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post #31 of 1246 Old 02-04-2011, 06:58 AM
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Can't wait for this game, will definitely pre-order when it is available.

I think voice chat would be a great addition, along with a way to invite a friend, of course they would still have to be in soul form and at the proper level to accept.

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post #32 of 1246 Old 02-04-2011, 07:19 AM
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i bet this will have move support.... That would make me get one!
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post #33 of 1246 Old 02-04-2011, 02:19 PM
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Originally Posted by Sonies
i bet this will have move support.... That would make me get one!
??? Why would they do that? It's a cross-platform game, specifically designed for hardcore (i.e., motion-control-averse) gamers.
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post #34 of 1246 Old 02-04-2011, 02:43 PM
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I think it's a sarcastic way of saying that nothing new needs to be added to the Demon's Souls formula. You see how it says "Smart Aleck" under his name?
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post #35 of 1246 Old 02-04-2011, 02:53 PM - Thread Starter
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Yeah, I can't see Move support being added to this kind of game in the same way I don't like playing isometric dungeon crawlers with a mouse if I can avoid it. Gamepads are perfect for this genre.

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post #36 of 1246 Old 02-04-2011, 03:00 PM
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Originally Posted by tfoltz View Post
I think it's a sarcastic way of saying that nothing new needs to be added to the Demon's Souls formula. You see how it says "Smart Aleck" under his name?
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post #37 of 1246 Old 02-04-2011, 03:45 PM
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Yeah, I can't see Move support being added to this kind of game in the same way I don't like playing isometric dungeon crawlers with a mouse if I can avoid it. Gamepads are perfect for this genre.
It could work with very minimal effort. Assuming it's more or less the same as Demon's Souls, you would just need four basic gestures: attack, defend, push, and dodge. And most of those would likely be gestures with button modifiers. Everything else would work via traditional controls. Seems straightforward enough to me. And it wouldn't need the pointer interface for anything except menus or shooting.

It wouldn't be my preferred way to play, but I don't see why they couldn't add it.

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post #38 of 1246 Old 02-04-2011, 04:21 PM
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Considering how many nights I put 2-4 hours at a time into this game, I don't see how anybody like me could use the move controller for that amount of time.

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post #39 of 1246 Old 02-04-2011, 04:35 PM
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Originally Posted by tfoltz
I think it's a sarcastic way of saying that nothing new needs to be added to the Demon's Souls formula. You see how it says "Smart Aleck" under his name?
D'oh!
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post #40 of 1246 Old 02-04-2011, 05:56 PM - Thread Starter
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Originally Posted by confidenceman View Post

It could work with very minimal effort. Assuming it's more or less the same as Demon's Souls, you would just need four basic gestures: attack, defend, push, and dodge. And most of those would likely be gestures with button modifiers. Everything else would work via traditional controls. Seems straightforward enough to me. And it wouldn't need the pointer interface for anything except menus or shooting.

It wouldn't be my preferred way to play, but I don't see why they couldn't add it.

Fatigue aside, let me try and explain my apprehension. For me, I would like to use the Move to either enhance a gaming experience over traditional controls or improve upon it. The Gladiator game in Sports Champions shows how it enhances gameplay. I love Soul Calibur, but wouldn't want to play it with the Move, but Gladiator actually is an alternate, "enhanced" experience way of playing the same kind of game.

Console FPS games like Killzone 3 and SOCOM 4 are titles that are improved on with Move controls. You can be a lot more accurate aiming with it than you ever could with a thumb stick, despite the heavy aim assists. For Dark Souls, wouldn't be improved or enhanced with it IMHO because of one key issue - the lack of 1:1 control of your shield and weapon. Clicking a button is far more efficient, so there is no improvement. And while it seems on the surface that swinging your sword with motion controls will suck you into the experience more, if it is purely gesture based then it won't have the same impact.

Example: I tried to see if the motion controls added to NBA 2K11 would improve/enhance game play, but outside of shooting the ball it was more cumbersome and the passing/1-on-1 moves didn't feel more "real". I'm only using the pad now.

For the upcoming game Sorcery, it should work out better. Your character's arm in the preview is 1:1 with the Move, so you can accurately aim the spells you make. If you get a melee weapon, the 1:1 control should feel pretty cool as well. For Dark Souls though, your attack animations are canned so I don't see that as a reason to want to have Move work with it unless primarily for projectile and spell attacks.

Maybe I'm wrong, but that's how I see it right now.

