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From Software Dark Souls 3

trym88

Scholar
Joined
Jul 11, 2010
Messages
193
DS2 bosses work because they're not different in kind to normie monsters, so much as they're different in toughness (with a few exceptions). Don't tell me any of you liked the Chariot boss. I don't think sane people want more of those special-needs bosses. Why would they? Even the designers had the good sense of making that god-awful encounter entirely optional. (I don't know what it means to make the game more like Bloodborne) - I just hope they haven't become desperate, desperate to seem innovative. Three Souls games, one of them great (DS2), is not that much yet. They should put me in charge, I'd tell them they can do Bloodborne 2, they don't have to do Blood Souls, and that nobody wants special-needs bosses (I'd let them do one or two as optionals).

So you didn't like the chariot because he had a special approach and kicked your ass? Git gut jesus.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,154
Location
Platypus Planet
Chariot seems kinda cool the first time but after that it's a complete snooze fest. None of the gimmicky boss fights in any of the Souls games are particularly interesting after the first time.
 

Gentle Player

Arcane
Joined
Jul 1, 2011
Messages
2,352
Location
Britain
A part of me hopes that they will finally realise their original vision for the online component which has yet failed to materialise despite being simple to implement, but each game after Demon's Souls has moved further and further away from the original idea (except maybe Bloodborne, I know nothing about that) and Japs gonna Jap. :negative:
 

praetor

Arcane
Joined
Apr 27, 2009
Messages
3,069
Location
Vhoorl
A part of me hopes that they will finally realise their original vision for the online component which has yet failed to materialise despite being simple to implement, but each game after Demon's Souls has moved further and further away from the original idea (except maybe Bloodborne, I know nothing about that) and Japs gonna Jap. :negative:

care to elaborate or provide links?
 

DramaticPopcorn

Guest
A part of me hopes that they will finally realise their original vision for the online component which has yet failed to materialise despite being simple to implement, but each game after Demon's Souls has moved further and further away from the original idea (except maybe Bloodborne, I know nothing about that) and Japs gonna Jap. :negative:
Wut :M
 

Gentle Player

Arcane
Joined
Jul 1, 2011
Messages
2,352
Location
Britain
I don't have any interviews to link, but the original intent behind invasions in Demon's Souls - that is, for weakened soul-form players to hunt down stronger body-form players and, in effect, kill them in order to steal their strength, adding an extra dimension beyond merely invading for fun, and even instilling a sense of desperation not only on the part of the prey but for the hunter too, something that could have been expanded on somehow in future games instead of neutered - is self-evident simply by looking at the game. The structure for it is fully in place, but the concept itself is wholly undermined, almost to the point of ruining it entirely, by some terrible design decisions. Namely, the existence of the Cling Ring, easily found at the very start of the game, that almost trivializes the HP loss on losing body form (albeit at the cost of a ring slot); and, of course, there is World Tendency: a brilliant idea so horribly executed that experienced players or even first-timers who read a WT guide should prefer to stay in soul form and even suicide in the Nexus upon regaining their body. Absurd. Thus, invading mostly boils down to organised duels and a bit of fun, making it nowhere near as interesting a mechanic as it could be.

Far from addressing the issue in Dark Souls, they made hollowing scarcely have any effect on the player bar disabling summoning; humanity trivial to farm; and hollows unable to even invade - the exact opposite of how it was in DeS! A wasted opportunity to bring coherent form to the original innovative DeS idea; invasions entirely boiled down to organised duels and a bit of fun [I suppose there's farming covenant rank ups too, though only really relevant for Darkmoon Blade and in my view not exactly exciting].

Dark Souls II reintroduced proper penalties on death but again trivialized them with Ring of Binding and later on scores of Rings of Life Protection. Duelling arenas became the focal point for PvP: invasions for a bit of fun*; ranking up in arenas for material reward. I think the latter reeks far too much of contemporary MMO PvP design (and all of the ills that that entails) and is incredibly far removed from the original vision of Souls PvP - a great shame.

*though admittedly the chaos of the Bell Towers was great for farming early game titanite; it's probably one of the best instances of players hunting down other players in order to make themselves stronger, which in a roundabout way is somewhat in the spirit of the original vision
 

Cowboy Moment

Arcane
Joined
Feb 8, 2011
Messages
4,407
Chariot is the best "gimmick" boss in the entire series, and I, for one, like it a lot. It's a rare example of a Souls boss that actually requires executing a strategy correctly rather than just combat proficiency. I've seen a lot of "gud" players fail at Chariot completely, and I've seen "bad" ones succeed easily by virtue of having a plan and sticking to it. In fact, I think the series should experiment with more bosses requiring elaborate strategies, rather than just twitch iframe rolling into attacks.

