Dark Souls II

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Dark Souls II

Δημοσίευσηαπό game over » 08 Δεκ 2012, 17:19

Dark Souls II
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What can you say after you beat possibly two of the most difficult games of all time? Well Namco has the answer for you: wait for a sequel. Dark Souls II, in development by the original game's developer FromSoftware, was introduced by the seducing Jessica Alba. It's ironic that Namco would need to ease such a teaser then give us probably the most difficult game: the waiting game.

Officially the game is in development under series creator Hidetaka Miyazaki to create a totally new story and new world giving players an experience that they'll be able to stretch out longer than fans have done for the previous titles. Game director Tomohiro Shibuya say they are looking into new & innovative ways to get gamers to interact with the unforgiving world. He continues to say that the team's ultimate goal is to 'surprise & delight our fans with new experiences and plot twists while enticing new players to join our dark journey.

VGA TRAILER


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Τελευταία επεξεργασία από game over και 11 Δεκ 2012, 17:23, έχει επεξεργασθεί 1 φορά/ες συνολικά
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Δημοσίευσηαπό xGodKilleRx » 08 Δεκ 2012, 19:05

Η μεγάλη έκπληξη των φετινών VGAs για 'μενα.
When's DragonbahlΕικόνα
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Δημοσίευσηαπό game over » 11 Δεκ 2012, 17:11

Dark Souls 2: the inviting unknown
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Fearing the unknown is a perfectly natural thing. For example, we have no knowledge of what – if anything – lies beyond death, and it’s the kind of troubling thought that keeps people awake at night, as do concerns over World War III, the rise of environmental cataclysms and other unforeseeable events.

We’re inquisitive creatures, constantly trying to explain the unexplainable, furthering our own knowledge through education or the arts, and breaking down the many myths surrounding our planet and beyond, into the great void of space. We live to learn, and that learning helps us live in kind.

This curiosity-baiting ambiguity and thirst for knowledge is where the beauty of FROM Software’s cult hits Demon’s Souls and Dark Souls lies. Both games offer little in the way of lore or tutorials, and instead rely predominantly on cause and effect deduction. There are no need for words here, just simple, raw experimentation.

If you try something and it fails, then you know not to do it again. If you try something else and it works, then that’s the game’s way of telling you that you’re doing the right thing. It is the most basic form of aesthetic feedback in gaming, yet FROM Software’s titles remain a masterclass of the art.

For example, when you shoot someone in an FPS you’d expect some kind of aesthetic feedback to know your shot landed on target. Such mechanics are a given these days, but so many games still fall of short of conveying those messages clearly without resorting to intrusive text panels.
The ‘Souls’ franchise manages to deliver this information through visual and aural means – albeit subtely – without the immersion-breaking nuisance of HUD pop-ups, arrows or voice chatter. Dark Souls gets players curious, gets them talking, and has spawned vast word-of-mouth theorising and collaboration.

It’s still incredible to think that when Demon’s Souls: Black Phantom Edition launched in the UK, its bundled ‘official’ strategy guide was actually the Demon’s Souls Wiki pages editorialised into a digestible format, underlining just how much the game had got people talking.

The game didn’t explicitly reveal these secrets to players as it was largely ambiguous. Instead they had to earn and pool that collective knowledge by trying things in-game, as well as discussing unearthed secrets on the Wiki page and on forums.

Baffling mechanics such as World Tendecy and the way it affected the game world, or the best places to farm souls suddenly became readily-available knowledge, all without the developer explaining a thing.

That is truly a phenomenon, even if it feels insignificant. To get people talking that much, and to see them collaborating to master the game on a grand scale was inspiring, and the same rang true with its successor Dark Souls, which also boasts a massive Wiki community.

Dark Souls 2 was announced at the VGA awards over the weekend, and with it a dark and ominous trailer that fell in line with the series’ dark, harrowing tone. Typically, sequel announcements are met with one of two reactions – excitement or cynicism. Some fear the money-grabbing intent of fast-buck sequels, while others are happy to see franchises return.
Either way, the Dark Souls 2 announcement has largely been met with celebration, and theories have already begun about the game’s new world, the existence of bonfires and other areas. It’s a brand people feel is worth discussing and combing through to dredge as much insight as possible. It’s a powerful thing indeed.

