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Where does the Souls series go from here?

and concerning what I want from the future of the series:

* I would like a dedicated randomized dungeon with leaderboards and maybe a kind of boss rush mode built in.
* even more weapons and greater weapon variety.

have at it gaf.

I definitely want this. I've thought for a while that a boss rush mode with Spelunky-type daily challenges would be amazing.

I agree with your last negative, some of the references to the first game were a little too on the nose for me. I'd also like fewer bosses that you could just circle strafe around, and harder bosses in general.

Bonfire ascetic is a brilliant mechanic and I really like how NG+ is implemented this time, so I'd like to see them go further with that.

Where the rest of the series has already been, the bargain bin.

Nice drive-by bullshit post.
 
DOTA mode made up of various monsters as Creep and then famous/infamous NPC's and player characters.

I think it could be cool to have a night/day cycle. Extra powerful enemies coming out at night, stuff like that.

That would be cool and gives players a reason to keep an eye on the time. Heck, you may want to go out at night to get the cool stuff!
 
I think it could be cool to have a night/day cycle. Extra powerful enemies coming out at night, stuff like that.

This could be a great idea. Imagine the tension of playing through a difficult segment at dusk, watching the sun go down and racing against time to find a bonfire before you get destroyed.
 
This could be a great idea. Imagine the tension of playing through a difficult segment at dusk, watching the sun go down and racing against time to find a bonfire before you get destroyed.

"what a horrible night to have a curse"

I love this idea.
 
I want more moments where what is shown before me has me in awe. How they link zones is great but I want to see more of that as I progress.

this criticism keeps coming up specificaly around Dark Souls II, and I feel like people haven't actually played the game past the tutorial.

-the initial approach to Majula
-entering Heide's for the first time
-reaching the Blue Cathedral
-Iron Keep's entrance
-seeing Sinner's Rise
-looking toward Forest of Fallen Giants from Huntsman's Copse


are people just sort of blanking these moments from their mind? the game looks stunning.
 
Go beyond giant knights in heavy armor as bosses. Hell, reduce the number of giant knights in heavy armor as bosses period. Have me fight a badass undead that is like me but has abilities that seem just barely beyond what we are capable (counter-parries, throws, etc.).

Enough with the parallels to previous entries in the series. Yeah nostalgia is great and it can hit the right notes when done well but sometimes it just feels like they're reusing old ideas to be lazy and most people are fine letting that happen.
 
Maybe elaborate your point a bit?

Demon's Souls was a freebie with PSN (I guess so was Bioshock Infinite and Tomb Raider), and Dark Souls is now a 20 dollar title, but it just seems like it is destined to be one of those games that is 60 dollars one month and 20 dollars (or free) the next. It isn't unique in this manner, though, several top tier games follow the same progression path.
 
this criticism keeps coming up specificaly around Dark Souls II, and I feel like people haven't actually played the game past the tutorial.

-the initial approach to Majula
-entering Heide's for the first time
-reaching the Blue Cathedral
-Iron Keep's entrance
-seeing Sinner's Rise
-looking toward Forest of Fallen Giants from Huntsman's Copse


are people just sort of blanking these moments from their mind? the game looks stunning.

Maybe it is lessened slightly from many moments already being in Demons and DS1. Stuff does look great in DS2 but the impact is lessened somewhat when its foggy and blurry. PC version will be cool to revisit those areas afresh but the DS2 certainly has some great highs and lows.
 
My own real complaint is that they make the connection between levels make more sense. Eathern Peak --> Iron Keep is the dumbest transition in the entire series.
 
Take a gamble and leave that "era" and do a story a little further into the future.

Game mechanics are forever changing in the Souls series, Day/Night cycles with different things and enemies appearing in them would be high on my list, but doing something in a different time period would be a interesting shake up
 
Demon's Souls was a freebie with PSN (I guess so was Bioshock Infinite and Tomb Raider), and Dark Souls is now a 20 dollar title, but it just seems like it is destined to be one of those games that is 60 dollars one month and 20 dollars (or free) the next. It isn't unique in this manner, though, several top tier games follow the same progression path.