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post #41 of 1246 Old 02-05-2011, 07:38 PM
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A recent PS Blog post with a bit more information.

Warning: Spoiler! (Click to show)
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Fans of 2009's PS3-exclusive RPG Demon's Souls are sure to have questions about Dark Souls, which is being produced under the watchful eye of Demon's Souls director Hidetaka Miyazaki. Though the game was formally revealed just days ago, I had a rare opportunity to speak directly with Miyazaki about his plans for Dark Souls. We discussed the game's soul-crushing difficulty (it's going to get harder, not easier), his favorite new feature (a new form of emotional communication via Beacon Fires), and the games he's most excited to play in 2011 (hint: UNCHARTED 3).

Sid Shuman: Would you describe Dark Souls as a sequel to Demon's Souls, or a spiritual successor? Does Dark Souls reside in the same universe as Demon's Souls?
Hidetaka Miyazaki, director, Dark Souls: Dark Souls is not a sequel to Demon's Souls by any means. However, it's created by the same producers and director and so the ideologies, concepts, and themes have carried over and are similar. It's a totally new game with similar concepts.

SS: Demon's Souls is infamous for its difficulty. Will Dark Souls be as difficult?
HM: Yes, Demon's Souls was known for its incredible difficulty [laughter]. With Dark Souls, there is no intention to decrease the difficulty at all. Actually, we intend to increase the difficulty of the game. (Sid: !!!) But not simply by making the game more difficult, but by giving players the freedom to strategize freely and conquer that difficulty, and to be rewarded accordingly.
This is an analogy we often use: We are trying to create a game that is spicy. And we want to make it as spicy as possible. But it's edible and tastes good and leaves you wanting more.

SS: How do you keep a difficult game from becoming punishing, and drive the player to quit in frustration?
HM: Good question. We can't tell you all of our secrets, but there are a few ways we prevent users from drifting away. Number one, the difficulty is not dependent on the skill level of the user. We have not created a game where players who react faster or press buttons faster are better than others. Second, when a player dies, we try to leave a sense of maybe if I try a different strategy I can succeed. Things that you lose in death can be outweighed by what you gain by trying again. We try to give players lots of freedom to design their own gameplay style, and we've implemented enough content to enable users to continue challenging themselves and continue making progress.
One more aspect is the difficulty based on repetitiveness. We don't want users to have to constantly carve away health from enemies. We've created all characters including enemies and the player to have high attack power but low defense. We don't want users to hack and hack and hack away to defeat an enemy. It's more strategic. We want users to think, if I avoid this enemy, maybe I can overcome him. We don't want players to be frustrated by doing the same things over and over.

SS: Death was a part of life in Demon's Souls. But it required that you replay the entire level from scratch with enemies in identical locations. Will Dark Souls force players to restart levels? Will levels be less repetitious to replay?
HM: The main concept has not changed: You try something, die, learn from your mistakes, and eventually overcome those mistakes. In Dark Souls, we've added the ability to players to choose their recovery point essentially respawn points. If you die, you won't be taken back to the beginning of the level. And as you explore the world, you can carve out your own territory and retry quests you failed. That's a big difference. It's an aspect that we want players to use to strategize their approach to the game.

SS: Will Dark Souls have a less intimidating control scheme than Demon's Souls?
HM: In Demon's Souls, when you finally get used to the controls, it feels pretty good. So for Dark Souls, the controls and feel won't change too much. However, we are adding a tutorial so players don't have to fight to learn how to play. We don't want to take the players step-by-step, we just want them to get past the first step.
But generally, for Dark Souls, learning commands and controlling your character is probably a little bit easier. But to counter that, we've added a lot of aspects that users must learn beyond the controls. The amount of magic, the number of weapons, the types of weapons, the moves attached to the weaponsthere is a lot more that players must learn in order to conquer the challenges.

SS: Does that mean we can expect a lot of new weapons with unique functions?
HM: The simple answer is yes. But we're not just increasing the number of weapons; we want to improve the uniqueness of each weapon. Each weapon will have characteristics that are vastly different from other weapons in the game. As an example, the player starts with a Long Sword. Eventually he might find a Holy Sword, which is far more powerful but is used very differently. Some players will choose to continue using the Long Sword simply because they're more comfortable with it.
We want to give players many options, even if that means they use the sword that fits best in the hand.' We want you to become emotionally and physically attached to the weapon you're using. Perhaps the Long Sword, after you've used it for so long and taken such good care of it, is the real Holy Sword. [laughter] The real Holy Sword, though, might be very hard to master despite its power. And some players will say, This is difficult to use? Leave it to me, I'll master it! [laughter]. The mind games and strategizing that's the most fun aspect of the game to me.

