Dark Souls II Page 8

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  • Dangerous_Dan 20 Dec 2012 14:46:22 2,378 posts
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    @Fixxxer Depends what makes Dark Souls special for you. It also depends on how much time you put into the game. Things like losing the lock-on don't matter in the later stages of a dark souls players "career".
    Actually I often don't lock-on in many boss battles, makes some of them much easier.

    Really depends on the amount of time you are able to spend on it. After about 200 hours things start to really click and after about 200 more it becomes a mostly easy affair. It also matters if you had previous experience with Demon's Souls.

    I haven't played Trials HD but if I am not mistaken then there are save points along the path which usually set you back just before a "trial" along the way. So you don't mind difficult but the "boring" repeating stuff along the way should be cut out.
    Hm, so as long as you are in "action" you don't mind the frustration of failing at a specific difficult spike but the idea of having to do a long run which becomes trivial over time just to reach that single difficult spike (boss battle) is not for you.
    Fair enough.

    Though, things which Dark Souls provides by having these long marches from bonfire to boss battle is the possibility of another player invading you, which gives the sensation of dread and panic, especially the first couple of times.
    One thing which also helps with boss battles is thinking. The time you have to spend walking back to the boss fog door is well spent thinking about what to do better next time. A thing which is pointless in most games where you respawn immediately in front of the boss and doing you thought process on the fly while doing the battle.

    Dark Souls rewards planning, it really does but it took me quite some time to get that idea in my head because it's rather unusual in games.
  • teamHAM 20 Dec 2012 14:54:05 3,054 posts
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    L_Franko wrote:
    quadfather wrote:
    You can sneak a little bit by hugging the wall on the left as you go in. Then you can kill the first globe with your bow. You're completely safe throughout as well.

    Can't remember if you can do this on the one on the right though
    I think the floor is knocked away so you can't do it on the right.I found the best strategy is to go for the right first, then do what you mention for the left hand side.

    If you think about it it is probably one of the quicker bosses to do if you get the tactic right.
    Still sucks though.
    Yup. Go for right first. If you keep getting knocked out then cheese it. It's the worst boss fight in the game. Just ahead of Ceaseless Discharge.

    With any luck in DSII we will see some better mechanics for boss fights. Phases, different abilities, weak points are all good ideas.

    Edited by teamHAM at 14:55:34 20-12-2012

    XBox Live, Origin, PSN and Steam: teamHAM

  • Architect_z 20 Dec 2012 14:54:58 2,385 posts
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    @Widge - Ah I see, I always wondered if there was an easier way to kill that stupid tree.
    But yeh, I don't know about a shadow of the colosus style boss fight, but like for a spider style boss, cut off his legs so he falls and attack him before his legs regenerate or something? I dunno.
  • Dangerous_Dan 20 Dec 2012 14:56:57 2,378 posts
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    @teamHAM Sounds like Demon's Souls ;)
  • quadfather 20 Dec 2012 16:07:17 12,869 posts
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    @Architect_z - Sounds like dead space :)

    psn quaddy456, Dark Souls tips

  • Architect_z 20 Dec 2012 16:09:45 2,385 posts
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    Hehe, kinda wish dark souls was as gory as dead space.
  • quadfather 21 Dec 2012 10:14:36 12,869 posts
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    http://www.vg247.com/2012/12/21/dark-souls-2-concept-art-shows-beasts-weapons-locations/

    psn quaddy456, Dark Souls tips

  • quadfather 21 Dec 2012 11:43:05 12,869 posts
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    Miyazaki - As supervisor on the project, he would serve 2 functions, "First, and this is pretty much done, I'll be deciding the overall direction for Dark Souls 2." explained Miyazaki. "I'll also be informing the new team of what core mechanics should remain as a sequel to Dark Souls, as well as any problem points [in Dark Souls] that should be addressed."

    Seems pretty cool to me so far.

    and,

    As the new director for an already established popular series, Shibuya remarked that he is definitely feeling a lot of pressure. However, he has been given a lot of free space with which to develop the new game. "Dark Souls is a game with a lot of thought in the vision of its overall world, so it can be difficult at times to understand what Miyazaki is thinking—but since he's available for me to ask questions, we can put our interpretations together to help move forward." remarked Shibuya. "Miyazaki has a great deal of knowledge about fantasy, so it's quite a learning experience."

    Demon's Souls and Dark Souls are notoriously unforgiving games with a rich dark atmosphere and overbearing sense of loneliness and foreboding. Addressing the concerns of fans that Dark Souls 2 might lose some of the things that made the previous games so appealing, Miyazaki assured that Dark Souls 2 would remain true to the series. "It's been announced as a sequel to Dark Souls, so there is definitely a core element that must be preserved." Miyazaki said. "The difficulty and sense of achievement, the action base, level design concept and so forth. But I feel that also means that aside from such core elements, the rest can be left to the director's discretion."

    Looks like I'm still going to be getting my ass handed to me..


