General Gaming Megathread: What are you playing?


Not the best walk+talk I've played and the text logs (only the notes, not sheets of paper on the walls) are awful but the atmosphere is good and it leaves you with more questions than answers as well as alluding to many Biblical tales + dementia. additionally it looks 20000/10. Absolutely wonderful graphics and simply joyful to look around. One of the few games I've played where the looks have mattered this much.

Story-wise, it alludes (and that's being generous) to a sort of 'Jonah's Whale', taking place in a post-apocalyptic world where reality is a little loose in the mind of the protagonist. After the war, you got militant theists, hard atheists, agnostics, and wandering-monk-like 'Minotaurs' who act as moderators for the former three. As things fall apart, you awake in your existential nightmare and explore the world(s). They push the philosophy with little subtlety but I can just about let it slide.

so far, 6/10
 
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Finished Sine Mora. Man, what an underrate game. It was pure greatness from start to finish. Great story, great cast of characters, great graphics....

Buy it!
 
currently alternating between CS;GO and Fallout1. i also have a NV game that i have to finish (once i decide where i want to go with it) and a few other misc. games to get to
 

Not the best walk+talk I've played and the text logs (only the notes, not sheets of paper on the walls) are awful but the atmosphere is good and it leaves you with more questions than answers as well as alluding to many Biblical tales + dementia. additionally it looks 20000/10. Absolutely wonderful graphics and simply joyful to look around. One of the few games I've played where the looks have mattered this much.

Story-wise, it alludes (and that's being generous) to a sort of 'Jonah's Whale', taking place in a post-apocalyptic world where reality is a little loose in the mind of the protagonist. After the war, you got militant theists, hard atheists, agnostics, and wandering-monk-like 'Minotaurs' who act as moderators for the former three. As things fall apart, you awake in your existential nightmare and explore the world(s). They push the philosophy with little subtlety but I can just about let it slide.

so far, 6/10

"i must dive again into the abyss" sounds a bit like inferno references. it looks pretty decent with the theme and all. i go for that post-apocalyptic (obviously) AND the Judaeo-Christian thing (also, if you cant tell by milton). do you have a link where i could check this game out?
 
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that's how i felt about dishonored when it was on sale. not a bad game for 5 dollars:wiggle: (even though i beat it during the free weekend so didnt actually bother buying it) (steam+free weekend ftw)
 
Eh, Dishonored just fails to appeal once you realise how much of a thief it is of... well... Thief.

http://store.steampowered.com/app/297350/

For some reason it's getting high ratings; pretty odd for a walking simulator considering vastly superior 'games' like Gone Home do so poorly with the Steam clientele.

I wouldn't consider it a walking simulator. I usually think of more open ended games when referring to that.
 
tbh i call anything with a distinct lack of interactive gameplay a WS but i dont mean it disparagingly so much as the gameplay for TOC + similar games is 'walk to scene trigger, scene triggers'. It's good enough for me. I love the things but i am old and boring :V
 
Finally getting around to Firaxis' XCOM Enemy Within. Played the original X-Com from '94 years ago. I'm not a big strategy guy, the only ones I play frequently are Front Mission and Total War but this one is pretty great thus far. It hits all the right notes for me atmospherically because I love classic science fiction and the combat is really tight and, above all, fair. When I lose a soldier it's usually my fault and I like that.
 
Life is Strange
It's a decen enough game, I am still waiting for it to pull a Telltale on me tho.... The dialogue could use some SERIOUS work, I mean Geezus fuck, the writitng in the first episode made me cringe... And I am a graduated Graphic Deisgner (or in coloquial terms, unemployed in Colombia) my knowledge set alone qualifies me as a hipster, I know about the history of photography (only references I don't get are the ones from scifi shows from the 80's on virtue of me not being born then) but I hate being transparently pandered to so that might have also played a part on my reception of the dialogue.
Pros: It has very good art direction and they have pulled some actually strong and dark moments without resorting to dumb shit like zombies and a bunch of gore everywhere or killing off one not characters for shock value. It also has given me some actually reactive developments (SPOILER like when I saved Kate from commiting suicide, I watched someone else's playthrough and I had an entirely new Scene that they didn't even got a hint of, and the tone of the conversations in the third episode was much more jovial overall than in their playthrough; and some characters they interacted with that I ignore acted completely different during a key segment of the game forcing me to take a different path to progress) The game is by no means a super branching story with a thousand paths, it still follows a linear story, but it actually follows through with the "actions have consequences" bit TelTale always fails to achieve, and it actually has Puzzles. I know, Puzzles in a graphci Adventure/Point and Click game? What year is it? Because it can't be 2015!