Imagine, for instance, the Quelaag fight where the magma would never despawn.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,805
I don't have any interviews to link, but the original intent behind invasions in Demon's Souls - that is, for weakened soul-form players to hunt down stronger body-form players and, in effect, kill them in order to steal their strength, adding an extra dimension beyond merely invading for fun, and even instilling a sense of desperation not only on the part of the prey but for the hunter too, something that could have been expanded on somehow in future games instead of neutered - is self-evident simply by looking at the game. The structure for it is fully in place, but the concept itself is wholly undermined, almost to the point of ruining it entirely, by some terrible design decisions. Namely, the existence of the Cling Ring, easily found at the very start of the game, that almost trivializes the HP loss on losing body form (albeit at the cost of a ring slot); and, of course, there is World Tendency: a brilliant idea so horribly executed that experienced players or even first-timers who read a WT guide should prefer to stay in soul form and even suicide in the Nexus upon regaining their body. Absurd. Thus, invading mostly boils down to organised duels and a bit of fun, making it nowhere near as interesting a mechanic as it could be.

Far from addressing the issue in Dark Souls, they made hollowing scarcely have any effect on the player bar disabling summoning; humanity trivial to farm; and hollows unable to even invade - the exact opposite of how it was in DeS! A wasted opportunity to bring coherent form to the original innovative DeS idea; invasions entirely boiled down to organised duels and a bit of fun [I suppose there's farming covenant rank ups too, though only really relevant for Darkmoon Blade and in my view not exactly exciting].

Dark Souls II reintroduced proper penalties on death but again trivialized them with Ring of Binding and later on scores of Rings of Life Protection. Duelling arenas became the focal point for PvP: invasions for a bit of fun*; ranking up in arenas for material reward. I think the latter reeks far too much of contemporary MMO PvP design (and all of the ills that that entails) and is incredibly far removed from the original vision of Souls PvP - a great shame.

*though admittedly the chaos of the Bell Towers was great for farming early game titanite; it's probably one of the best instances of players hunting down other players in order to make themselves stronger, which in a roundabout way is somewhat in the spirit of the original vision

Bloodborne PvP is shit.

The "original vision" of players becoming better by killing others is actually implemented: you gain souls/slabs/tokens on successful invasions.

I do agree that the pvp incentives/punishments should be increased but let's get real: your complain lacks substance ;)
 

nomask7

Arcane
Joined
Apr 30, 2008
Messages
7,620
I think the series should experiment with more bosses requiring elaborate strategies

You mean it should become like every damn console game ever?

I guess I just hate bosses as a concept, and the reason DS2 gets a pass is that it mostly makes the bosses a natural expansion of core gameplay.

That, I can get behind.

But worry not manboons, decline and dumbfuckery shall have Dark Souls too. It's only a matter of whether it happens with DS3 or if it has to wait until the game after that.

(Any true incline would rather decrease the importance of bosses (rather than increase it); and the importance and difficulty of normal monsters and levels would be increased and emphasised - some bigger levels, in general fewer check points and health regens, etc etc. If people are getting bored with the DS formula, this sort of change would be good for variety.)
 

Makabb

Arcane
Shitposter Bethestard
Joined
Sep 19, 2014
Messages
11,753
Part of me wants to buy DS 3 at release but i remember scholar. I REMEMBER.
 
Self-Ejected

Brayko

Self-Ejected
Joined
Feb 11, 2012
Messages
5,540
Location
United States of America
I thought the chariot boss was pretty fucking easy myself. Too bad it didn't lead anywhere but a stupid Covenant.

Actually Im interested on what's goint on for PvP for DSIII, it just seemed like a half assed attempt at depth to multiplayer in DSII when the basic 'raid and kill' premise of DeS and DS for teh lulz was suitable whilst in Bloodborne you could cheese your way through bosses by summoning help (I asked for help once, never again! The player who helped me two shotted the boss).
 
Joined
Aug 10, 2012
Messages
5,904
That's some of the shittiest Souls playing I've ever seen in my life. The epileptic camera control is especially laughable.
 

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