SS: How will dual-wielding two weapons impact combat? Is dual-wielding a successful strategy, or more of an expert's mode?
HM: Dual wielding is an option, but it's a very difficult choice for novice players. The default fighting style is holding a shield in one hand, a weapon in the other. And the shield adds a lot of protection, it's quite effective. If you see another player dual wielding, we want you to think, Oh my god, this guy is special! Dual wielding is a way to challenge yourself, but it has a lot of downsides and makes the game much harder. When you're in trouble, you'll want to return to your shield and sword.
We want to keep dual wielding special. It's a very unique strategy that will hopefully give a new experience to the player as well as those watching him.

SS: Like Demon's Souls, Dark Souls will include online co-op and competitive play. Are you planning any broad changes to the multiplayer?
HM: Yes. Throughout the game, there will be both cooperative and competitive play with other players. Each user will enjoy a unique single-player game; at times, they will cross paths with one another. Depending on the situation, the time, and the players' goals, those players may cooperate or compete against each other. The multiplayer system we're creating will envelop the single-player mode. Multiplayer will enhance single-player, make it more unique, compared to other games that emphasize traditional multiplayer co-op or competitive play.

SS: What's the single addition to Dark Souls that you're most excited by?
HM: Probably the Beacon Fire. It stands for a lot of things. It serves as a recovery point; when the player's health is low, the Beacon Fire helps you recover. It serves as a respawn point as well. So it's powerful from a gameplay perspective. Secondly, the Beacon Fire will be used to share experiences with other players. It's a place where players can gather together and communicate not verbally communicate, but emotionally communicate. Third, it's probably the one place in Dark Souls where users can relax just for an instant. In this cold, dark world, the Beacon Fire is a place of warmth. It's one of the few locations in the game that is heartwarming. It expresses this dark fantasy world I'm trying to create.

SS: How will character creation work? Are there still classes? How can I augment and customize my character?
HM: The basics are quite similar to Demon's Souls, but you can customize the physical build of your character now in addition to his face. There's a lot of customization in terms of gameplay styles and parameters. It's very open, and there are many more options than in Demon's Souls. You can create any type of character you'd like to create.

SS: What's your philosophy regarding monsters in Dark Souls? Are you going for really grim, grotesque creatures?
HM: Calling it a philosophy is probably overstating it a bit [laughter]. I want to expand the range and variety of all the enemies, whether they're hideous or beautiful or strong. I don't lean towards any particular type, but [high-level enemies] will be pretty disgusting. And you might not believe this, but all the monsters I design from Demon's Souls to Dark Souls are beautiful to me, no matter how gruesome their appearance.

SS: What games are you looking forward to playing in 2011?
HM: Politically this is sort of a difficult question to answer! [laughter] I'm a big gamer. But to be honest, right now I absolutely love Magic: The Gathering Online. For 2011, I'm really looking forward to UNCHARTED 3 and The Elder Scrolls V: Skyrim.
UNCHARTED 2 came out around the same time as Demon's Souls, so it was a big competitor for us at the time. But UNCHARTED has done so well, and now I'm really excited for UNCHARTED 3. I'm quite interested in Skyrim because the fantasy world is something I really look forward to in games.

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post #42 of 1246 Old 02-08-2011, 09:46 AM
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As I expected...

http://neogaf.net/forum/showpost.php...postcount=1112

Quote:


The game will not have voice chat or free chatting, as these features would be minuses as they can potentially take you away from feeling like you're in the story.

I realize this will turn some people off of the game, but I like how they're doing the anti-KZ3 and catering to their hardcore following, and not focusing on expanding their customer base.

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post #43 of 1246 Old 02-08-2011, 10:15 AM
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That's fine with me. Voice chat would ruin the feel of loneliness and isolation that was such a big part of the Demon's Souls experience.

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post #44 of 1246 Old 02-08-2011, 11:02 AM
 
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Fine by me too. Although, as I said, VC in NG+ would be a nice option.
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post #45 of 1246 Old 02-08-2011, 11:30 AM
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Fine by me too. Although, as I said, VC in NG+ would be a nice option.