All in all, it tickles my Point and Click bone, here is hoping they don't botch the last episode.
 
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Well I finished Grounded difficulty on The Last of Us Remastered. As expected, it was little more than tedious. The boss fight was 2/3 a breeze and 1/3 super frustrating because the window to attack him was SO small and he had an instant-kill animation in his final phase, and one of the chapters was just HORRIFICALLY designed as far as Grounded goes, because of the overwhelming odds and the incredible scarcity of ammunition. The vast majority of the game works well around resource scarcity, because you don't HAVE to fight everything all the time, but sometimes there's no way to proceed without fighting, and in at least one section, it's 100% combat, and you're practically empty on ammo the entire time. Just a frustrating anomaly of poor design amidst an overall very well designed game. As said before, I'd much prefer if the game actually approached difficulty as some form of CHALLENGE, not just a one-hit-kill-then-restart-ad-nauseam affair.

So now all I have left is collectibles and NG+, neither of which are going to provide me any real joy. So I guess thus arrives the crux of the game's problems: it's a great game with a great story and amazing characters you genuinely fall in love with, but once it's over, it's over. Very little replay value. =/
 
So like most movie-games it plays okay but once its done it's not much fun to go through again. I played the regular version and came to the same conclusion. I really liked the game, but felt the overwhelming praise for the game is...grating.

I'm having a decent time with Dark Souls 2 but the formula is already wearing thin and I feel as if I know what every game in this series is like give or take. I think another 60 hours of killing the same enemies might do me in.
 
I wouldn't call it a "movie game". It's a game with a great story, and it does an excellent job of transitioning from gameplay to cinematics and back. Most of the game is in the player's hands, not some series of QTEs and not a long, unending cutscene. So it's a game, it's just a game that has much effort in its single player campaign. The reason I say it lacks replay value is because it's all the same, no matter what. In one section of the game, you take someone's rifle and when you dispatch several enemies, he will comment "You're a better shot with that than I am!" It's natural to USE his rifle in that segment, so his comment comes equally naturally. Yet, if you go about that segment by knifing the enemies to death (which i did, to conserve ammo) he will STILL comment as though you shot em with the rifle. It's little oversights like that (and there are very, very few, it's not like this is a prevalent issue) compounded with the fact that the story will always play out the same way that makes me feel like once I beat it at its "hardest" difficulty..... that's all there is on offer. Yes, most of the combat can be approached multiple ways, but stealth killing everything is basically the most challenging way to approach the game, and that's what you NEED to do for most of Grounded, so once more, beating it at this difficulty yields few opportunities for something new and different. It's a great game, just doesn't have THAT much durability.

As for DkS2... you really SHOULD NOT take it to be exemplary of what the souls series is all about. It's greatly reputed as being a tragically linear mess with unimaginative enemies and bosses. So if you feel like it's gotten repetitive... that's just DkS2. Every other game does a damn fine job of tossing you some variety whenever you proceed. Boletaria seems like pretty standard affair of fighting undead and soldiers, then SUDDENLY death by dragon, and now you've gotta combine your environmental awareness of a swooping dragon with the enemies ahead of you trying to kill you. Latria feels like a maze of locked doors and pitfalls, but beyond that simple exterior lay the rituals of the Old Monk, and any attempts to find cooperation in this desolate landscape may just result in being captured by the Old Monk and forced to kill a fellow player. Miyazaki's model favors a world design with inter-connectivity and non-linearity and he insisted that his character designers come up with something that wasn't just "standard undead dragon" (for example) and always aim for a design that is inherently "beautiful" to behold. The scenery is always majestic in some sense, the enemies are always enthralling, the map layouts are always fascinating and never repetitive. Somehow, without his guidance, FromSoftware just didn't know how to emulate his works when they developed DkS2.

If NOTHING else, you MUST pick up DkS and experience the difference for yourself.
 
I wouldn't call it a "movie game". It's a game with a great story, and it does an excellent job of transitioning from gameplay to cinematics and back. Most of the game is in the player's hands, not some series of QTEs and not a long, unending cutscene. So it's a game, it's just a game that has much effort in its single player campaign. The reason I say it lacks replay value is because it's all the same, no matter what. In one section of the game, you take someone's rifle and when you dispatch several enemies, he will comment "You're a better shot with that than I am!" It's natural to USE his rifle in that segment, so his comment comes equally naturally. Yet, if you go about that segment by knifing the enemies to death (which i did, to conserve ammo) he will STILL comment as though you shot em with the rifle. It's little oversights like that (and there are very, very few, it's not like this is a prevalent issue) compounded with the fact that the story will always play out the same way that makes me feel like once I beat it at its "hardest" difficulty..... that's all there is on offer. Yes, most of the combat can be approached multiple ways, but stealth killing everything is basically the most challenging way to approach the game, and that's what you NEED to do for most of Grounded, so once more, beating it at this difficulty yields few opportunities for something new and different. It's a great game, just doesn't have THAT much durability.