However, as part of a Dark Souls 2 feature, Edge spoke with co-directors Tomohiro Shibuya and Yui Tanimura, who discussed the game’s difficulty and accessibility. Shibuya stated that the game would be more “understandable” than its predecessor.

He specifically said, “I personally am the sort of person who likes to be more direct than subtle. [Dark Souls 2] will be more straightforward and more understandable.”

This has got some gamers worried, as to many of the Dark Souls faithful the word ‘understandable’ translates to ‘easier’, but I’m not so sure that’s the case here. Namco Bandai’s promotional push on Dark Souls was rather massive.

I remember walking the public halls of gamescom 2011 and seeing huge, intimidating banners and posters everywhere telling advising everyone to “Prepare to Die.” E3 was no different. Yet for all of Namco’s pushing, the game entered the UK charts on October 8th at 6th place, then steadily dropped from there – according to scorekeeper Chart Track.

That’s just in the UK of course, but I remember seeing a lot of gamers and friends saying that they were either avoiding Dark Souls because of its difficulty, or that they had traded it back in after finding it utterly impenetrable. I personally adore Dark Souls, but I can absolutely see where they’re coming from.
Trial and error runs through Dark Soul’s veins. It’s all about figuring out attack patterns, earning the discipline to defend at attack at the right time, and having the patience to grit your teeth after each death, take a massive breath and enter the fray once more.

It’s a lot like fumbling around in the dark for a light switch. You get closer to pinpointing it each time you reach out, but for some – especially those who are time-poor – the demands of Dark Souls are too great.

Making the game more understandable might be something as simple as offering an easy mode – as desired by Dark Souls director Hidetaka Miyazaki – who said, “I personally want my games to be described as satisfying rather than difficult.

“As a matter of fact, I am aiming at giving players sense of accomplishment in the use of difficulty. Having said that, however, it is true that Dark Souls is rather difficult and a number of people may hesitate to play.”

Namco Bandai quickly debunked the quote as a mistranslation, and stated that no easy more was being developed, but I feel that Miyazaki was simply speaking out loud here, and I absolutely agree with him. If hardcore fans hate the idea of an easy mode, then they could chose to not play it. It’s simple.

The unknown can be intimidating, and the long proccess of learning the intricacies and harsh penalties of FROM Software’s world results in a significant time sink. Dark Souls 2 may not be getting any easier, but explaining how status inflictions change your character, or the way swearing allegiance to certain NPCs impact the game later on would go some way to purifying the muddied water.
That said I do enjoy Dark Souls’ ambiguity and crushing difficulty. In fact, I’d even hazard to say – as mad as it may sound – that it’s not that difficult at all on a mechanical level, and that you, personally are the biggest foe in the game.

If you know what you’re doing and act cautiously without haste or confusion, then you will have greater odds, but if you charge on without care or respect for your enemies, then you will die a foolish death. Restraint and intelligence are needed over raw twitch skill. It’s a lesson in patience, rather than feats of control.

Dark Souls is one of very few games where the hazardous, unbeaten path is more inviting than the safe road. There are secrets to be found everywhere if you look hard enough and brave the unknown. The thrill that comes with stepping through walls of light – uncertain of what horrors lie on the other side – is immeasurable for one.

To strip away the mystery and make Dark Souls 2 more understandable in that sense could be disastrous, but I seriously doubt that FROM Software were saying that to Edge at all. I think it just means the game will spell out more of its rules in plain English.

Will Dark Souls 2 be easier for it however? Well, I’ve met the Dark Souls team several times before and let me tell you, they’re a gleefully sadistic bunch of brilliant sods.

They’re very lovely people, but make no mistake; they want you to die, die and die again – not just for their own amusement – but to give you a sense of gratification and pure elation every time you overcome the unknown and notch up another fleeting victory.