Demon's Souls was made a PS+ game only long after its initial release in 2009. Dark Souls didn't have a severe price cut after one month as you are implying.

Your ill-informed post doesn't really stand up to any sort of scrutiny.
 
I think we'll definitely be seeing something on PS4 next, sort of the next evolution of the series. Not necessarily Demon's Souls 2, but another spiritual successor made by Miyazaki. What that is, who knows but I think that's what will take the Souls series to the next step. Definitely looking forward to what they come up with. Sony knows the importance of the series now and I think they're going to pull all the stops for it this time around.

And then, of course, we'll also eventually get Dark Souls 3 (PS4/X1/PC), which should be a good continuation of the Dark series.
 
Demon's Souls was a freebie with PSN (I guess so was Bioshock Infinite and Tomb Raider), and Dark Souls is now a 20 dollar title, but it just seems like it is destined to be one of those games that is 60 dollars one month and 20 dollars (or free) the next. It isn't unique in this manner, though, several top tier games follow the same progression path.

Nice job on the clarification of your terrible post which has nothing really to do with the discussion the OP was trying to generate.
 
better platforming...ledge grabs like in dragons dogma

and/or monster climbing

Some vaulting of low objects and some more mobility would be great. I guess the main issue is that people will say it ain't Dark Souls and should be called something else.
 
-Day/night cycles
-Random enemy placements
-In Dark Souls, the Black Knights originally would wander around Lordran, you would never know where to encounter them. Wish they could implement this system in a future Souls game.
 
First up, I am 105 hours into Dark Souls 2 after a month. I work full time and live with my fiancée, so it's safe to say I spent every available minute of free time playing it. I love it, even if I have my gripes here and there. I plan on spending another 100-300 hours playing it.

That said:

1. Next game should deliver on the promises made in the advance PR. The game we got is solidly great, but we've all seen how the difference between what was promised and what showed up has played out.

2. I would like a return to interlocking areas, perhaps with multiple hubs instead of trying to fit as much area as DkS2 into one hub. This is my favorite thing about King's Field (USA) and King's Field IV, and one thing that makes Dark more to my taste than Demon's or King's Field 2 (USA) or Dark 2.

3. I would like a return of bonfires you can't warp from. I was really expecting there to be a part in 2 where they would take that away, and they didn't. I miss the feeling of knowing I have to either fight my way out of blighttown or fight my way deeper in. Again, they can do this in clever ways where there are certain areas you can checkpoint in the middle of but then have to either push forward or fight your way back out to return to open warping.

4. I would like them to continue changing things up mechanically, as each game thus far has had it's own unique systems and it keeps people from being fully experts on day one. Dual wielding is great!

5. Bring back being able to climb over small obstacles, like in Demon's Souls.

6. Fighting giant knights is fun, but a better balance of monstrous enemies with unique movesets would be appreciated.
 
I don't think the series needs to change much to keep me interested. I like the changes in DS2, but it is nice that the core rules and mechanics are still there. There are still things to do to keep it fresh:

Better lighting would improve the experience in a meaningful way.

A scalable challenge area similar to Digistruct Peak in BL2 would be an awesome addition.

Also, something like a drivatar would be really cool. You encounter AI dark spirits based on other players as occasional regular enemies.
 
Demon's Souls was a freebie with PSN (I guess so was Bioshock Infinite and Tomb Raider), and Dark Souls is now a 20 dollar title, but it just seems like it is destined to be one of those games that is 60 dollars one month and 20 dollars (or free) the next. It isn't unique in this manner, though, several top tier games follow the same progression path.

What you are witnessing is the devaluing of just about any technological product over time.

Great post!

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I think it could be cool to have a night/day cycle. Extra powerful enemies coming out at night, stuff like that.

Going to echo this as well. Emulate Dragon's Dogma. Areas offer different items and enemies depending on the time of day. Boss battles change dynamically depending on what time of day they're fought - imagine facing a nigh-invincible nocturnal predator that when fought in the daylight scampers away from you in fear to the nearest shadow. Would also play to the game's "light/dark" theme, as in there could be "light" and "dark" versions of the same area. Might even work in a fashion similar to Demon's world tendency system.
 