I call it a movie game since it plays like one. It is rigged for one playthrough. There is no reason to go back through aside from perhaps a more challenging playthrough. It is the benchmark on which the genre should and will be judged, true.

The moment you pointed out is one example of the games flaws. I call it a movie game because of constant cinematics, walking, talking, and the occasional boring stealth/action/puzzle areas with a random NPC character showing up for a dramatic moment. It felt too transparent. I'm still battling this feeling that either I am some contrarian asshole who hates everything people like, or I actually have legitimate grips about all the games people like.

As for DkS2... you really SHOULD NOT take it to be exemplary of what the souls series is all about. It's greatly reputed as being a tragically linear mess with unimaginative enemies and bosses. So if you feel like it's gotten repetitive... that's just DkS2. Every other game does a damn fine job of tossing you some variety whenever you proceed. Boletaria seems like pretty standard affair of fighting undead and soldiers, then SUDDENLY death by dragon, and now you've gotta combine your environmental awareness of a swooping dragon with the enemies ahead of you trying to kill you. Latria feels like a maze of locked doors and pitfalls, but beyond that simple exterior lay the rituals of the Old Monk, and any attempts to find cooperation in this desolate landscape may just result in being captured by the Old Monk and forced to kill a fellow player. Miyazaki's model favors a world design with inter-connectivity and non-linearity and he insisted that his character designers come up with something that wasn't just "standard undead dragon" (for example) and always aim for a design that is inherently "beautiful" to behold. The scenery is always majestic in some sense, the enemies are always enthralling, the map layouts are always fascinating and never repetitive. Somehow, without his guidance, FromSoftware just didn't know how to emulate his works when they developed DkS2.

If NOTHING else, you MUST pick up DkS and experience the difference for yourself.

I keep seeing this mindset and I want to understand that more. Can you better describe the level desing differences between Dark Souls 2 compared to Dark Souls, or even Demon Souls perhaps? I understand why it happened, but what actually occurred? I've heard the levels feel more connected in the other games - less like levels more like a consistent world. I can see that complaint somewhat but not fully due to an incomplete knowledge of the series. I don't have a full frame of reference since I only vaguely remember playing Demon Souls and haven't played Dark Souls. I am aware of the difficulty changes. I will do my best to maintain momentum to knock this one out and proceed to the next. I must admit it has gotten harder to do that as I have gotten older.


Actually this bums me out.
 
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[EDIT: Many pardons for the gargantuan mess of text. Trying to straighten it out and make it more pleasing to the eye...]

I keep seeing this mindset and I want to understand that more. Can you better describe the level desing differences between Dark Souls 2 compared to Dark Souls, or even Demon Souls perhaps? I understand why it happened, but what actually occurred? I've heard the levels feel more connected in the other games - less like levels more like a consistent world. I can see that complaint somewhat but not fully due to an incomplete knowledge of the series. I don't have a full frame of reference since I only vaguely remember playing Demon Souls and haven't played Dark Souls. I am aware of the difficulty changes. I will do my best to maintain momentum to knock this one out and proceed to the next. I must admit it has gotten harder to do that as I have gotten older.


Actually this bums me out.
You and me both. I remember my immediate adaptability to games when I was a kid, and now I look back on those days and wonder how I lost that. I know part of it is social conditioning, because so many more games are made following a consistent model, so you learn to expect the same things, therefore anything deviating is alien and "hard to understand". But part of that feels like it was something lost to time, or the simple process of me aging. Eh, maybe it's something I can get back into capacity of with enough practice, just like enough exercise will help me get back into shape and bring my stamina back from the brink of extinction. XD

I deliberately left out a number of examples about map layouts because a lot of the joy of playing the games is finding these things out for ones self, but I can understand the desire to have a greater perspective so to understand a mindset better. Still, I'd rather avoid unnecessary detail. So I'll try to explain as much as possible without giving too much away.



