Somberlain
Arcane
DS2 is my least favorite in the series but I still like it
DS2 is my least favorite in the series but I still like it
DLCs? Because I can't see how the base game's locations have any plus compared to DaS1's, let alone unified art direction. There's just no way.- Locations are definitely a plus over DaS1. Most locations are more memorable imo. That's not to say DaS1's are forgettable, but there was more of a unified art direction to the setting/locations of this game in comparison.
DLCs? Because I can't see how the base game's locations have any plus compared to DaS1's, let alone unified art direction. There's just no way.- Locations are definitely a plus over DaS1. Most locations are more memorable imo. That's not to say DaS1's are forgettable, but there was more of a unified art direction to the setting/locations of this game in comparison.
I prefer base DS2 locations over DS1 as well, if you discount the level design.
I prefer base DS2 locations over DS1 as well, if you discount the level design.
When talking about DS2 people always muddle up level design and world design.
The world design of DS2 is hilariously bad and the game was rightfully shat on for its linearity and nonsensical architecture. But the levels themselves are by and large great. Many of them like Shaded Ruins, Tower of Flame, Black Gulch or Dragon Aerie are not exactly sophisticated in terms of structure but they compensate with amazing vibe and feelz. Plus there are no downright terrible ones like Demon Ruins or Izalith, the worst you can say about the weakest levels like the Grave of the Saints or Doors of Pharros is they're meh.
I will say that, at least, the world design does summon a feeling of scale the best. In 1 and 3 you kind of just gravitate around one single vertical axis, in 1 spiraling up and in 3 spiraling down, and it kinda makes it feel more gamey in a way to me. Even moreso in 3 where you've literally seen all of the gameworld in the first hour (you can even spot Anor Londo with binoculars), 1 at least would have as a mystery what was up there behind the giant fuckoff wall, or deeper underground.When talking about DS2 people always muddle up level design and world design.
That's exactly what makes it great. The first one, anyway.In 1 and 3 you kind of just gravitate around one single vertical axis, in 1 spiraling up and in 3 spiraling down,
A... pretty small and tight vertical axis. You're going up or down, and that's mostly it for the bigger part of the game. It's neat and fine design wise, it's just kind of offputting to me in retrospect because this glorious, ancient civilization feelsThat's exactly what makes it great. The first one, anyway.In 1 and 3 you kind of just gravitate around one single vertical axis, in 1 spiraling up and in 3 spiraling down,
In 1 and 3 you kind of just gravitate around one single vertical axis, in 1 spiraling up and in 3 spiraling down
Not really, especially since the top of Earthen Peak ending with an elevator up to a castle in a volcano. Okay, okay, could've been an overlook in developers part, but what's stopping them from fixing THAT when they re-release the game as SotFS?Including, but not limited to. So you don't think Harvest Valley, and Earthen Peak are more thematically, and visually consistent with each other than Blighttown, Demon Ruins, and Great Hollow that are all next to each other?
But you said this yourself:I'm not saying that they all completely fit together as you have places that stick out from the rest of the game like Iron Keep. But Heide's Tower, Forest of Fallen Giants, Shaded Woods, Harvest Valley, Huntman's Copse, Dragon Aerie, Majula, I would say these places complement each other very well.
Forest of Fallent Giants, Heide's Tower, Shaded Woods, and Huntsman's Copse-Harvest Valley doesn't have any connection whatsoever, except for the fact that they were all connected to a hub that is Majula. Because of that, if you go to one of the places all the way to its' end, like going to Huntsman's Copse-Harvest Valley-Earthen Peak-Iron Keep, you're going to teleport back to the hub and pick the other option to progress.But obviously the reason this ends happening is because you're able to teleport from the get-go. DaS1 having no teleportation until the second half means From had to be more creative and overlap levels much more strongly and as a result I think that's why DaS1 has better level design and is less linear than DaS2.