I'm constantly surprised and concerned that I don't hear more people disappointed in the decision to allow warping between bonfires right from the get go. I feel like this is Dark Souls 2 biggest let down.

Its so much more than just the fact that it made it easier. It gave the designers a free pass to not have to interconnect levels as much, as they did in DS1. The feeling of being so lost, only to knock down a ladder and realize you just opened up an amazing new shortcut for yourself was one of the greatest things about DS1. This happens in DS2, but on a much smaller scale. (within each world)

The other reason its a bummer is because it completely eliminates the consequences of continuing to travel forward. In DS1, remember how you felt when you were in the Depths, or Blighttown? You FELT like you were deep underground, far from safety. Each additional step you took would either be that much further you would have to travel to go back, or one step closer to that inevitable connection back to familiar territory. That feeling is completely gone and sorely missed in DS2.

That said I am having a blast with DS2, I just feel this decision was a major setback, and I'm surprised I haven't seen more people disappointed in it.
 
better platforming...ledge grabs like in dragons dogma

and/or monster climbing

That's a great idea. I'd also like to see some more stealth options.

Now that I think about it, the Shield and STR characters feel better in Dark Souls. But in Dragon's Dogma, the spell casters, and the dextrous fighters and archers blow away Dark Souls.
 
I kind of hope they don't make a Dark Souls 3 or a Demon's Souls 2. I want another evolution in the vein of Demon's Souls -> Dark Souls or a new IP with similar design sensibilities.
 
This is something I've been wondering about too. I've really enjoyed all three games and I think DS2 perfects the formula but I don't think they can do another straight sequel to it after this.

* The torch idea was solid I thought. I'd like to see it return and be better implemented on an engine that could actually handle it.

I was utterly delighted this wasn't in there, I thought it was a bad idea from the moment I saw that first video. If there are or two dark areas which benefit from you needing a torch that's one thing (and they already exist in DS2), but I think a lot of people seem to underestimate how boring it would have been to have to do that for any length of time in the game. Not only that but it would eliminate the possibility of two-handing or dual-wielding and have a negative effect on the builds you could make that way so I don't see how you can make it work if it's something the player has to do often without having a negative or limiting impact on the playing experience.
 
I think the warping around from the start was also a misstep.

I honestly think that warping should be tied to a bonfire item that you burn. That way you have the option but you better be damn sure you are warping where you need to be as the items are limited.
 
I'm constantly surprised and concerned that I don't hear more people disappointed in the decision to allow warping between bonfires right from the get go. I feel like this is Dark Souls 2 biggest let down.

Of all my initial grievances with the game this is the one that, IMO, turned out to be the least concerning. I felt like the world still flowed in an interesting way and I still felt awesome every time I found a shortcut - even if I use that shortcut a few times instead of dozens.

Honestly I feel the game's biggest failing was enemy extinction and soul memory, but I didn't even notice those too much either.
 
I would prefer to see a return to the denser world design of DkS1. I would also like From to get more creative with covenant dynamics and integrate them with the world's lore. For example, two covenants could battle for control over a particular area of the game, and the winner at a given time period (determined by aggregate kill/death or something like that) would influence enemy types and item drops for players attempting to progress through the area (sort of like World Tendency in DS). That's just off the top of my head, but it could have a built-in balancing effect because if one side dominated for a prolonged stretch, players needing a different world tendency for their build would naturally join the other.

As for some of DkS2's distinctive elements that you mention:

+ I really love the hub town of Majula and how most of the important NPCs are found there.

I think Majula was a pretty drab compromise between the organic gathering at Firelink Shrine and the last-retreat vibe in the Nexus. I preferred both the alternatives, but I guess there's nothing in principal wrong with Majula.

+ the new weapon types are fantastic. particularly the twinblades.
+ dual wielding with powerstance is the essense of badass. not always practical but I'm glad it's in.

Dual-wielding is a great new mechanic that opens up a lot of possibilities. And additional weapons and attractive armor sets are very welcome for those of us who play fashion souls.

