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From Software Dark Souls 3

Murk

Arcane
Joined
Jan 17, 2008
Messages
13,459
Some people with ds 1+2 experience beat it in about 20 hours. It's hard to tell how many secret/optional areas they missed, but eh.
 

Invictus

Arcane
The Real Fanboy
Joined
Nov 3, 2013
Messages
2,790
Location
Mexico
Divinity: Original Sin 2
3 points from the review that really bugged me
The repair mechanic feels worthless, they could have gone the Demon Souls and Bloodborne route (manualy fix on the hub) Dark Souls (manualy fix at blacksmith or bonfire) or even the Dark Souls 2 way (automatic fix on bonfire) but the mechanic doesnt sounds as good as any of those
The framepacing issues from Bloodborne are really disappointing, it makes 30 FPS feel worse than 20 because of the stuttering and in a refelx based game it is even more of a problem
And my biggest fucking "say what"
The armors cannot be upgraded?!?!
What the fuck!!!
I can understand it in Bloodborne since most armors were mostly not metal so it fit there, but it had been an integral part of the games since Demons Souls and really hurts the concept of picking a cool looking armor and just upgrading it for the whole game
Fashion Souls is abig chunk of fun for invasions and part of the fun bit of farming instead of just outright grinding for levels like the reviewer said
I an still looking forward to it and I am not very worried about the game length since the DLC will probably add 10 15 hours of extra content and 60 hour games are probably the sweet spot for game for me nowadays
 

Hobo Elf

Arcane
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Platypus Planet
Armor upgrading wasn't really that useful in DaS2 either tbh. DaS1 was the only game where upgrading armor was a thing that mattered. DeS didn't have armor upgrading either.
 

Invictus

Arcane
The Real Fanboy
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Nov 3, 2013
Messages
2,790
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Mexico
Divinity: Original Sin 2
Farming in Dark Souls didnt feel like grinding; you could just buy most of the materials if you wanted but the game gave you the option to do it either way.
For grindy farming look no further than Demons Souls and Bloodborne; since your healibg items were non replenishable consumables you had to do some mind numbing grinding if you screwed up a coupke of times on a boss and ran out of healing items.
They fixed it a bit with having bigger storage in Bloodborne but it only made you do more grinding on the first place to make sure you had a good stock before the prices of the items eould rise because of level progressing
 

Hobo Elf

Arcane
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Feb 17, 2009
Messages
14,154
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That was a pretty gay aspect of Bloodborne imo. The Estus system is fine as it is. Farming for Blood Vials becomes an especially annoying thing if you are playing as a Bloodtinge Ranged build as you'll be burning throug Blood Vials to keep replenishing your QS Bullets.
 

vortex

Fabulous Optimist
Joined
Mar 25, 2016
Messages
4,221
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Temple of Alvilmelkedic
Localizations wasn't completely integrated for xbox worldwide.
I guess From used the same method as for Demon souls. First 2 weeks were for testing connectivity,fixing issues etc., Japan only.
Also, some decisions lie on users with negative backlash when DS and DS2 was released worldwide. It had some issues and glitches that From needed time to polish it.
There was second patch already (http://darksouls3.wiki.fextralife.com/Patches) so take this 2 weeks as quality assurance.
Also, you have to know how Japan community operates. They give positive feedback and patiently wait for bug fixes. If would be released in this state worldwide, community would flip and flame From and NB for releasing it. Remember Assasins's Creed:Unity and Arkham Knight . From wants to avoid that and has made a good choice about it. Today, game studio's marketing and appearance takes a serious matter not to be neglected. But, that is really good topic for another thread.
 