Without that feeling, Dark Souls 2 would be nothing, so I think we’ve got very little to be worried about.
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Δημοσίευσηαπό game over » 16 Δεκ 2012, 17:55

First Dark Souls II details from EDGE
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The first Dark Souls II details have emerged from EDGE. Subscribers have started to receive their issues, and a ton of information has already been transcribed from the magazine.

Read on below for a comprehensive summary of content from EDGE’s article.

- Edge says they were shown a 10 minute playthrough of Dark Souls 2, and it is a huge step forward graphically. It looks on par with Watch Dogs and Star Wars 1313 in terms of “next-gen”-ness, or so they claim.

- Miyazaki is not working on the development of Dark Souls 2. He is not a director or producer, and is merely a “supervisor”.

- Even as a supervisor, he isn’t making any development decisions. He only tried to reinforce the team’s commitment to releasing things on time, because of the bad experience they had with the patches in Dark Souls, and he also recommended the return to server-based gameplay ala Demon’s Souls.

- The new directors, Tomohiro Shibuya and Yui Tanimura, are indeed the From Software staff who previously directed the Another Century’s Episode series. The decision to have the two directors replace Miyazaki was a company decision made by both From Software and Namco Bandai Games to help move the series forward in a fresh direction.

- Miyazaki is working full time on directing a new game. He will not disclose if it is a new IP or a sequel to something else.

- Darks Souls 2 will be a direct sequel, and have an open world of about the same size, but more dense with content.

- It does not take place on Lordran. The name of the world is the key of the story, they will reveal it at a later date.

- One thing Shibuya wants to enhance is the action in the game. He feels that he can contribute because of his experience working on action games in the past.

- Shibuya says he wants to make things like the Covenant system clearer and more accessible, and he wants to make the story and messaging less subtle.

- He promises there will still be “hidden” elements in the story and world which can be missed.

- Development started in September last year, and was done in parallel with some of the Dark Souls patches and DLC content.

- The game is 25% complete, and the team is substantially larger than Dark Souls. The world creation internal staff for the sequel is nearly double that of the first game.

- The game might not make it for 2013.

-This the article source for the infamous “we want the skyrim audience” quote. To be perfectly clear, even though this was already known, this quote is from the writers of the article and not From Software.

-Huge leap in graphical quality. The game is compared to Watch Dogs and Star Wars 1313. Dynamic lighting and smoother animations all around.

-Hidetake Miyazaki, the director for Dark/Demon’s souls, will not be directing the game and will only be lightly involved in the production. To be perfectly honest it basically seems like his name is there to be there- his involvement is mostly about getting the project started and occasionally checking in on it.

-The unknown nature of the games came from Miyazaki’s interest in western fantasy/mythology and his relative inability to read the English text as a child, leaving him to fill in the blanks.

-Miyazaki was disappointed about having to patch Dark Souls, saying that they pushed the game out without being 100% complete. Dark Souls II will be complete when it launches.

-Server based PVP is back (yay!)

-The information about the directors for the game is worrying. Information is unclear whether or not Miyazaki willingly stepped down from the director’s chair. Namco calls is a “company decision” and has this disturbing anecdote to share:

“For the IP to evolve and provide a new experience within the Dark Souls world the new wind from directors Shibuya and Tanimura is key to providing players with a brand new Dark Souls experience. In order to maintain expectations and satisfaction and the rewards players experience this was the time to bring in new characteristics and tastes of the directors for the series to continue evolving.”

That **** sounds worrying to me. I could just be paranoid since this is one of the last bastions of hardcore gaming being released, but it sounds too much like PR bull ****.

-Miyazaki is working on a new game he can’t talk about.

-Miyazaki is disappointed he doesn’t have a greater role in Dark Souls II

-The Graphics are shockingly close to the trailer’s quality

-According to Shibuya, one of the co-directors, the player’s ability to parse meaning from subtle hints or clues will determine the difficulty of the game and the challenges that are there to experience.

-The map is roughly the same size, but has more content and more “areas of interest”.

