Domcorleone said:i wonder if they called it Dark Souls because Sony owns the IP to demon souls so they couldnt port it over to 360?
The Japanese version didn't have the English localization. The Asian verison did, so you'd look to that if it actually comes out before the US one.INDIGO_CYCLOPS said:Thank you for the kind words about the OT. I just wanted to give it some exposure and so glad its still kicking.
What do I have to do to get a copy of this Famitsu issue? What a great thing it would be to have.
Hopefully I can gather all info so far and organize it. Man I'm getting so excited for this.
Whyt are the chances the JPN version will have English localization like DS?
Right. My fault that is what I meant. Whoops!InfiniteNine said:The Japanese version didn't have the English localization. The Asian verison did, so you'd look to that if it actually comes out before the US one.
Which developer do you think could do Demon's Souls justice?Requeim said:While this sound very awesome (hype +100000 and all that), i really hope Sony does something with the Demon's Souls IP, as i was quite fond of that universe (they're obviously not using any of it in this game)
Vieo said:I hope they don't put in any enemies like those giant goblins from the valley of defilement. Those things are a pain in the ass. You would think given their size, they would actually be slower than the normal sized goblins, but they aren't. On top of that, they kill in two swings, aaaaand to compound the problem, when you're in the swamp, the muck slows down your movement and disables your ability to dodge/roll away from attacks.
The only way to realistically kill those damn giant bastards consistently, instead of relying on luck, is to find a ledge some where they can't reach and shoot arrows at them, which takes FOREVER since after they get hit, they run off into the shadows and meander back to their original position slowly once the path-finding tells them they can't get to you.
tl;dr No giant goblins.
iconoclast said:Or you can just roll away from their swings and slice their shit up.
subversus said:He is in the swamp.
canova said:eww, first we got big spider, then we got that vagina dentata, now giant rat. From knows how to push our button
Zefah said:Any idea when this is expected to be released?
Kagari said:Sometime in 2011, for Japan at least.
- The gameplay will be similar to Demon's Souls in concept, where it's about trial and error and learning from your mistakes to play better.
- This time they want to increase the amount of field exploration in the game.
- All fields are seamless, so whatever you can see, you can reach and explore. If you see a fortress or castle walls in the distance, you can eventually get there.
- There will be no map display in the game, just a position display marker.
Amir0x said:You know, I never felt that Demon's Souls was about trial-and-error: always seemed to be just about how patient you are with things. The more patient you are, the further you'll get.
INDIGO_CYCLOPS said:I agree with you without a doubt, but I also believe that progression in Demon's Souls would be hindered if you made the same moves and didn't learn from your mistakes. They go hand-in-hand really, I'd say.
INDIGO_CYCLOPS said:Love the idea of more field exploration. Couple that with dark fantasy, and I hope for some dreadful and depressing environments.
Vieo said:I hope they don't put in any enemies like those giant goblins from the valley of defilement. Those things are a pain in the ass. You would think given their size, they would actually be slower than the normal sized goblins, but they aren't. On top of that, they kill in two swings, aaaaand to compound the problem, when you're in the swamp, the muck slows down your movement and disables your ability to dodge/roll away from attacks.
The only way to realistically kill those damn giant bastards consistently, instead of relying on luck, is to find a ledge some where they can't reach and shoot arrows at them, which takes FOREVER since after they get hit, they run off into the shadows and meander back to their original position slowly once the path-finding tells them they can't get to you.
tl;dr No giant goblins.
Man said:Lovecraftian Zelda.
Amir0x said:Obviously you have to learn from your mistakes... just seemed like to me virtually all my mistakes were from impatience (except that one boss, fuck the Maneaters). If I had slowed my role and just observed or read the warning signs, I would have avoided a few traps or a few deaths. Very rare did I feel I died for no reason other than but the game intended me to die there.
I can't wait. Easily my most anticipated game since Gran Turismo 5.
Man said:Lovecraftian Zelda.
duckroll said:The director actually says that they're not using dedicated servers, so there won't be world tendency. Remember, with Demon's Souls, you had to login to a fixed dedicated network hosted by the publisher when playing the game online. This is what is apparently not returning. But all the other network features of the game are still there. You will occasionally see other players moving around, dying, the messages left by other players, etc. There will still be co-op and PvP elements, just like in Demon's Souls. Presumably all these features will now be handled via PSN and XBL itself, instead of through a dedicated separate framework. This also means that PS3 and 360 players will not be able to play with each other.