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post #46 of 1246 Old 02-08-2011, 11:51 AM
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Originally Posted by bplewis24 View Post

As I expected...

http://neogaf.net/forum/showpost.php...postcount=1112



I realize this will turn some people off of the game, but I like how they're doing the anti-KZ3 and catering to their hardcore following, and not focusing on expanding their customer base.

Brandon

Definitely will not turn me off from the game, and I'm all about sticking with the existing fan base and not catering to the casuals (really wish SOCOM 4 was doing more of this too), but I don't think being able to make up a strategy to attack an enemy or boss will take away from the experience in anyway.

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post #47 of 1246 Old 02-08-2011, 12:09 PM
 
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I went to FromSoftwares webpage to post a request for it in NG+ in their forums, only to find out that their English site is like many other Japanese developer sites. A front page reminiscent of the net back in 1995. The japaneese site doesn;t look much better. The Dev's also don't appear to be on twitter.

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post #48 of 1246 Old 02-08-2011, 03:05 PM
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Originally Posted by TyrantII View Post

Fine by me too. Although, as I said, VC in NG+ would be a nice option.

I think the real culprit here should be Sony. If there were cross-game chat, instead of having to use chat-rooms, we could simply use that. Then as long as From Software didn't disable cross-game chat in the game, those that wanted to use it with friends would be able to.

The LAST thing I want, though, is a Phantom invading me and talking trash incessantly or playing music in the background!

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post #49 of 1246 Old 02-08-2011, 03:25 PM
 
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What you don't want to know what GhetoNiteKilla18 has to say?
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post #50 of 1246 Old 02-08-2011, 03:56 PM
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Quote:
Originally Posted by bplewis24 View Post

I think the real culprit here should be Sony. If there were cross-game chat, instead of having to use chat-rooms, we could simply use that. Then as long as From Software didn't disable cross-game chat in the game, those that wanted to use it with friends would be able to.

Demon's Souls was the only game that I wished that there was party chat on PSN... the simple solution to that would be to just have it in the game, which I'm sure From Software are more than capable of. Then people that want to use it can just use it (even with randoms), and people that don't want to use it can just leave the mic off.

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The LAST thing I want, though, is a Phantom invading me and talking trash incessantly or playing music in the background!

Brandon

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Originally Posted by TyrantII View Post

What you don't want to know what GhetoNiteKilla18 has to say?

Haha, only for Blue Phantoms.

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post #51 of 1246 Old 02-08-2011, 04:29 PM - Thread Starter
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A super-huge mega interview with the game's director went up at a Japanese website, but since most of us only speak Engrish we'll settle for a partial translation from NeoGAF:


Quote:


Where is Demon's Souls 2?

- 4Gamer asks directly why Dark Souls is not Demon's Souls 2. Miyazaki says that it would be a lie if he says that he never wanted to make a sequel in the first place. Instead various things happened, and they ended up having to make a brand new IP. He is thankful that happened though, because this allowed him to be more creative and to make improvements which change things without feeling the need to conform too much to a defined franchise.


Is Bandai Namco Games going to ruin the game with crossovers and DLC?

- 4Gamer wants to know if Bandai Namco characters will be showing up in the game since they're collaborating. Miyazaki flat out denies this and says the world is incompatible with crossovers in this way, and it would not fit the game.

- 4Gamer then presses on the issue, and asks if From Software will be doing tons of DLC for the game since Bandai Namco is involved in some way. Miyazaki says that he hasn't really thought much about actual DLC content so far, but he doesn't rule it out. What he does rule out specifically is that they will not be selling items or cheats. They will never put out DLC which gives the player an option of paying to get something other than working for it in the game itself. Instead, DLC will only be considered if it fits into the online design and engine of the game, in a way where it is actually interesting to explore such an option.


Is Dark Souls now just an Oblivion knock-off?

- 4Gamer also quizzed the director on whether being a fully seamless world, that Dark Souls would be an open world game like Oblivion. Miyazaki says that the style of the game is very different from Oblivion, and it won't be the sort of open filler exploration world. Instead the concept is to create fully integrated dungeons and to link them to each other in a seamless way. In other words, it will be no different from how Demon's Souls have various stages and parts of stages, but this time they will all be connection seamlessly instead.


Improvements and expansions to the Demon's Souls format.

- In terms of content and play time, Miyazaki says that Demon's Souls takes players on average about 30-40 hours to complete, and contains about 40 enemy types or so. For Dark Souls, he expects the game to last about 60 hours on average, and there will be close to 100 different enemy types.