Last edited:

Caim

Arcane
Joined
Aug 1, 2013
Messages
17,447
Location
Dutchland
Localizations wasn't completely integrated for xbox worldwide.
I guess From used the same method as for Demon souls. First 2 weeks were for testing connectivity,fixing issues etc., Japan only.
Also, some decisions lie on users with negative backlash when DS and DS2 was released worldwide. It had some issues and glitches that From needed time to polish it.
There was second patch already (http://darksouls3.wiki.fextralife.com/Patches) so take this 2 weeks as quality assurance.
Also, you have to know how Japan community operates. They give positive feedback and patiently wait for bug fixes. If would be released in this state worldwide, community would flip and flame From and NB for releasing it. Remember Assasins's Creed:Unity and Arkham Knight . From wants to avoid that and has made a good choice about it. Today, game studio's marketing and appearance takes a serious matter not to be neglected. But, that is really good topic for another thread.
Also, they had to release it before March 31st because that's when the fiscal year ended and they wanted to look good in front of the bosses.
 

Infinitron

I post news
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Messages
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.rockpapershotgun.com/2016/03/29/dark-souls-iii-pc-impressions/

Early Impressions: Dark Souls III
Adam Smith on March 29th, 2016 at 5:00 pm.

soulsheader2.jpg


Dark Souls III [official site] is already out in Japan but the rest of the world has to wait until April 12th. I received review code late last week and have spent a few hours kindling bonfires and carving my way through the early stages of the game. I’ve also, as you might imagine, died quite a lot.

Our full review will be closer to the international release but I wanted to share some thoughts about the opening areas, the PC version and the overall quality of what I’ve seen so far. No spoilers regarding bosses or locations.


It’s good. Possibly very good, although it’s too soon to say how it’ll all hold together. An enormous part of Dark Souls’ appeal is the level design and subtle world-building, and the effectiveness of both of those things isn’t entirely clear until the whole picture can be seen. Right now, I’ve barely seen one edge of the world so can’t be certain that it’ll fit together like a beautiful labyrinth.

soulsheader.jpg


Visually, it’s doing all the right things in terms of creating the kind of ruined landscapes, castles and dungeons that are a hallmark of the series. I’ll talk about the technical aspects in a moment but it’s worth spending a few paragraphs to touch on the actual designs.

If you’re in a particularly picturesque part of the world (the real world), you might find signs at certain points along a trail drawing your attention to a good sightseeing spot. Such a spot might provide a view of a panoramic vista or a specific feature, ideally framed.

Dark Souls III is full of spots like that. Lothric might be going through a bit of bother at the moment – something to do with dead kings who need to be returned to their thrones and/or re-killed – but it clearly had a cracking tourist board in better times. I search every nook and cranny in the hope of finding a big stack of souls or something sharp or explosive to lob, but more often than not I just find spectacular views.

souls1.jpg


Even as I scratch the surface, with only a few bonfires within the initial castle ruins unlocked, I’m able to stitch the world together, connecting one vantage point to the next. There are threads that pull the whole place together, including the disintegrating corpse of a dragon at one section of the high wall that both encircles and penetrates the stronghold, and a fire-spewing living dragon perched atop another part of that wall. Below, there is a cathedral, with neighbouring gardens. The stained glass windows catch the light and draw the eye, and the patches of green round about would make the whole place look like an oasis of calm if it weren’t for the bodies piled high, burning and rotting, and the robotic march of the giant knights that still patrol, even though there is nothing left to guard.

The atmosphere is almost perfect. My one minor concern is tied to the creature design rather than the world design. The Souls games have always delivered on the monster front. They’re full of demons and dragons and knights, but like the worlds they inhabit, those critters aren’t quite what you’d expect. If the ruins are a sort of post-apocalyptic Forgotten Realms – Mad Max meets Middle Earth – then the monsters are typical fantasy fare seen through the lens of surrealist horror. They’re broken, mechanical things, a quality emphasised by their predictable behaviour patterns.

souls2.jpg


While that horrific quality has been evident since Demon’s Souls, some of Dark Souls III’s depictions of corrupted and bloodied forms feel a little too on the nose. On a couple of occasions, the apparent physical manifestation of ruin spilling out of the bodies of enemies, transforming them, has felt like a visual motif more suited to one of the weaker Silent Hill games than to Dark Souls. It’s the rare occasion when the game feels as if it’s using an exclamation point rather than an ellipsis.