There are a bit more details about the new online elements too, since the full interview is out. He says that there are two specific areas which are new to the online mode of Dark Souls. One aspect is that you will be able to share your playing experience with friends, and so as you play the game and tackle the various harsh challenges, you won't feel that you're doing it alone, but rather that you have other friends who are also facing the same challenges. This sounds to me like a social networking system built into the game, and might be related to the campfire teaser they showed in the announcement trailer.
The other aspect he mentions is that there will be some sort of mutual roleplaying aspect in the game where each player's game will interact with other players in some way, to extend the roleplaying aspect. It's unclear to me what this actually means at all, and I'm not even sure if it's a good translation of what he's trying to say because of how vague it is. But basically it sounds like the game will feature a lot more interaction in non-direct methods, just like the original game but expanded in ways the team felt would enhance the experience further.
I agree with Amirox. Really most of the difficulty in this game stems from the fact that it's so different than pretty much any other game we've played, which we've been able to plow through without ever having to worry much. Almost every single time I died was because I was doing just that, plowing through an area without being careful or observant of surroundings and all that. Just love it. Must have more. Moremormeomreomroemroeroermeoroemroere.Amir0x said:Obviously you have to learn from your mistakes... just seemed like to me virtually all my mistakes were from impatience (except that one boss, fuck the Maneaters). If I had slowed my role and just observed or read the warning signs, I would have avoided a few traps or a few deaths. Very rare did I feel I died for no reason other than but the game intended me to die there.
Amir0x said:Obviously you have to learn from your mistakes... just seemed like to me virtually all my mistakes were from impatience.
ZephyrFate said:This whole 'exploration' element makes me think they're basically returning to the old King's Field formula with the DS polish. It's not an entirely new idea from From Software.
Yes. There's shaky cam footage of the trailer on Youtube. Gameplay looks almost identical to Demon's Souls.Zoe said:This is going to be third person, right?
Billychu said:Yes. There's shaky cam footage of the trailer on Youtube. Gameplay looks almost identical to Demon's Souls.
They let FROM make the sequel by not using their IP = Demon's Souls is DEAD.Requeim said:probably
While this sound very awesome (hype +100000 and all that), i really hope Sony does something with the Demon's Souls IP, as i was quite fond of that universe (they're obviously not using any of it in this game)
Man said:Lovecraftian Zelda.
I thought he meant that more about things like having enemies on the first level you aren't meant to beat yet,Amir0x said:You know, I never felt that Demon's Souls was about trial-and-error: always seemed to be just about how patient you are with things. The more patient you are, the further you'll get.
Also
Fucking. RAD.
ZephyrFate said:This whole 'exploration' element makes me think they're basically returning to the old King's Field formula with the DS polish. It's not an entirely new idea from From Software.
Very much this. There are dangers out there in this world and exploration can be frightening and dangerous, not everything is magically tuned to your ego ala Oblivion.BobTheFork said:Although, since it didn't happen too often after that, I wish they would do it more. It was more fun to find thing you weren't strong enough to deal with and had to come back to later.
Man said:Lovecraftian Zelda.
canova said:Namco is in a fucking roll right now. this game plus a bunch of new announcements tomorrow
Steroyd said:Lets not get ahead of ourselves, they've been doing that one step forward two steps back nonesense this generation.
EviLore said:Expanded scope and freedom, and retention of rip-your-head-off-and-shit-down-your-neck-difficulty and unique core style? Sign me up.
Lovecraftian Zelda.
- Instead all maps in the game will be linked seamlessly in a connected world. The pace of the game will feel more about exploration and discovering locations, which you can then go inside into a dungeon or whatever and explore the interior further.
Vieo said:I hope they don't put in any enemies like those giant goblins from the valley of defilement. Those things are a pain in the ass. You would think given their size, they would actually be slower than the normal sized goblins, but they aren't. On top of that, they kill in two swings, aaaaand to compound the problem, when you're in the swamp, the muck slows down your movement and disables your ability to dodge/roll away from attacks.
The only way to realistically kill those damn giant bastards consistently, instead of relying on luck, is to find a ledge some where they can't reach and shoot arrows at them, which takes FOREVER since after they get hit, they run off into the shadows and meander back to their original position slowly once the path-finding tells them they can't get to you.
tl;dr No giant goblins.