    Kotaku

    psn quaddy456, Dark Souls tips

  • FourSevenZero 21 Dec 2012 12:38:48 82 posts
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    You Died

    Yay \o/

    :)
  • mcmothercruncher 21 Dec 2012 12:52:59 7,212 posts
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    I do think it desperately need a better menu/inventory system. And Demon's Souls had a better system that Dark Souls, not sure how that happened.


    But, yup, sorry Fixxxer, aside from explaining Covenants better, I disagree with 95% of your list too.

    The trouble is, what you've described would all make the game more accessible but at a cost of ruining the enigma, the je ne sais quoi that has captured everyone over the last two games.
    It's so refreshing to be expected to use my brain to work things out, sometimes there are 4, 5, 6 different ways I might approach a problem. And every single time I start a new character type there are new ways to play I'd not considered before. I've got through an entire notebook with Dark Souls, it's full of scrawls I made away from the game ffs (that's a good thing, by the way ;) ). If it's made more obvious, if more and more stuff is laid out for the player on a plate, then you loose all of that.

    Which is why I reserve the right to still be worried about the "more accessible" direction it may be going in- fuck you guys and your positivity! ;)

    Edited by mcmothercruncher at 12:54:58 21-12-2012
  • quadfather 21 Dec 2012 12:59:08 12,869 posts
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    @mcmothercruncher - heh, I have hand written maps at work in my drawer of routes that I've planned to do in the evening.

    I've not done that for about 30 years :)

    But I am remaining positive though, so fuck you too :p

    Edited by quadfather at 13:25:13 21-12-2012

    psn quaddy456, Dark Souls tips

  • mcmothercruncher 21 Dec 2012 13:37:44 7,212 posts
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    Yay!

    We're all fucked!



    Once the Dark Souls II disc slides into the caddy...
  • quadfather 21 Dec 2012 13:58:35 12,869 posts
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    Tell you what, if it comes out on a next gen console, it's an automatic instabuy, no matter what.

    psn quaddy456, Dark Souls tips

  • Rodriguez 21 Dec 2012 14:54:23 1,097 posts
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    @quadfather

    I reckon there's a very small chance this could be next gen - especially if some of the rumours surrounding it's development are true. The post by mcmothercruncher a few pages back had a few nudges towards that possibility (I've picked out the relevant parts):

    mcmothercruncher wrote:
    Some details I stole from a forum who stole them from the Edge magazine preview:

    - Edge says they were shown a 10 minute playthrough of Dark Souls 2, and it is a huge step forward graphically. It looks on par with Watch Dogs and Star Wars 1313 in terms of "next-gen"-ness, or so they claim.

    - Development started in September last year, and was done in parallel with some of the Dark Souls patches and DLC content.

    - The game is 25% complete, and the team is substantially larger than Dark Souls. The world creation internal staff for the sequel is nearly double that of the first game.

    - The game might not make it for 2013.
    Just imagine if Dark Souls 2 was a next gen launch title... That would be one awesome introduction to a new gen! Better still, in order to include everybody, a current gen version coupled with a better frame rate/better textures & graphics next gen version too, mmmm lovely :p

    Edited by Rodriguez at 15:01:24 21-12-2012
  • Architect_z 22 Dec 2012 11:41:35 2,385 posts
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    Hmmmmmm, prepare to die again I guess.
  • fiery_jackass 22 Dec 2012 18:59:11 485 posts
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    @Architect_z
    -Warp available from the beggining (if bonfires are still part of the game)
    I'd rather keep it for later in the game. Make the player suffer/learn a bit more in the earlier bits. Dark Souls gets it about right, although I'd have disagreed with myself several times on the long trek back from Quelaag.

    -More levelling up in covenants and more awards for staying loyal to the covenant. (This would mean people would stay with covenants for longer, and in theory increase longevity of the game)
    definitely. The Covenants idea is a really good one, should be explored more thoroughly

    -An item which allows you to invite or invade people on your friends list. (That can be obtained after your first playthrough.)

    I'd prefer not, I think. It's already pretty easy to do this, provided you're careful where you put the sign and are on similar levels. Would definitely not want an easy way to generate situations where a low level starting character summons an SL200 friend, gets going on the dried finger and sits back to watch the souls come rolling in. There's enough of that already.

    There are a load of wee things I'd change, haven't thought up anything radical... apart from I would like a feature introduced, which only I can use, where I can send syphilis over the internet, into someone's joypad and on into their body as punishment for being a ganking twat.
  • Architect_z 23 Dec 2012 16:03:33 2,385 posts
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    @fiery_jackass - I sometimes play with my mate, but both of us have had to be very patient with inviting each other on dark souls.

    Regardless of whether friends are being invited in the current way, or inviting your friends through a friends list, it wont make any difference, it'll just mean if you wanna playthrough some of the game with a mate, you can do without farting about with summon signs.

    The ganking will also happen regardless. It happens whether the host invites friends or not. So I don't personally see a downside to the friend-invite system.