In Demon's Souls, the game is hub-based and level based, so there's very little inter-connectivity (if any at all) between 2 segments of a world, each segment separated by a boss arena. But the segments within themselves, however, tend to be mazes that loop back in on themselves. As a result, you end up unlocking shortcuts wherever you go, in DeS, because a path that took you 10 minutes of careful progression and delicate fighting can suddenly be bypassed by some shortcut you unlocked. Almost every level is designed so that you have a short jaunt to the boss from the beginning of the level... once the shortcuts have been unlocked. They also vary in form. One shortcut is a plank you kick across a chasm from the side opposite where you came from. One shortcut is a giant pit you can carefully platform down to the bottom of the level from the very beginning of the level. One shortcut is a series of careful "secret" jumps that allows you to bypass most of the level. One shortcut is a series of elevators that have been activated in the course of your journeys but began inactive. In the end, there's a common thread of "I can get to the boss almost immediately from the starting Archstone" in practically every level, but that's the only commonality every level shares. How the levels loop back in on themselves, how they're structured, how long or large each of them is, each varies from one to the other.

Map layout even varies within the same worlds, from level to level. The First level of the Valley of Defilement is set in the midst of a murky valley, where you precariously stand atop mossy and moist planks of rotted wood stuck into the sides of these two cliffs. You have to platform down to the bottom of the valley, careful not to fall off as any misstep will result in a drop to your death. Once you beat the first boss and proceed, now that you've reached the bottom, the second level of the Valley of Defilement is a vast poison swamp. No deadly falls to worry about here, you just need to cross this long stretch of bog that eats away at your stamina, making its traversal arduous and slow, and constant exposure to it will keep you perpetually poisoned, so finding bits of dry land to stand on offers precious respite from the nastiness of the unending defiled swamp. There are still planks and high spots you can reach where you CAN fall fatally, but compared to the first level and its overall vertical design, the second level is a wide open and overall flat space. How do they circle back on themselves? Well there are "special jumps" that allow you to cut corners in the first level, and the second level is very circular in design, so once you arrive near the end you will be geographically close to where you began, and the aforementioned plank to kick down can be found here connecting the two halves of the level.

A finer example of how the levels weave back and forth would be Boletaria.

The first level of the game is a gigantic gateway you must navigate as you ascend and descend guard towers, gradually unlocking doors that take you to various sections of the castle walls until you unlock the main gate, situated (as a gate would be) near the entrance. When you proceed past this, a large bridge is all you have to traverse, though it is peppered with one of the game's dragons and soldiers armed with crossbows standing atop several strategically placed towers. You can venture below the surface of the bridge to a series of tunnels, but the dynamic of the level changes to a cramped space, and there you'll be introduced to one of the game's nastier enemies... dogs. Ferocious, and more importantly, FAST enemies, that make a narrow quarters to fight in very dangerous. Past that, there is another section where going across ramparts and wall fortifications and hallways and courtyards will eventually take you to an even larger, more imposing gate. But along the way you may slay an enemy who drops a set of keys... These keys don't open any door that helps you move forward in this level, but if you backtrack all the way to the end of the bridge level, you will find a locked door in one of the towers leading to a dungeon with another enemy guarding an imprisoned NPC, and quite possibly Demon's Souls' most badass character: Biorr of the Twin Fangs.

Biorr will help you in the following boss battle, if you haven't killed it first, and he will offer much back story when you speak to him in the game's hub in between ventures. After fights, he just shrugs off all danger and just takes a nap in the middle of the battlefield. What a badass. He's a jovial, but loyal character, and near the end of the game, he will single-handedly take on a fucking dragon JUST to distract it so you can move on ahead. Badass! Uh, but I digress... In the dungeon where you find and free Biorr, his jailor will drop another set of keys... keys that DO NOT match the cells he is guarding. Strange. Back in the third level of Boletaria- containing the boss Biorr will assist you with -there is a hidden alley that comes to an end at a locked gate, and here is where these latest set of keys come into play. Once past it, you find yourself at a solitary tower, wherein lies one of the game's most adored (also captured and in-need-of-freeing) NPCs, Yuria the Witch. But unlocking the gate to the tower and climbing the stairs isn't enough. She's held on a platform you cannot reach in any way, so how do you get to her? Well, AGAIN, elsewhere in the level, you will find an enemy who drops a unique hat. You can keep it for style, or, use it "as a disguise" at the tower Yuria is held in. While wearing it, her jailor will mistake you for one of his own, lower a set of stairs to you, and you can dispatch him and free Yuria. BUT you'll need to remove the hat, first. Yuria will also confuse you for another one of her captors, and trying to speak to her will only result in insults and spite. XD

