video game.
Thinking about making a shooter that takes place in world without ammunition.
Taken from Fuck Yeah DARK SOULS:
(This quote only covers the shortcomings of the game. He speaks of other positive aspects in his review)
Taken from Fuck Yeah DARK SOULS:
(This quote only covers the shortcomings of the game. He speaks of other positive aspects in his review)
Taken from Fuck Yeah DARK SOULS:
(This quote only covers the shortcomings of the game. He speaks of other positive aspects in his review)
what does japanese internet say? i want the juiciest
PS4なら大丈夫
It'll be fine on PS4.
ダー糞
Dark Shit. (This is actually cleverer than it looks...)
きれいな方のやつは見る分にはいいんだけど
実際プレイすると暗すぎて見づらいせいで不満しかわかないので
あの手のゲームはPCでは設定でガンマガン上げ+影OFFしてるわ
The pretty shots are nice in places, but when actually playing there'd be complaints about it being too dark and hard to see. For this type of game you could change PC settings to pump up the gamma and turn shadows off.
コントラスト浅いけど一番下は新しい方が綺麗な気もする
The contrast is a little weak, but I feel like the very bottom new shot looks a lot better.
それだけじゃなく、腐れ谷や病み村の様な
処理落ちエリアがま~た、あるんだろうな・・・
I bet we're STILL gonna have frame rate drops like in Blighttown as well as this...
またPCの一人勝ちか
敗北を知りたい
Another win for the PC. I want to know defeat...
PS3版買うけど最終的にPC版も買うから問題ない
I'm getting the PS3 version, but will buy for PC as well in the end so it's no problem.
松明使わないと暗すぎてゲームどころじゃなかったから
使わなくても多少は見える明るさに変えただけだと思うけどね
ネットワークテストでもそういう変更があったし
If you didn't use a torch it was too dark and not fit for a game, so they changed the brightness in order so you don't need one. There was a similar change in the network test.
PS3の性能察しろよ
多少ライティング落ちても快適に動作する方がいいんじゃねぇの
Think about the PS3 performance. Better to have it working comfortably even if it means losing a bit of lighting, no?
海外の連中はフロムを知らないのか?
この会社は何時もこんな感じだ。トレーラー>デモ>製品なんだよ、そういう悪習のある会社なんだ。PC版もPS3と全く同じグラになると思う。なぜならコンソールで走らないモデリングをPCで金かけてやる会社なんて存在しないから。
Don't those foreigners know anything about From? It's always the same with this company. The same bad habit from Trailer -> Demo -> Release. The PC version will probably have exactly the same graphics, because no company would spend money on modeling for PC when it didn't work on consoles.
まるでPS2の限界当時だな。
This is like the limits of the PS2 days.
でも、1枚目と2枚目なら最新版の方がリアルに感じるけどね。
It seems to me like the 1st and 2nd recent shots are more realistic.
Holy shit you just posted a review from one of my best friend's tumblr
He's going to be ecstatic when he hears it got posted here, lol
Tell him his review craps all over IGN's.
Holy shit you just posted a review from one of my best friend's tumblr
He's going to be ecstatic when he hears it got posted here, lol
The PC version will probably have exactly the same graphics, because no company would spend money on modeling for PC when it didn't work on consoles.
So far from my hour and a half:
-animations and combat in general are a MAJOR downgrade from the first two games.
So far from my hour and a half:
-animations and combat in general are a MAJOR downgrade from the first two games. There's absolutely no feeling of weight or impact, which was one of the things this series did better than anyone else. That's gone. So far anyway.
ダー糞
Dark Shit. (This is actually cleverer than it looks...)
Oh, and remember how awful the frame rate got back in the original when you entered Blighttown? Dark Souls II runs at a steady 30 frames per second throughout the entire campaign without a hiccup. Even in areas brimming with enemies and environmental interactions, the game never slows down, meaning that you’ll never have anyone to blame for a “You Died” screen other than yourself.
Oof.
That whole "npcs move at a different frame-rate/don't animate when they're far away" really bothers me.
It sounds like straight out of un-modded Morrowind.
Oof.
That whole "npcs move at a different frame-rate/don't animate when they're far away" really bothers me.
It sounds like straight out of un-modded Morrowind.
lol.
This isn't a statement you can make in a game like this. Where the combat doesn't even really open up until well over 30 hours in.
Play with a few different builds, adjust adaptability, strength, dex, etc across different weapons, then come back and judge the combat.
So it's either constant tearing (360) or an unstable framerate (PS3) to choose between, then?IGN misleading their audience (as usual):
It's been stated multiple times by many players that the framerate is unstable on the PS3 version. Seems like they only played the 360.
Be that as it may...the animations and the weight behind the combat were one of the first things I noticed in the previous titles within the first hour.lol.
This isn't a statement you can make in a game like this. Where the combat doesn't even really open up until well over 30 hours in.
Play with a few different builds, adjust adaptability, strength, dex, etc across different weapons, then come back and judge the combat.
海外の連中はフロムを知らないのか?
この会社は何時もこんな感じだ。トレーラー>デモ>製品なんだよ、そういう悪習のある会社なんだ。PC版もPS3と全く同じグラになると思う。なぜならコンソー ルで走らないモデリングをPCで金かけてやる会社なんて存在しないから。
Don't those foreigners know anything about From? It's always the same with this company. The same bad habit from Trailer -> Demo -> Release. The PC version will probably have exactly the same graphics, because no company would spend money on modeling for PC when it didn't work on consoles.
Oof.
That whole "npcs move at a different frame-rate/don't animate when they're far away" really bothers me.
It sounds like straight out of un-modded Morrowind.
This does not sound promising at all for the PC version...
ダー糞
Dark Shit. (This is actually cleverer than it looks...)
Oof.
That whole "npcs move at a different frame-rate/don't animate when they're far away" really bothers me.
It sounds like straight out of un-modded Morrowind.
Why would anyone listen to random Japanese forum poster D?
I've seen the mantas in demon's souls do the same thing.
I hope it ain't as bad as it was in RE: Mercenaries 3D / Revelations. Animations looked stop motion quality when the enemies were far away.