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The centre of a massive brood chamber, heaving and pulsating.
I haven't played Demon's Souls or Dark Souls. If it weren't for how difficult they are and the fact you can't even pause in them I would though.
Squigsquasher, resident ban magnet, White Knight, and general fethwit.
buddha wrote: I've decided that these GW is dead/dying threads that pop up every-week must be followers and cultists of nurgle perpetuating the need for decay. I therefore declare that that such threads are heresy and subject to exterminatus. So says the Inquisition!
Saw this trailer shortly after it got leaked, some buddies and I have been speculating/ brain storming about what this games goin to be about, so far we are leaning towards that it could be based off an undead pilgrimage
Love the first one. Still just keep playing through it. Honestly amongst my very favourites from 20 something years of gaming. As much as I'm extremely excited, you just can't help being a little anxious when it comes to the sequel of a game you love..... Especially when you read things like "more accessible".
I'm a bit cautious as it's changing director and saying it could be made more accessible. The latter could be a good thing, if done right but a bad thing if doing what a lot of other games do.
What I would like to see in Dark Souls II is a better more invested story worthy of the best RPG combat game ever, with more humans, and human themes and philosophy involved (compassion, honor, love, vengeance) and more story choices with multiple endings including the choice of a heroic not so sad ending as well as an evil ending and a love story, that could alone (w/o the excellent combat) motivate DS2 players to play through again to see the alternate endings based on these various choices. These endings should be based on complex choices and not at all like the awful cheesy endings in Fallout based on single actions in the game.
starsparky wrote: What I would like to see in Dark Souls II is a better more invested story worthy of the best RPG combat game ever, with more humans, and human themes and philosophy involved (compassion, honor, love, vengeance) and more story choices with multiple endings including the choice of a heroic not so sad ending as well as an evil ending and a love story, that could alone (w/o the excellent combat) motivate DS2 players to play through again to see the alternate endings based on these various choices. These endings should be based on complex choices and not at all like the awful cheesy endings in Fallout based on single actions in the game.
Coma, is that you?
@ Sol; its 19.99 at most walmarts now, without the DLC.
I've never feared Death or Dying. I've only feared never Trying.
Prestor Jon wrote: Because children don't have any legal rights until they're adults. A minor is the responsiblity of the parent and has no legal rights except through his/her legal guardian or parent.
starsparky wrote: What I would like to see in Dark Souls II is a better more invested story worthy of the best RPG combat game ever, with more humans, and human themes and philosophy involved (compassion, honor, love, vengeance) and more story choices with multiple endings including the choice of a heroic not so sad ending as well as an evil ending and a love story, that could alone (w/o the excellent combat) motivate DS2 players to play through again to see the alternate endings based on these various choices. These endings should be based on complex choices and not at all like the awful cheesy endings in Fallout based on single actions in the game.
That sounds like the greatest thing they could do but also the most evil thing they could do. I consider anybody who plays through the game one time a masochist, a second time? Good gods.
starsparky wrote: What I would like to see in Dark Souls II is a better more invested story worthy of the best RPG combat game ever, with more humans, and human themes and philosophy involved (compassion, honor, love, vengeance) and more story choices with multiple endings including the choice of a heroic not so sad ending as well as an evil ending and a love story, that could alone (w/o the excellent combat) motivate DS2 players to play through again to see the alternate endings based on these various choices. These endings should be based on complex choices and not at all like the awful cheesy endings in Fallout based on single actions in the game.
That sounds like the greatest thing they could do but also the most evil thing they could do. I consider anybody who plays through the game one time a masochist, a second time? Good gods.
I played through Demon's Souls and Dark Souls at least 5 times each. What does that make me?
Prestor Jon wrote: Because children don't have any legal rights until they're adults. A minor is the responsiblity of the parent and has no legal rights except through his/her legal guardian or parent.
starsparky wrote: What I would like to see in Dark Souls II is a better more invested story worthy of the best RPG combat game ever, with more humans, and human themes and philosophy involved (compassion, honor, love, vengeance) and more story choices with multiple endings including the choice of a heroic not so sad ending as well as an evil ending and a love story, that could alone (w/o the excellent combat) motivate DS2 players to play through again to see the alternate endings based on these various choices. These endings should be based on complex choices and not at all like the awful cheesy endings in Fallout based on single actions in the game.