Yet STILL BEYOND all of this, once you beat the last of the Demon's guarding the False King, once you fight off the phantoms of THREE of Boletaria's greatest heroes (who all attack you simultaneously), once you fell an even STRONGER dragon barring your path to the throne room, you will reach the steps to the throne room with a very disappointed NPC waiting for you. He will share with you the tragic revelation he's come upon, and beseech that you vanquish the False King (you were going to anyway), but before dying he bequeaths unto you a key to the Mausoleum, where the kingdom's sacred swords Soulbrandt and Demonbrandt are held. Now THIS takes you ALL THE WAY back to the beginning of Boletaria, at the large gate that barred your path from the start! On one of the wings of the upper walkways, an imposing enemy (which will make short work of you if you ever attempt to fight him at the beginning of the game... which is possible) guards the doors to the Mausoleum, for which you now have the key! Inside stands Old King Doran, a legendary and apparently immortal demi-godly character who will test you in a fight to see if you are worthy of the sword Demonbrandt- the sword that banishes evil. After dealing enough damage to Doran, he will acknowledge you and step aside, allowing you to claim Demonbrandt as your prize (Soulbrandt- the sword that banishes humanity -is curiously missing). Now in possession of a powerful weapon that increases its damage the more white (good) your Soul Tendency, you can face the False King.

OR don't bother with any of that, because it was ALL optional!

Just progress from one boss at the end of a level to the next, ignore rescuing Biorr, don't bother freeing Yuria, don't worry about Doran and Demonbrandt. None of them are essential to your forward progression, just reach the end of Boletaria and face and defeat the False King. But they are all very helpful in their own ways. Characters who wish to explore magic will want Yuria's mentoring to learn powerful spells. Characters who undertake an assassination sidequest (which is hidden and quite easy to overlook) will need to track down Biorr as he is one of your targets. Characters who wish to forge North Regalia, the "most powerful weapon in the game" (it's all relative, though; it's just "good", it's far from OP), will need to collect BOTH Demonbrandt AND Soulbrandt and combine them using a specific Demon's Soul at a specific Blacksmith who deals with major weapon upgrades, AND whom you must unlock the path to reach to even visit said Blacksmith.

There is TONS of backtracking in Demon's Souls, in spite of its relatively linear level design due to its hub-based, level-based structure. Many NPCs will only appear if you successfully raise the World Tendency of the world they're in to Pure White, so you might need to endeavor to do that. The NPC who sets you on an assassination mission will only appear if you have Pure Black Character Tendency and have dispatched their disciple (who also much be found). Said disciple, if left to their own devices, will systematically kill every NPC in the Nexus, if you don't stop them- INCLUDING Stockpile Thomas, the only person in charge of looking after your stored goods. So once he dies, you cannot access them again (until NG+)! Demon's Souls throws a bunch of curve balls at you, be it the difference in level theme, the difference in enemy type and the strategies necessary to face them, the difference in map layout, where to find which NPCs and what prerequisites must be fulfilled before you can even MEET them, the back-and-forth journeys necessary to access certain areas, and more. All while contained in a progression, hub-based game.



Dark Souls took this formula and kicked it up a notch by presenting what many called an "open world", which I find to be a misnomer. There are no longer "levels" and there is no hub to travel between worlds; it's all one gigantic map, but that doesn't make it an "open world" necessarily. You can reach one end of the whole map from the other all in one go (theoretically, once every roadblock has been opened up), assuming you can beat or bypass every enemy in your path. So it's "interconnected" and "seamless", definitely. I just wouldn't call it "open world", because there still is structure and progression to it. The roadblocks aren't suggested, they're definitive. You begin in the Undead Asylum, and once you escape this place you are taken to Lordran, near a place called the Undead Burg. You cannot immediately reach the ruins of Lost Izalith from here, any more than you cannot reach the Undead Parish past the Undead Burg till you PASS the latter; although places like Lost Izalith (endgame locations) will take MUCH more time to reach. But the point being, they are all connected, and there is no hub binding them all. You can journey the entire game on one continuous map, and this opened up MANY more possibilities for the inter-connectivity and non-linear gameplay that DeS explored, because now the game isn't confined to that rigid level-based structure.

When traversing the Undead Burg, it begins as a fairly straight-forward journey forward, dispatching enemies, only one way to go, a couple minor detours to explore, but largely a path leading you to the first proper boss fight. The boss doesn't even NEED to be fought (as a friend fortuitously displayed, when despite his ineptitudes at DkS HIS boss decided it couldn't go on and leapt to its death, awarding him the victory) and while you can engage it in a one-on-one brawl, you can equally utilize the environment to your advantage, and avoid fighting it directly while gradually killing it. Now with your path no longer blocked, you proceed to a great bridge, and a message appears to tell you that you have entered the Undead Parish. Here you can meet the game's most famous NPC, Solaire of Astora (a.k.a. Sunbro), who gives you an item that allows you to coop with other players, as well as begins his long and tangled questline for the player to discover. If you thought freeing Biorr or Yuria was confusing, Solaire's quest is A MAZE! As a nifty perk, Solaire leaves a sign before certain boss fights that will allow you to summon him (if you're in Human form) to assist in the battle, effectively making him a Biorr 2.0! This isn't unique to Solaire, however, as several NPCs may be summoned before specific boss battles.