- Miyazaki outright admits that he feels that the weapon customization/upgrade system in Demon's Souls was somewhat of a failure. He says that while Japanese players seemed to be okay with the complexity and vagueness of the system, overseas players sent many feedback letters which suggested that the system was too complicated and obscure for its own good. This is bad because players cannot fully utilize the system due to their failure to properly explain things. It will be improved in Dark Souls and they are considering this aspect very carefully.


New details on the expanded multiplayer features.

- Miyazaki also sheds the most detail we've heard so far about the new multiplayer systems. For the "sharing of experiences" part, he details it as such that he wants to create the feeling of players helping each other through difficulty parts, but integrated as part of the game. In a comparison, he says he really liked the good old days where people played Dragon Quest and would share their strategies with other players, and people would talk about their different experiences through the game, and in doing so help those who are having difficulty. He says there will be more details later.

- As for the "mutual role playing" system, he wants to create a feeling where other players interact with each other throughout the game even as each player plays their own game. While there are elements of this in Demon's Souls, this system specifically wants to take both co-op play and PvP play to the next level. The example he gives here is Lord of the Rings. In LotR, Frodo discovers the One Ring, which is a valuable item, and he is tasked to keep it and protect it. That is his role. On the other hand, there are the black riders who have long searched for this valuable item throughout the world. When Frodo possesses the ring, their roles clash because of contradicting objectives. If the black rider happens to defeat Frodo and attain the ring, then he is a fortunate player who managed to get what he wants, the player who loses the ring because he failed to protect it is unfortunate...


Miyazaki's promotion.

- Miyazaki is both the director and the producer of Dark Souls, but his job role hasn't really changed. The main reason is that his producer role is as the internal producer of development in From Software, which is pretty much what he did as director anyway. The reason why he is also the producer is because at the time earlier in the project, he had to put the team together and drive development quickly to get the project off the ground. It sounds like he's really the one who made Dark Souls happen.


What's this Dark Ring trademark Bandai Namco Games made last year?

- Some fun trivia about the game title: Right before TGS 2010, the title of the game was Dark Race. The Dark Race would refer to the ones who were cursed in the game. This was going to be the real title and it even had a logo designed. But just before TGS they got feedback that it would sound incredibly racist to the western market. So Miyazaki had like 2 days to come up with a new title. He looked at the logo and said "Well if we can't use Race, let's keep the Dark." and made the placeholder title Project Dark for the announcement.

- After TGS, they took the word Dark from Project Dark to explore new title options. They decided on two titles: Dark Lord and Dark Ring. But Dark Lord was already taken as a trademark apparently, so they settled on Dark Ring instead. Unfortunately for the director, his luck with the English language is terrible, and he was informed before the start of this year that Dark Ring is also a British slang for the anus. Curses! This topic came about because 4Gamer asked him specifically about the Dark Ring trademark that Bandai Namco Games registered in Japan.

- Apparently Dark Ring was chosen because the mark of the curse on a player was that of a circle somewhere on their body. This "Dark Ring" as a sign of the curse was fitting for the title, but it's too bad that it would invoke thoughts of the anus in some people. After this, they settled on Dark Souls.


Where's my Dark Souls demo? Can I play with Japanese players this time?

- Miyazaki says there will probably not be a downloadable demo for the game, although they do plan on making the game playable at various events and playable sessions. The point he made is that the game is not one which can be easily explained or appreciated in a short period of time or in a small segment. He seems to feel that a playable demo of the game would be a waste of time for the developer and the players.

- He also confirms that Dark Souls is not just a worldwide game in terms of release, but also in the the online space. He was disappointed that they could not implement an online system for Demon's Souls where all players could play together, and it's a pity because the online system was specifically designed such that it did not require direct interaction between languages. For Dark Souls you will be able to play with players all over the world.


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post #52 of 1246 Old 02-08-2011, 04:38 PM
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"But Dark Lord was already taken as a trademark apparently,"

darklordjames, you are under arrest!
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post #53 of 1246 Old 02-08-2011, 04:44 PM
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That LoTR reference is the first question mark I have. Sounds like capture the flag; I wonder if there will be team battles...3 vs 3 or something.

