Matador
Arcane
- Joined
- Jun 14, 2016
- Messages
- 1,692
No, it's just an elevator. DeS had a great hub system, why replace that with something worse?My man, if you don't think taking a random elevator in Undead Parish and ending up in Firelink Shrine is the tightest shit then get out of my faceOr he probably cares more about gameplay than lore and immersion.That's because you're you, smaug. It's okay. You'll grow older. And I was going to say wiser, but... probably not. In any case, at some point you'll get it. Somehow.Never understood the appeal of DS1's interlinked levels, I mean the world isn't coherent anyway and you get fast travel later on (Which makes the first part of the game even more confusing because you just have more tedious travel to go through.). Interconnected design I guess can be explored in later playthroughs for just screwing around.
It's great world design. You don't only have to make the individual levels good, you have to integrate them coherently in the world, even at geometrical level. It's much harder than having separate levels. Not only they achieved that it in DS1, they even manage to mix it with good pace in the exploration feeling and gameplay risk/reward. It's impressive and memorable.
I won't never forget when I had come up a long way the undead Burg and Parish, knowing was very far from the initial Hub to unexplored dangerous areas like the NOPE ghosts I ran like a bitch in the beginning, or the nasty Skeletons on the Cemetery; I dreaded having to come back that path. Suddenly I get on a room, I get down with the elevator and I'm back to the starter area, unlocking a rewarding and deserved shortcut after a long and dangerous trip. And that's only the beginning.
It's timeless gaming. And it shows the thought, talent and passion they put on DS1. Maybe it seems easy for you now that you have experienced it some times, and in other games. But it's not easy to execute well, and we have to value it, like is deserved.
Played recently Ninja Gaiden Black on master ninja, and it has the same approach, and it's great. But it's not as well integrated on the gameplay loop. Because the game is structured in missions, and the unlocking of areas is linear because of it, so it's not so rewarding as a single, non linear, long and arduous quest.
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