Moving on! Like the King's Road in Boletaria, the entrance to the Undead Parish, a bridge, is guarded by a fire breathing scaly beast, however unlike the dragon in Demon's Souls, THIS guy is not easy to bypass! If you attempt to run past him (assuming his flames don't absolutely roast you instantly) he will fly off of his perch and descend to the bridge to crush you. But if you are daring, there is a set of stairs halfway down the bridge that you can reach that will take you beneath the upper road, and a path leading 2 ways. One way is a less-dangerous path along the supports of the bridge BENEATH the beast blocking the main gate (though less dangerous, it's still a precarious path with deadly falls if you're careless), the other path brings you to a ladder you can kick down that will allow you access to... tada! A shortcut to the Undead Burg! =D Sound familiar? Just as with DeS, the game's layout will take you here and there, back and forth, and sometimes surprise you by returning you to a place you've been before! Only unlike in DeS, the world in Dark Souls is NOT segmented by boss arenas, so you may very well find a path suddenly taking you to a bonfire (the game's "checkpoints") you arrived at previously long before facing any bosses for several hours, and it will feel like a breath of fresh air, because you'll be able to rest and replenish your reserves.

Across the entirety of your journey through Lordran in Dark Souls, beginning at Firelink Shrine which immediately connect to the Undead Burg, where you will reach the Undead Parish, which connects to Sen's Fortress (which you cannot yet enter) or the Darkroot forest. At the top of the Parish you will find one of two bells you need to ring, but the other, you are told, is only "far below". From here, you can journey into the Darkroot Garden and into the Darkroot Basin, which connects to the treacherous Valley of Drakes. Unlocking more passages, you'll manage to travel deeper into the Undead Burg and defeat an enemy that holds a key to The Depths, the sewers of Lordran. The Depths connects to Blighttown, a community of filth and refuse sequestered in the aqueducts beneath the gargantuan ramparts of the curious structures of Lordran, which will also connect back to the Valley of Drakes! More importantly, Blighttown will lead you to Quelaag's Domain, past which lies the second of the two bells you needed to ring. Ringing both bells awakens the giants operating Sen's Fortress, so now the gates to the colossal labyrinth are open, and the massive trap-laden maze is yours to explore. Upon conquering Sen's Fortress, you are carried off by a bunch of gargoyles to Anor Londo, the City of the Gods. Eerily empty of any Gods at all, but still guarded by their giant sentinels, you can travel to the vast Duke's Archives, or you can continue to the end of Anor Londo where you will be tasked with filling the Lordvessel with 4 Lords Souls.

So where are these Lords Souls? Well you'll have to recover them from their bearers. One can be found almost immediately near the beginning of the game just below Firelink Shrine, in a foreboding and intimidating abandoned city, New Londo. However it's impossible to travel this place at the start of the game, for one because the enemies are very dangerous, for another you cannot physically HARM them, for another half the city is completely flooded, so you must drain New Londo by opening specific gates to let the water out, AND ALSO your final destination at the end of it all is an Abyss that will kill you instantly so you cannot even travel it. So how do you even get to your destination? Well the gates to unlock that will drain New Londo can be found in the Valley of Drakes, and if you pillage the grave of one of Gwyn's 4 Great Knights, Artorias the Abysswalker, you might be able to find a way to traverse the Abyss just as Artorias was reputed to have done. His grave can be found at the far corners of the Darkroot Basin, past the guardians who protect the graves from would-be robbers. The twisting and tangled groves of the Darkroot woods also lead back to the Valley of Drakes, as well as the base of a tower that leads straight back to the Undead Burg. The areas keep twisting and turning and loop back into one another. The further you venture, the more passages you unlock.

But what of the other Lords Souls? Well, there's so much more world, and much of it involves returning to places you've previously visited, while others involve moving forward in new areas you've just reached. Some of the stretches are relatively simple walks forward (albeit, not without an abundance of challenge to slow your march onward), one which is a giant lake of lava you must traverse with care... all while the bodiless FEET of Undead Dragons are constantly trying to knock you into the lava to your doom. Like the Abyss, you'll find a way to walk on lava without instantly dying (though it will still hurt), but it's a small solace in the face of everything else you must face. Other areas are large structures that must be gradually unlocked as you progress, such as a magnificent and massive library, so vast that you must use a series of lever-activated stairways to reach the different floors of the archives to eventually reach your destination.