I think all the locations you mentioned, both from DaS1 and DaS2, are all have its own distinction, while being 'striking to look at' is rather subjective. But I'd say, in terms of both world design and level design alone Das1's beat all of the DaS2's base game. Shaded Woods is definitely linearly designed compared to Darkroot Garden, and thus doesn't felt as rewarding to be explored, and I personally think Darkroot Garden felt much more distinct compared to Shaded Woods. I can't remember much of Drangleic Castle since it's been a long time since my last playthrough, but I vaguely recall it being not as 'grand' as Anor Londo. Not to mention that Drangleic Castle doesn't have some platforming moments like you do in Anor Londo's Painted World Church (and against those damn Silver Snipers ). And also one striking and distinct Anor Londo moment for me is discovering that there are 2 kinds of elevator designed for Ornstein and Smough respectively, leading to Gwynevere, while in Drangleic I can't remember anything like that, especially considering Vendrick is a human that's more or less taller than even un-buffed Ornstein. As for Iron Keep, despite nonsensically located 'above' Earthen Peak I can agree that it definitely beats Demon Ruins-Lost Izalith. The Gutter and Blighttown I would put on par with one another, simply because of bad optimization and stutters and low framerate in Blighttown's part that held it from being truly enjoyable.And a lot of these places are more distinct and striking to look at than most of DS1's locations. Shaded Woods is probably on par with Darkroot Garden same as Drangleic Castle with Anor Londo. But Iron Keep easily beats both Demon Ruins and Lost Izalith. Same with The Gutter and Blighttown and I easily put Majula over Firelink Shrine.
I disagree. The first half of Dark Souls 1 levels, by virtue of its interconnection and the world that makes sense design-wise is definitely the highest point of Fromsoft's achievement, and nothing after it beats it so far. Bear in mind that, while in terms of biome's transition it seemed as if the world of Dark Souls 1 doesn't make sense, a lot happened before the Chosen Undead arrived in Lordran. For example, the Abyss first appeared in Oolacile, turning everything to dogshit and what we saw in the 'current' timeline is Darkroot, and the other time like I mentioned before, the Chaos appeared in Izalith, hence why everything is different in the 'current' timeline, even if we'll never truly know what Izalith were before.Of course with the DLC, it's not even a contest.
While I agree with your post, the problem of the bolded part is that it's seen as a negative part of the game like Adon said before about Blighttown, Demon Ruins, and Great Hollow being next to each other when they're not thematically and visually consistent according to him/her/it.Usually when I've seen people try to describe why they think the first Dark Souls had better world and/or level design, they say it's because you could see where you were going next and eventually visit that castle you'd seen off in the distance, and/or that the world in DS1 flowed and fit better thematically, rather than areas having sometimes starkly different themes after stepping over a threshold.
I'm playing Gothic series right now, and the first thing that pops into my mind upon discovering that there's a ledge-climbing mechanic that adds shit ton to exploration in the games, is how there was a ledge-climbing mechanic in Demon's Souls, and even that is not present in Dark Souls, so... based on that, and judging from many people's experience (even though I haven't played Demon's Souls, sadly) I'd say Dark Souls 1 was already a decline from Demon's Souls in terms of nearly everything.Well, then Dark Souls 1 was already a decline from Demon's Souls in terms of the importance of unlocking shortcuts to begin with.
Not really, especially since the top of Earthen Peak ending with an elevator up to a castle in a volcano. Okay, okay, could've been an overlook in developers part, but what's stopping them from fixing THAT when they re-release the game as SotFS?
Meanwhile, Blighttown, Demon Ruins, and Great Hollow were visually connected by the swamp acting as a 'border' between the three of them. Looking at the bigger picture, Demon Ruins and Blighttown might not seem thematically and visually consistent, but the connection between the ruins and the swamp were concealed seamlessly by Quelaag's lair acting as an 'entrance', and that you can also find Quelana right outside of it, in the swamp. Meanwhile, the Great Hollow itself were concealed as this big ass tree that, by itself, visually consistent with the rest of the swamp, and I think they don't conflict with one another thematically. Also, bear in mind that the Demon Ruins, and especially Izalith, were essentially another version of Oolacile, except it wasn't the Dark Soul that 'went mad' down there, but the Witch of Izalith's own Lord Soul, so the Blighttown and its swamp could be assumed as being affected by everything going to shit down there.