That sounds like the greatest thing they could do but also the most evil thing they could do. I consider anybody who plays through the game one time a masochist, a second time? Good gods.
I played through Demon's Souls and Dark Souls at least 5 times each. What does that make me?
Dreadwinter wrote:I consider anybody who plays through the game one time a masochist, a second time? Good gods.
Well, I have well over 10 (probably closer to 15 or 20) playthroughs between the PS3 and PC versions of the game... yeah...
starsparky wrote:What I would like to see in Dark Souls II is a better more invested story worthy of the best RPG combat game ever, with more humans, and human themes and philosophy involved (compassion, honor, love, vengeance) and more story choices with multiple endings including the choice of a heroic not so sad ending as well as an evil ending and a love story, that could alone (w/o the excellent combat) motivate DS2 players to play through again to see the alternate endings based on these various choices. These endings should be based on complex choices and not at all like the awful cheesy endings in Fallout based on single actions in the game.
I'll have to very strongly disagree here. I don't want any 'dialogue wheel' or silly attempt at being 'cinematic' here. The strength of Dark Souls' amazing storytelling is its atmosphere, and its push for the player to delve deeper and deeper into is background themselves. And good god, not a love story. Dark Souls doesn't try to be like a movie, there's no ham-fisted cutscenes or overly dramatic characters trying to make things come together. It works by engrossing you in its atmosphere.
I struggle to identify how to incorporate more of a story without sacrificing much of the atmosphere that makes the games great.
I hope they can, as gathering a majority of the interesting bits from obscure item's random text fields is something many folk just miss - and that is not a positive. But it has be fascinating nonetheless for those willing to do so.
"It is not the bullet with your name on it that should worry you, it's the one labeled "To whom it may concern. . ."
One of the strengths of Demon/Dark Souls is just how LONELY the game is. It makes other "desolate" worlds such as Fallout or Borderlands look overcrowded
This message was edited 1 time. Last update was at 2013/01/05 17:22:30
Dreadwinter wrote:I consider anybody who plays through the game one time a masochist, a second time? Good gods.
Well, I have well over 10 (probably closer to 15 or 20) playthroughs between the PS3 and PC versions of the game... yeah...
starsparky wrote:What I would like to see in Dark Souls II is a better more invested story worthy of the best RPG combat game ever, with more humans, and human themes and philosophy involved (compassion, honor, love, vengeance) and more story choices with multiple endings including the choice of a heroic not so sad ending as well as an evil ending and a love story, that could alone (w/o the excellent combat) motivate DS2 players to play through again to see the alternate endings based on these various choices. These endings should be based on complex choices and not at all like the awful cheesy endings in Fallout based on single actions in the game.
I'll have to very strongly disagree here. I don't want any 'dialogue wheel' or silly attempt at being 'cinematic' here. The strength of Dark Souls' amazing storytelling is its atmosphere, and its push for the player to delve deeper and deeper into is background themselves. And good god, not a love story. Dark Souls doesn't try to be like a movie, there's no ham-fisted cutscenes or overly dramatic characters trying to make things come together. It works by engrossing you in its atmosphere.
Totally agree fafnir, and lets hope the "vehicle" chat doesn't develope into anything. I can't think of one game ever when the vehicle section was the best part or even a welcome part.
This message was edited 1 time. Last update was at 2013/01/05 17:38:53
I hope they can, as gathering a majority of the interesting bits from obscure item's random text fields is something many folk just miss - and that is not a positive. But it has be fascinating nonetheless for those willing to do so.
I don't see how this is a problem. People who want more, can get more through looking for it and speculation. Dark Souls is a game that only gives you things when you earn it, and the fluff is the same way. You're truly learning about the world around you and exploring as you play, because you learn these things as you go, put them together. The fluff is like a detective story, and you as the player act as the detective. It's incredibly intelligent, and something you almost never see in videogame storytelling, which is a shame, since it's probably the strongest and most unique use of the medium for storytelling.
Sure, those who aren't willing to invest themselves in the game won't get the most out of it, but who cares? They'll get as much as they put in, and if they don't want anymore, they don't need anymore.
Besides, compared to the storytelling in other From games, I'm surprised it even managed to be coherent in this, let alone as fantastic as it was.