All of these lengthy travels across this single giant map gradually brings you closer to your goal of collecting every Lords Soul, so that you can "fullfill your destiny" which involves "rekindling the flames". Whatever that even means... (I won't spoil that for you! ^_<)

Secreted away near the gargantuan (See any running theme with things being disproportionately massive?) roots of a world tree (pretty important to the lore of the game) you can reach a hidden series of subterranean roots that will take you to a primordial locale hidden below the world itself, almost as though it were the foundation of the world. Clever observation of your surroundings will get you to the nest of a giant raven which delivered you to Lordran from the tutorial, and you can get it to RETURN you to the tutorial... only this time the beginner enemies have been replaced with deadly challengers, and the building itself has begun to crumble beneath your feet. A special item you may recover from this place may grant you access to a hidden world held within a painting, and at the end of which the tragic and exiled half-dragon (dragons have been all-but vanquished in Dark Souls) living in this place will plead with you to leave her alone... and you can exit without fighting her at all! Several of the areas that will lead you to Lost Izalith can be completely bypassed if you find a hidden NPC and join their covenant and level your rank in the covenant up to a certain point and find a doorway that will only open if you meet these criteria, which will allow you to skip 2 bosses, avoid any treacherous lava sections, and provides the one and only means to save an NPC who will otherwise become infected by a parasite, driven mad, and killed. All completely optional.



To my understanding, there was no clear "why" as to why DkS2 follows such a different formula. It's possible that FromSoftware, without Miyazaki's direction, just took ideas from his previous games and slapped them all together, but without the greater vision of what brought them into a cohesive whole. While the ENTIRE world of Dark Souls COULD be traveled on foot, once you recovered the Lordvessel, the game took pity on you and granted you the ability to teleport between bonfires. Not EVERY bonfire, but several key bonfires could be traveled to, back and forth. Just to save the player unnecessary trips. Apparently they decided that DkS2 should BEGIN with teleporting to levels unlocked, so the game never establishes a sense of a grander world to travel. What was implemented in one game as a measure to conserve excessive tedium was implemented in another game in a means that made it feel segmented and detached from the start. Unlike DeS and DkS, the creativity of enemies in DkS2 was, for reasons no one has really understood, been limited to largely... knights. Or various shapes of humanoid opponents. In Demon's Souls, every NPC enemy is another human (or soul) who will fight using the same rules as you do, parries and ripostes included. But bosses don't follow this convention. Even humanoid bosses, like the False King, are still bosses and don't follow the same combat rules as the player. You could say these rules are beneath them. Dark Souls of course changed this up a bit by introducing bosses who could be parried, bosses with parts of their body that could be severed, however the number of inhuman enemies to human enemies, just as with DeS, which very disproportionate.

The first boss of Demon's Souls was an amorphous blob with no visible limbs or organs. Ironically, the final boss, too, would be a deformed blob. Dark Souls is largely populated with giant monsters for bosses, with a few humanoids here and there. So why are so many Dark Souls 2 bosses humanoids? Well apparently Miyazaki, when directing DeS, DkS, and BB, he would only approve character and enemy designs that followed a specific criteria that only he had in mind. When asked to design an Undead Dragon, one of the first concepts given to him was grotesque and covered with maggots, really emphasizing the death and rot of the creature, and Miyazaki turned it down, citing "there's no beauty in it". What would eventually be accepted was a decrepit and decayed corpse that would struggle to keep itself intact, an enemy that resonated a feeling of once-grandeur now lost to ages of decay. It didn't fixate on rot and maggots and nastiness, you could see the decay in its torn wings and boney structure, but you saw the presence of what was once a dragon before you, and that's what Miyazaki wanted... apparently, anyway. So without his direction, FromSoftware just took ideas from the previous games and retread them. Knights? More knights, then! Giant rats? More giant rats, then! Patches? Patches again, then!

It's probably disjointed because it was the work of mimicry. On the one hand, it took a solid formula, and for the most part it kept it. So in that sense the game WORKS. But on the other, arguably MUCH more important hand, they didn't have the overarching direction of a game being designed by someone's vision. They had a game to make, and they just made things for that game. It feels disjointed as a result because the forces behind it were so different. The same could be said of WHY Ninja Giaden 3 is SO vastly different (and mind-numbingly inferior) to the previous games: because Itagaki wasn't involved. The things that mattered being lost eventually coalesced into games that looked and felt very much like their predecessors, but in fact operated VASTLY differently as a consequence of these losses. Much of the changes to the character creation and combat systems in DkS2 were the direct result of player feedback from DkS, and while they had the best of intentions, that didn't necessary end up with the best results. Poise utterly broke combat, and combined with a ring that would allow you to be jokingly athletic despite wearing SUPER heavy armor, players would be unassailable to their adversaries, yet deadly to them by taking advantage of some form of exploits in latency. From's solution? Restructure Equip weight from Endurance to go with Vitality. Make a new, invisible stat that governs your reflexes. Make your invulnerability frames not rely on your animations but rather completely dependent on your stats. On the surface is certainly seems like these solutions work to do away with those abuses seen in Dark Souls. But they introduced more problems than they fixed. Sure, Havel Rolling (as it was called) was silly, but being UNABLE to roll much at all if you had very little Dexterity was an obnoxious inconvenience.