Forest of Fallent Giants, Heide's Tower, Shaded Woods, and Huntsman's Copse-Harvest Valley doesn't have any connection whatsoever, except for the fact that they were all connected to a hub that is Majula. Because of that, if you go to one of the places all the way to its' end, like going to Huntsman's Copse-Harvest Valley-Earthen Peak-Iron Keep, you're going to teleport back to the hub and pick the other option to progress.
Meanwhile, in Dark Souls 1's first half of a playthrough, you can go through a loop of, for example, going from Firelink-Undead Burg-Undead Parish-Darkroot Garden-Undead Burg-Undead Parish-Firelink-New Londo-Valley of Drakes-Darkroot Garden-Undead Parish-and back to Firelink again, without seeing a single loading screen or using teleportation if you're good enough. This, of course, requires the Master Key, which makes it THE best and most optimal option for starting gift and, in turn, renders most of the other options useless (like the Pendant for example ) but that's an entirely different problem.
I think all the locations you mentioned, both from DaS1 and DaS2, are all have its own distinction, while being 'striking to look at' is rather subjective. But I'd say, in terms of both world design and level design alone Das1's beat all of the DaS2's base game. Shaded Woods is definitely linearly designed compared to Darkroot Garden, and thus doesn't felt as rewarding to be explored, and I personally think Darkroot Garden felt much more distinct compared to Shaded Woods. I can't remember much of Drangleic Castle since it's been a long time since my last playthrough, but I vaguely recall it being not as 'grand' as Anor Londo. Not to mention that Drangleic Castle doesn't have some platforming moments like you do in Anor Londo's Painted World Church (and against those damn Silver Snipers ). And also one striking and distinct Anor Londo moment for me is discovering that there are 2 kinds of elevator designed for Ornstein and Smough respectively, leading to Gwynevere, while in Drangleic I can't remember anything like that, especially considering Vendrick is a human that's more or less taller than even un-buffed Ornstein. As for Iron Keep, despite nonsensically located 'above' Earthen Peak I can agree that it definitely beats Demon Ruins-Lost Izalith. The Gutter and Blighttown I would put on par with one another, simply because of bad optimization and stutters and low framerate in Blighttown's part that held it from being truly enjoyable.
Well, then Dark Souls 1 was already a decline from Demon's Souls in terms of the importance of unlocking shortcuts to begin with.
True. What would you say is the second best sequence, though?Black Angel said:The first half of Dark Souls 1 levels, by virtue of its interconnection and the world that makes sense design-wise is definitely the highest point of Fromsoft's achievement, and nothing after it beats it so far.
Oh man, how I wanted to play DeS.I think Boletaria is the best sequence in the series, and it just encapsulates the classic medieval fantasy knights, dragons & kings theme so fucking perfectly.
And the classic "a hero standing in front of the castle door" in the beginning. Sublime.
No you don'tOh man, how I wanted to play DeS.
Places don't need to make sense in DS1 from an human arquitecture POV because Lordran is not a fucking human kingdom - it's the mythic plane from which founding myths that define the human kingdoms around originated.
Drangleic on the other hand, is just a human kingdom.
Drangleic was supposed to be the same place as Lordran (Throne of Want is Kiln many years later).For all DS3 shittiness, at least it tried to paint a more coherent picture of how a post-post-post-apocalyptic world that's a continuation of Lordran would be like, mythic-resonance and all (see the ritual reenactment of carrying the lords to their thrones).
Demon's Souls, Tower of Latria: a twisted prison that becomes even more blighted and demonic.True. What would you say is the second best sequence, though?