+ I love everything about bonfire ascetic. It's really great that I don't have to roll through the entire game to get that taste of NG+

Agreed. The possibility of boosting an area for extra Souls and some fancy items gives the player a very interesting decision to make.

+ Being able to respec stats is a great addition. Anything that allows for experimentation is good in my book.

I wouldn't want respeccing to be any easier, and I might actually prefer a more limited mechanic than DkS2 uses, but I agree it's a good addition. I actually set my first character up to consider respec for NG+, but I can't imagine going through with it now. It's not that I'm a hardcore role-player or anything, but I've mentally committed to this build, and because there are so many things you can do with any particular build in DkS, there's very little incentive for me to respec rather than roll a new character.

+ the single estus charge at the beginning and life restoring items. spamming estus made some dark souls encounters a bit too easy.

I would return Estus to the DkS system. It was perfect. The combination of lifegems and initially limited estus charges ends up behaving in a pretty similar way, and the relative speeds of usage aren't far enough apart to matter in most PvE encounters.

- despawing enemies. I understand why they did it: to cut out farming and to give new players a bit of a break. but to me it's just a really jarring feeling to have a completely vacant area to run around in.

I can't say despawning concerns me. I only noticed around ten enemies reach their spawn limit across my entire NG run. And I think I'm a pretty average player. As long as the drop rates are balanced so that no one is getting screwed out of a critical item or resource, despawning seems like it helps bad players without much affecting better ones.

- not being able to level up at every bonfire. again, I understand that they did this to make the hub world feel more important but it really just makes having to load that area a pain in the ass after awhile.

Agreed. Some of the problem may stem from Majula and the Herald not being as compelling as the Nexus and the Maiden in Black, but there's already reason enough to return to a hub full of merchants and trainers. No need to force players to return for a simple level-up.

- health penalties for dying. It made things overly difficult in the begining I thought. losing souls is punishment enough.

The HP penalty for deaths was poorly designed, in my opinion. The best justification for the mechanic is to encourage the player to be human. But unlike in previous games, where hollowing prevented invasions, a DkS2 player doesn't need any extra incentive to be human. From should keep either hollow invasions or the HP penalty, but not both.

* The torch idea was solid I thought. I'd like to see it return and be better implemented on an engine that could actually handle it.

I wouldn't mind seeing a fully-developed torch mechanic, but I'm not sure it's worth it. The trouble is that the gameplay tradeoff is almost certain to force an aesthetic tradeoff as well. The player who chooses to carry a shield/second weapon and risk poor visibility is going to suffer through a visually less interesting environment. Why not just have one pitch-black dungeon, like The Tomb of the Giants or the Gutter, where the player's goal is to carry a torch a bit deeper each time, lighting the way for subsequent journeys? Then the rest of the game's art design won't be contingent on a player's gameplay choice.
 
Port-begging is a bannable offense, and you are on a short leash as a junior member.

Would really suck if the Definitive Edition came to PS4 and Xbone after all the hubbub over the PC version, huh? ;p

Besides, they aren't port begging in a thread announcing exclusivity of some title. It's actually pertinent to the discussion.
 
My own real complaint is that they make the connection between levels make more sense. Eathern Peak --> Iron Keep is the dumbest transition in the entire series.

Heh I was a little awed by it honestly. I was like "Why am I now in Hell??" The approach there over the bridge where you are a little elevated and can see across the area with the looming castle arches intimidating you. Good stuff.
 
I prefer the more interlaced Dark Souls 1 style world(first half, anyway), I loved seeing how shortcuts connected areas back together. 2 felt much more haphazard, likely due to the warping, but even disregarding that some of the transitions make zero sense...like the placement of Iron Keep.
 
Easy. Actually make the game they hoped to make with Dark Souls II, this time without shitty 8+ year old hardware holding back their entire vision.

No sense in hoping for loftier goals if they can't even match their vision in the last game they made.
 
To space. Seriously why can no-one make worth while games that happen to take place in space anymore?
To space.

Make a futuristic Souls game.

Fuck, beaten.

I love the idea of a randomised dungeon or at least a maze like dumgeon that rotates and changes walks based on a set timer from the very start of your game.
 
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