It’s worth noting that this may well be an idiosyncratic criticism targeting an aspect that won’t bother the majority of people, but complaints about the visual aspect of those enemies aside, I also feel as if they’re the cheapest combatants I’ve encountered so far. The corruption, which takes the form of an oily serpentine mutation, is (intentionally) difficult to read, its animations overwhelming and uncomfortable to track.

souls3.jpg


No doubt some people will enjoy the challenge as they learn to dodge and deflect those messy strikes, but I’ve found them to be frustrating in a way that encourages button-hammering and a reliance on luck rather than a close reading of action and intent. Dark Souls is at its best when it’s teaching you how to succeed, through a process of repetition and gradual improvement. Perfecting almost any sequence of combat, kills and forward motion grants one of the greatest moments of catharsis available in any form of entertainment – all frustrations and despair purged to be replaced by confidence and elation – but in these rare instances I didn’t feel as if I’d earned the progress I made.

The important word is ‘rare’. On the whole, I’ve been delighted by the early hours of the game. Combat has an extra bit of pace and fluidity, but is missing none of the weight of the original Dark Souls, and experimenting with character builds and classes shows just how many solutions are actually possible when faced with seemingly insurmountable obstacles. Surviving a bossfight with a sword and shield in hand, an empty Estus flask and a sliver of health remaining makes that particular victory feel like the only possible happy outcome, but approaching the same encounter with a ranged setup, a two-handed axe or a whisper and a prayer could be just as effective.

souls4.jpg


My main character is an agile mercenary – cutting, slashing and blocking – and I’m making slow but steady progress. Upgrading weapons and Estus capacity felt like a drag at first, necessitating a trip back to the Firelink Shrine, which is located in a separate, safe hub area, accessible only through teleportation form a bonfire.

I’m becoming accustomed to the Shrine as a separate place though. It gives me time to breathe and to explore stats and character builds, as well as fiddling with Estus balance. That’s a new feature for the game, linked to the FP bar that acts as both mana and ‘skill juice’. In short, both spellcasting and use of new weapon-specific skills drains FP, which can be regenerated using a second variety of Estus Flask, the ‘Ashen’ flask, received during the game’s introductory tutorial.

souls5.jpg


Two flasks to replenish two bars, health and mana. That seems fair. Dark Souls III is ever-devious though and at the Firelink Shrine you can rebalance the amount of Estus used in each flask, thereby complicating the decisions you’re making even more. A particularly bold player might move all of the Estus capacity to the Ashen flask, giving them plenty of ammunition for spells and skills but not allowing even a single health top-up. I’d love to tell you that I’m good enough to get away with that kind of power-trip but it would be a lie.

The splendid thing about Dark Souls is that no matter how punishing it becomes, you’re rarely limited in your choices. You can teleport to any unlocked bonfire, allowing you to start from any area of the world and approach a problem from the best possible angle, and you can chop and change your character build by adding equipment. Sure, you can’t build a character capable of wielding every weapon and casting every spell effectively, but you won’t up using a totally inflexible character either.

souls6.jpg


Although I’ve been critical of some of these early experiences, I’m thoroughly enjoying Dark Souls III. Briefly put, at its best the combat is as good as the series has ever produced and the world is so beautifully designed that seeing a new section is reward enough for the trials endured to unlock it. Technically, it’s solid. I’m playing with a 360 pad because mouse and keyboard controls simply don’t make sense in relation to the series for me. The option is there though if you can stomach it.

