Dark Souls 2

#11
Interesting details and well said points about game development in my opinion. ‎  beerchug
Reply

#12
As I have always said, smaller teams tend to develop more unique and consistent art in games, but with less content. In the case of DS2, a bigger team has created alot more in terms of scale and diversity, but the diluting and mixing of the art form caused a feeling of seperation.

The player is constantly observing the art in a game, some games I have played with poor controls get a thumbs up from me for the consistent and imaginative artwork.
Reply

#13
Dark Souls II level design.

[Image: what_zps1d547a88.png]
~ ‎® Indie RPG developer.

Twitter: twitter.com/JC_Bailey1112
Reply

#14
I have no idea what it means... and it's still funny! ‎  Biggrin
Reply

#15
I have come to realize that there are so many inconsistancies with area transition in Dark Souls II that it couldn't possibly have been an overlooked, unintentional error on From Software's part. There are way too many of them, and most of them are in key locations

Examples

:way to Heide's Tower from sewer:

:way to the Warf from Heide's Tower:

:way to the Keep from the Peak: (nice pic)

:way to Majula from Things Betwixt:

:way to Harvest Valley from Huntsman's Copse?:

Alas, with no lore behind it, what are you to think?
Reply

#16
There are areas in Dark Souls I and II which copy and paste.

A few examples -

The trees in the Shaded Woods

The lava streaming down the walls before the very first Capra demon in the Demon Ruins

The double doors to your first encounter with the Asylum Demon, after the very first bonfire, are extremely poorly textured if you ask me

To name a few


Dark Souls II wouldn't seem so weird, aside from the unexplained magical area transitions, if it weren't for areas like the Heide's Tower and the Blue Cathedral.... Which may as well not exist for how small it is. It looks so big from the outside, so many windows... Ahh! At least Anor Londo had a grueling level to accompany the teasing backdrop of a sprawling cityscape.
Reply

#17
The double doors to your first encounter with the Asylum Demon, after the very first bonfire, are extremely poorly textured if you ask me

Imagine a first person mode Smile maybe thats one reason why there isnt one.
Reply

#18
I can imagine it

-imagines King's Field on steroids-
Reply





Users browsing this thread:
4 Guest(s)