I think the best way to describe the game is to tell what happens...I'll tell you when you can actually read something without spoiling the first hours. For those wishing to read everything, I've spoilered the most interesting parts.
After choosing your avatar's appearance, starting class and gift (special equipment, like binoculars, talismans with no effect or nothing at all, like I did) the intro starts and you find yourself locked in a jail...with full armor on, if you are a knight like me.
This jail is the Undead Asylum, where undead are placed away from what remains of the human civilization.
A mysterious knight helps you out and my first thought was: "your armor will be mine". Anyway, the Asylum is a introductory stage similar to the small dungeon in Demon's Souls, though a bit more complex and, due to the locked doors and
, you can probably return there.
Between you and "freedom" there a large demon. First you see it far away, with a solid brick wall between it (I think it's a she though) and you. Second encounter...mhmmm, run. You are equipped with a broken sword anyway.
After a while you see the familiar sight of an archway shrouded in a gray fog and you end up in the same room where you "fought" the large demon, only a couple of stories higher.
After the battle you are brought to the local nexus, but instead of being a hub, the world is seamlessy connected with location names popping up when you are actually there.
Take the wrong turn and you'll end up in a graveyard where skeletons will rip you a couple of new ones without giving any soul back. Or in a submerged town where the blacksmith is, along with incorporeal ghost that you to attack by using a certain item; and those ghosts have an attack similar to the Mind Flayers in D'sS prison level, only ranged. Your sword will be useless but fire comes in handy.
The "correct" way is to the first city of the undead, Undeadburg. Here enemies are much more manageable...more on this in the spoiler-free section. Continue in Undeadburg and...
And so, a new fog-protected door, let's go through it.
Uhmmm...a narrow passage way with towers? D'sS come to mind...two snipers on the tower right behind me, let's take care of them first. Let's run to the other way then...
. "To the tower, I'll be safe if I climb it!"
.
SPOILER FREE SECTION.
!!!
SPOILER FREE SECTION.
So yeah, Dark Souls is a refined Demon's Souls, but it's immensely refined. Even the world "hub" is a complex maze to explore and the first "location" is as complex as the last section of Boletaria.
Enemies, all enemies, have better pathfinding routines and they will actively chase you through out the level if you aren't quick enough. Check one thing from my wishlist.
Although it's possible to lure enemies, their position and weapons are much more varied and make great use of the environment. Expect lance-wielding enemies in narrow spots were your lateral-hitting sword is almost useless, expect them to parry and riposte (!), expect them to act in groups where one throws fire bombs while a swordman keeps you busy and an axe wielder jumps on you.
It's gorgeous, it's the perfect starting point for those who have already completed the D'sS, as many things remained the same, like weapon prerequisites. Other, like how weapons attack and combo have been changed and from what I've seen from enemies, weapons have been differentiated even more.
Sections load seamlessy, though in certain area the PS3 stutters a bit; in fact, I think that the higher polygonal count and effects have had bad results on the overall framerates; nothing that really drags the whole game down, but I would have favored less technical eye-candy for better framerates and maybe a simpler design...my very first impression is that the art direction is a bit more "baroque" than D'sS and less stunning despite the added detail. One type of enemy I've encountered (the ghosts) looked a bit silly and players' ghosts have a different shader that makes them look duller...but this is probably personal taste. Bosses, as usual, look amazing.
Something that I didn't like is how players are littering the world with pointless messages, but this is completely unrelated to the game itself... just wish that there wasn't a "I can't take this" every two steps.
POLL RESULTS as of 10th November 2011:
View Poll Results: What starting class did you choose?
oters 68.
After choosing your avatar's appearance, starting class and gift (special equipment, like binoculars, talismans with no effect or nothing at all, like I did) the intro starts and you find yourself locked in a jail...with full armor on, if you are a knight like me.
This jail is the Undead Asylum, where undead are placed away from what remains of the human civilization.
A mysterious knight helps you out and my first thought was: "your armor will be mine". Anyway, the Asylum is a introductory stage similar to the small dungeon in Demon's Souls, though a bit more complex and, due to the locked doors and
, you can probably return there.
Between you and "freedom" there a large demon. First you see it far away, with a solid brick wall between it (I think it's a she though) and you. Second encounter...mhmmm, run. You are equipped with a broken sword anyway.
After a while you see the familiar sight of an archway shrouded in a gray fog and you end up in the same room where you "fought" the large demon, only a couple of stories higher.
After the battle you are brought to the local nexus, but instead of being a hub, the world is seamlessy connected with location names popping up when you are actually there.
Take the wrong turn and you'll end up in a graveyard where skeletons will rip you a couple of new ones without giving any soul back. Or in a submerged town where the blacksmith is, along with incorporeal ghost that you to attack by using a certain item; and those ghosts have an attack similar to the Mind Flayers in D'sS prison level, only ranged. Your sword will be useless but fire comes in handy.
The "correct" way is to the first city of the undead, Undeadburg. Here enemies are much more manageable...more on this in the spoiler-free section. Continue in Undeadburg and...
And so, a new fog-protected door, let's go through it.
Uhmmm...a narrow passage way with towers? D'sS come to mind...two snipers on the tower right behind me, let's take care of them first. Let's run to the other way then...
. "To the tower, I'll be safe if I climb it!"
.
SPOILER FREE SECTION.
!!!
SPOILER FREE SECTION.
So yeah, Dark Souls is a refined Demon's Souls, but it's immensely refined. Even the world "hub" is a complex maze to explore and the first "location" is as complex as the last section of Boletaria.
Enemies, all enemies, have better pathfinding routines and they will actively chase you through out the level if you aren't quick enough. Check one thing from my wishlist.
Although it's possible to lure enemies, their position and weapons are much more varied and make great use of the environment. Expect lance-wielding enemies in narrow spots were your lateral-hitting sword is almost useless, expect them to parry and riposte (!), expect them to act in groups where one throws fire bombs while a swordman keeps you busy and an axe wielder jumps on you.
It's gorgeous, it's the perfect starting point for those who have already completed the D'sS, as many things remained the same, like weapon prerequisites. Other, like how weapons attack and combo have been changed and from what I've seen from enemies, weapons have been differentiated even more.
Sections load seamlessy, though in certain area the PS3 stutters a bit; in fact, I think that the higher polygonal count and effects have had bad results on the overall framerates; nothing that really drags the whole game down, but I would have favored less technical eye-candy for better framerates and maybe a simpler design...my very first impression is that the art direction is a bit more "baroque" than D'sS and less stunning despite the added detail. One type of enemy I've encountered (the ghosts) looked a bit silly and players' ghosts have a different shader that makes them look duller...but this is probably personal taste. Bosses, as usual, look amazing.
Something that I didn't like is how players are littering the world with pointless messages, but this is completely unrelated to the game itself... just wish that there wasn't a "I can't take this" every two steps.
POLL RESULTS as of 10th November 2011:
View Poll Results: What starting class did you choose?
oters 68.
- Warrior
- Knight
- Wanderer
- Thief
- Bandit
- Hunter
- Sorcerer
- Pyromancer
- Cleric
- Deprived
Comment