-The notion that Dark Souls needs to evolve was “common”. Edge says not to expect a minor update.

-In designing map areas, the main concept was to create areas that had not been in either game.

-Talks of implementing a system that will let you reveal the clues you’ve learned over the course of the game (wut?)

-Shibuya talks about “limiting players options for the early portion of the game, making it simpler to understand new concepts. Then, after a certain amount of time has elapsed, they will suddenly experience the true dark souls experience”.
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Δημοσίευσηαπό Shepard » 16 Δεκ 2012, 19:04

Λετε να το δουμε και στις νεες κονσόλες?
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Δημοσίευσηαπό Shepard » 21 Δεκ 2012, 18:43

Dark Souls 2 concept art shows beasts, weapons & locations

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Δημοσίευσηαπό game over » 30 Ιαν 2013, 18:29

Dark Souls 2 Roughly 25% Finished, May Miss 2013 Release Date
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The Souls franchise is one of the toughest to beat this generation. But that is where the fun and challenge lies. Dark Souls 2 was announced at last year’s VGA and it will be every bit as tough as it’s predecessors.

Tomohiro Shibuya, co-game director of Dark Souls 2 has revealed that the game is completed 25% till date. According to Edge, the game will be missing the 2013 release window.

When Shibuya was asked whether it will get completed before the advent of next generation consoles, he simply declined to comment.
According to an interview with Edge, Shibuya also confirmed that the team working on Dark Souls II is ‘substantially bigger’. He also confirmed that that the development team has almost doubled plus they are adding new team members.

It is interesting to note that despite such a massive team, we have to wait till next year to get our hands on. I personally think that it may land up on next generation consoles, seeing how Shibuya declined to comment on the actual release date.
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Δημοσίευσηαπό game over » 01 Φεβ 2013, 17:04

Dark Souls 2 Developer Says No To Turning Dark Souls Into A Franchise
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Dark Souls' Hidetaka Miyazaki has no plans to turn Dark Souls into a "franchise" spanning dozens of titles, like the Final Fantasy and Dragon Quest games.

Speaking in an interview with Edge magazine, the game director said he didn't want that out of Dark Souls. "I [wouldn’t] really care for Dark Souls VIII to come out. That’s not the point," Miyazaki said. "It’s more, ‘What do the fans want?’ We want to stay true to what they expect."

Despite the fact that Dark Souls itself is something of a spiritual sequel to Demon's Souls, which in turn served as a followup to King's Field, each game—successor or no—exists almost independently of its predecessor.

Miyazaki himself has handed the reins of Dark Souls 2 over to other developers at From Software.

"I’m not one to restrict the potential that Dark Souls has by insisting that only I can work on the titles," he said.

"I want new expressions. It’s true that I’m sad about not being involved in the development of Dark Souls 2, because I’ve worked on Demon’s Souls and Dark Souls’ development for the past five years. I really love those two titles; however, maybe this is the time to have new inspiration, so I’m fine about that.

"I’m looking forward to playing Dark Souls II not as part of the development team, but with a little bit of distance. Everybody knows what the core of Dark Souls is – the dev team does, the fans do, the media does – and that will never change."

Dark Souls 2 is planned for release later this year on the Xbox 360 and PlayStation 3. Like the first game, it may also see release on the PC.
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Δημοσίευσηαπό G3n3raL86 » 10 Απρ 2013, 10:41

Dark Souls II - World Gameplay Premiere on IGN tomorrow

Excited for Dark Souls 2? Tune into IGN tomorrow 4/10 12PM PT for our world premiere 12 minute gameplay reveal.

https://twitter.com/lynchtacular/status/321699109528559616
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Δημοσίευσηαπό alex4444 » 11 Απρ 2013, 12:01



Πως σας φανηκε? Eγω χαιρομαι που βλεπω οικειους μηχανισμους. Δεν μας εδειξε τιποτε βεβαια για τα μενου που χρειαζονατι μεγαλες αλλαγες, αλλα ο κοσμος που περιπλανηθηκε ο χαρακτηρας ειναι πολυ ομορφος.
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