I haven't even touched on how Bloodborne fits into any of those, but I think I've soaked up enough space with this explanation that will surely occupy plenty of brain cells to decipher, so I'll leave it at that. With any luck, this did a satisfactory job of explaining some of the intricacies about the differences in game design between the first 3 games, and why many say the things they say about DeS and DkS, and why they say what differs with DkS2.
 
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Within the massive grimoire I have just deciphered I have determined that I should have bought Demon Souls and progressed from there! I will keep this brief since you handled all of my questions quite well. I appreciate you taking the time to reply so thoroughly. From what I played I pieced together parts of the problem, along with what some others (you) have said. Most of the complaints were addressed by you in your post, like the segmented level design, added stat tweaks, the different atmosphere from the rest of the series - along with several other issues I won't go into detail about since you already are aware of them. :grin:

Interestingly enough, I noticed some of these faults in DS2 just from my brief time with DeS. The level design was the most apparent along with the bonfire issue. I won't complain about the bonfire thing since it has made my time much easier with DS2, but I definitely see the problem. It seems like they wanted to make the game easier to attract more fans. STREAMLINING BABY! I knew about the bonfire problem beforehand admittedly; it might have made me lean towards DK2 to lube up the entry. I cannot tell a lie. So I may be part of the problem in this instance. ;)
 
Interestingly enough, while the change up from Archestones and levels to seamless areas and periodic Bonfires from DeS to DkS had an effect of making the game somewhat easier (overall, DkS just IS easier than DeS), where areas such as Blighttown are shorter than their predecessor's counterparts like Valley of Defilement, they're still broken up by 2 Bonfires so players have "more checkpoints", thus shortening the levels more, making the journey much easier, etc. Yet ironically, unlike the previous games, DkS2 managed to find a way to break the "tough but fair" model with some of its Bonfires. Unlike the previous games, where Archestones and Bonfires were ALWAYS safe locations (even if they were only safe for a few feet, and wandering away from them AT ALL resulted in welcoming danger) somehow FromSoftware decided that several Bonfires ought to be unfairly dangerous to rest at. Archers pelting at you from a distances while you rest at the bonfire. Warriors nearby respawning once you sit at the Bonfire. The games always left getting killed up to you, and you alone. They endeavored to make failure and success always fair. Somehow DkS2 made it past all play testing with heavily unfair and often ridiculous circumstances, several of which were associated with poor Bonfire placement. I really don't get how they managed that. <_<

Not enough creativity in enemy design is one thing. But Bonfires being unsafe and using them spawning enemies that will kill you is just... I dunno.

There is a SOMEWHAT similar circumstance in DeS and BB, where both games have a weapon that drains the player's HP continuously and indefinitely. In DeS there are many items that are easy to obtain that INCREASE your HP continuously, and many players choose to combine these with that weapon, whereas health regeneration is rather rare to come by in BB. In either scenario, if players have these weapons active when they die and respawn at their nearest/latest Archestone/Bonfire and decide to go AFK, their characer will gradually lose HP until they die, then respawn again, having lost ALL of their Souls/Echoes. But, on top of being a very rare circumstance, both instances in either game requires the PLAYER to make these decisions; it's not a circumstance out of their control. It's not a poorly placed Archestone or Bonfire, it's the player knowingly equipping a weapon that drains their health so they should watch their character carefully, only to decide to neglect their character for some reason long enough to pay the consequences. It's actually happened to me once, where I forgot I had the weapon equipped when I died, and I thought I could take a quick leak after this latest death, before I realized I had that weapon out, and when I came back to my room I hear the distinct shout of my character's death yell. But most humorously, because of the way online bloodstains work, you will find COUNTLESS bloodstains in both the Nexus and Hunter's Dream (hubs for both DeS and BB) where players committed suicide by equipping these deadly weapons, or just deliberately jumped off of tall spots to plummet to their doom. You'll see more bloodstains in the perfectly safe hubs than you'll EVER see in difficult locations out in the actual levels! How's that for player agency? XD
 
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