FRAPS reckons my framerate is fluctuating between 30 and 60, though I rarely notice any changes as I play. That’s most likely because the rate settles in the middle of that range and doesn’t change during combat – the drops are related to large, open vistas, in which many distant points can be seen, with enemies in place, marching and marauding. During combat, the camera tends to be focused on the immediate vicinity and everything is steady. I’m running this machine at 1080p, with settings on Ultra. Knocking them down to High makes very little difference either to the framerate or the graphics.

souls10.jpg


I’m going back in now, powering through to the finale so that I can bring back a full analysis. Wish me luck.

Our full review will arrive ahead of international release on April 12th.
 

sullynathan

Arcane
Joined
Dec 22, 2015
Messages
6,473
Location
Not Europe
No armor upgrading sounds really bad, if there is one thing DS did better than DS2, it's that armor gave better protection. I really hope this means DS3 armor will give good protection and poise.

Farming in Dark Souls didnt feel like grinding; you could just buy most of the materials if you wanted but the game gave you the option to do it either way.
For grindy farming look no further than Demons Souls and Bloodborne; since your healibg items were non replenishable consumables you had to do some mind numbing grinding if you screwed up a coupke of times on a boss and ran out of healing items.
They fixed it a bit with having bigger storage in Bloodborne but it only made you do more grinding on the first place to make sure you had a good stock before the prices of the items eould rise because of level progressing
Farming in dark souls is grinding and is a pain in the ass.
 

Makabb

Arcane
Shitposter Bethestard
Joined
Sep 19, 2014
Messages
11,753
You might not like this..... but....... pewdiepie plays dark souls 3, get ready for the hordes of his followers in this game



 

Amn Nom

Learned
Joined
Apr 12, 2013
Messages
216
Location
Amn
I love the idea of not having armor upgrade. Dark Souls 1 and 2 armor fell into two categories; it was either useless or had ridiculous poise. Running around in full Havel's just ruined the game because you could facetank everything. Any other armor set offered some kind of protection, but without a Havel/FAP ring took away the fast roll, and still felt useless relative to a 100% shield. The only sets of armor I ever used were for resistances, like the Gold-Hemmed Robes.

If they remove armor upgrades I hope that means they want to actually try and balance them this time. If not, there is always fashion souls. Odds are I'll just be playing through with Ultra Greatsword/Lance, light armor, and shield on back, like my last 4 playthroughs of Dark Souls 1/2 Scholar.
 

Seaking4

Learned
Joined
Sep 4, 2014
Messages
362
I remember bosses getting staggered in DS1/2 too. Although some of those were at set health points (first time I fought the Fume Knight I got baited into attacking one too many times and then got promptly wrecked).

I like or at the very least don't care about getting rid of armor upgrades. All armor upgrades were the same. It wasn't like weapons where you had infusions. This is also a good way of making soul memory irrelevant. Now you don't have to worry about people with superior weaponry ganging up on low level characters. You can go back to the much simpler soul level.
 

HatTrick

Scholar
Joined
Mar 20, 2011
Messages
140
Yeah, never understood the point of armor upgrades. With a weapon upgrade or shield upgrade, you immediately notice improvement in damage or a reduction in the stamina and damage cost for blocking a hit. But armor is really only good for the anti-stagger it gives you since the real danger of getting hit is getting stunlocked and R1 spammed to death (which is easy as hell to do with pretty much any maxed up weapon) and IIRC poise never gets upgraded when you upgrade armor so what's the point of sinking titanite you could be tossing into your longsword into your chest piece.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,154
Location
Platypus Planet
I see that bosses now get staggered when they take too much damage like bloodborne. I'm not sure if I like that.

Dark Souls 1 did it as well. I like it, but then, I think Monster Hunter has the best combat in a 3rd person action (rpg) ever, and that game is all about staggering, exhausting and sending weakened enemies plummeting through the air.
 

Seaking4

Learned
Joined
Sep 4, 2014
Messages
362
All right ... That looked like a mix of those Witcher 2 cutscenes and Macbeth.
 

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