Also, I'm impressed that you can play with people all over the world.
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post #54 of 1246 Old 02-08-2011, 09:00 PM
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Quote:
Originally Posted by Hatcher View Post

(really wish SOCOM 4 was doing more of this too),

Same here. I'm a bit discouraged with some of the news I read about SOCOM 4, but I'm going to make it a blind purchase regardless as I have faith that it will retain most of the core gameplay elements I prefer.

Regarding 3v3 competitive play, It's been rumored a lot on NeoGAF and many comments from the developers seem to be possible hints at it.

Brandon
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post #55 of 1246 Old 02-08-2011, 10:25 PM
 
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World wide play kind of worry's me. Demons Souls didn't have the best net code as was, and had lots of lag for me. Since were using melee weapons, timing is everything. Wasn't really fun seeing black phantoms running near me and me dieing without any reference that they were actually attacking.

Playing with someone who's packets are bouncing around from halfway around the world is going to be horrible!

Also, who and how was he getting letters from the american market? As for the weapons system, there wasn't anything wrong with it, once you understood it. The problem was that there was almost no documentation with the release at all. You needed to go to the 3rd party wiki page to get the low down on what every stat and multiplayer did, and how to go about getting what you wanted. The fail was making a robust, and slightly complex system and not telling the player how it worked.
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post #56 of 1246 Old 02-09-2011, 05:07 AM
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Demons souls was a great game, why do dev's always think they have to make alot of changes to make it better

I can understand new levels and enemies..

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I have to go, I have a meeting with the bobs, uhhh I wasnt aware of any meeting......yeah they called me at home
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post #57 of 1246 Old 02-09-2011, 11:49 AM
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Originally Posted by maximuslcd View Post

Demons souls was a great game, why do dev's always think they have to make alot of changes to make it better

I can understand new levels and enemies..

That's the difference between an "expansion pack" and a "sequel." There's not much point to making a full-blown sequel if all you're doing is adding some new levels and enemies. You won't attract new players, you won't hold the interest of series fans, and it'll cost you a ****-ton of money to do it. Unless you're making a Madden or a Call of Duty, you have to keep changing things up in order to stay afloat.

In the case of Demon's Souls, no one--including From Software themselves--expected the game to sell anywhere near as well as it did. They've found themselves in a situation where suddenly they're in the global spotlight, duking it out with the AAA heavyweights. Without finding ways to keep this huge new audience interested, they'll fall right back into the abyss from which they came. This sequel is their big chance to be one of the big boys and to prove that the success of Demon's Souls wasn't just a "fluke."

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post #58 of 1246 Old 02-10-2011, 02:18 PM
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- In terms of content and play time, Miyazaki says that Demon's Souls takes players on average about 30-40 hours to complete, and contains about 40 enemy types or so. For Dark Souls, he expects the game to last about 60 hours on average, and there will be close to 100 different enemy types.

Soo, I should expect to put about 300 hours in this game?
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post #59 of 1246 Old 02-13-2011, 11:51 AM
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Anyone think Knights Contract looks like a fast-paced version of Demon's Souls? Or at least the aesthetics are similar.

I'm surprised Dark Souls is slated for release this year. It's suppose to be what 60 hrs long and a little less than two years to make? Like uncharted 2. I am hoping for a real multiplayer system with matchmaking and duel requests and such. It seems like it will happen. The original was just random people invading your single player game, which was cool but completely up to fate.

Revamping the weapon upgrade system is a must. I am also hoping the expanded magic system would make it actually accessible and diverse. There were only a handful of useful spells, all requiring late-game soul trades, with very little diversity, and you couldn't really play a mage-only character since the mana consumption was excessive.

The idea of a more open and expansive connected map is also appealing. As a one-off experience, the dark, confined, or environmentally hazardous levels are intriguing at first, but grate after a while for me. I like the more spacious and high-visibility levels like 1-1 and 1-3. I am more into the combat and strategy and less about the falling off a ledge or getting jumped in the dark.

Speaking of strategy, there really wasn't any unique play styles or defined classes in DS. There were thief clothes and a thief ring, but no real thief abilities. Pumping stats gave diminishing returns and usually people would just go for the prereqs and be able to do everything in the game. Diablo-style skill trees and specific builds? That would be good. Randomized loot and modifiers? Dream on.
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post #60 of 1246 Old 05-11-2011, 03:44 PM - Thread Starter
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Nice! Pre-order Dark Souls from anywhere and get upgraded to the Special Edition of the game for free.

The SE version comes in a steel case and has a strat guide, an art book, behind the scenes videos and access to MP3s of the complete soundtrack.

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