    Edited by Architect_z at 16:05:32 23-12-2012
  • mcmothercruncher 23 Dec 2012 23:31:42 7,212 posts
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    It's Christmas, right?

    You need something important to concentrate on, away from all that family/kids/yadda yadda stuff?

    Good, eat your Christmas dinner, make your excuses and then get your chops around this translation from a 4Gamer interview with Miyazaki.

    ---------------
    New Dark Souls 4Gamer Director Interview [full translation] #1


    4Gamer:
    Miyazaki-san, I was very surprised to hear that you won’t be directly involved in the development of Dark Souls II.

    Miyazaki:
    That’s correct. Shibuya is working as the director for Dark Souls II. He’s worked on the Another Century’s Episode series--most recently R.

    4Gamer:
    With that being so, what’s going to happen to you?

    Miyazaki:
    Saying “what’s going to happen” makes it sound like a big deal (laughs). My official title is still “supervisor.”

    4Gamer:
    With Dark Souls really being your series—having developed Demon’s Souls and Dark Souls—I think a lot of fans are going to feel uneasy about your separating from it.

    Miyazaki:
    Hmm, I wonder…

    Well, either way, I don’t think anyone needs to feel uneasy in that sense. The director—Shibuya—is far more experienced than me as a developer, and he understands the idea and delicate nuance of Dark Souls, so I think it’s OK to trust him.

    4Gamer:
    Why did you step away from the development of Dark Souls II in the first place?

    Miyazaki:
    That decision came from the company.

    When it comes to Dark Souls, I have a lot of affection towards it and things to gain from it. Being so attached to the title, it would be a lie if I were to say I’m not a bit sad.

    4Gamer:
    Of course.

    Miyazaki:
    However, I don’t look negatively at the decision to change directors. While I hesitate to say this myself, I think that Dark Souls, as a game base, has immense potential, and a change in directors will give it a chance to be released from narrow frame or limitations that I imposed upon it. As someone who created the game base of Dark Souls, I would really like to see what that potential is.

    At the same time, I’m also working as director on another project, so there’s that.

    4Gamer:
    Really? That’s some pretty huge news. Is it OK to put that in article?

    Miyazaki:
    Well, I don’t mind. It would be weird if I said I wasn't working on anything. With that said, we’re not at the point where I can speak to specifics about the project, and this interview is about Dark Souls II, so let’s leave it at that.

    4Gamer:
    OK. So, going back to Dark Souls II, you said that your title on the project is “supervisor.” What exactly does this role involve?

    Miyazaki:
    There are two main parts to the role. The first is deciding the more broad direction for Dark Souls II.

    4Gamer:
    So, kind of like a producer?

    Miyazaki:
    It’s a little different. In terms of a producer’s job, it’s more like I did only the first part. Frankly, what I did was make decisions about things that would be easier if I just decided them on my own. Things like making sure our budget is enough, and what our development schedule will be like, including testing. When it comes to things that are a bit closer to players, I decided that we should have our own game servers this time, and that we shouldn't sell individual items or weapons as DLC—stuff like that.

    4Gamer:
    What’s the other main part to your role?

    Miyazaki:
    It’s overall supervision, although I don’t like how important that makes me sound.

    That involves making sure that I convey things like the core game mechanics that I feel should not be taken out of a sequel to Dark Souls, as well as what we (the development team of the previous title) learned from working on the game, and the many points that we felt could be improved. Also, if I feel things are getting a bit off course, I explain the concept again, and ask the team to consider making adjustments. In reality, there have already been a quite a few cases where I've done such things, and depending on the situation, I may need to re-think the boundaries of “supervisor” role.

    4Gamer:
    So rather than giving direct instructions, you’re in a more indirect role?

    Miyazaki:
    I don’t intend to interfere more than necessary. I think, in the end, a game should be created under a director’s coherent vision, and you end up getting better results when that happens. I mentioned core game mechanics earlier, and I think there are many elements that can be fixed, improved, or adjusted in that area. When it comes to the feel of the world, the story, and the artwork, all of that is rather subjective, and comes down to individual sense, so I try to keep my mouth shut as much as possible.

    As I said before, Shibuya is a very experienced developer with many projects under his belt, and honestly not a whole lot of supervision is required, nor do I think it’s desired.

    4Gamer:
    However, is there no worry that, when the creator changes, the direction of the game and core elements might deviate?

    Miyazaki:
    In general, I understand the concern.

    However, when it comes to Dark Souls, so many people in the media and so many of our players have given us very passionate and amazing reviews and impressions, as well as criticism and complaints, and the majority of these are all kind of pointing in the same direction. From a creator’s perspective, this makes Dark souls a very fortunate and rare title, indeed.

    All of these things will prove to be valuable assets in ensuring that the direction and core elements of Dark Souls II don’t get off track, and with that in mind, I hope everyone will put their trust in the new director and the development team.

    So, with that said, I think it would be good for Shibuya to get a chance to talk directly. I don’t want to inconvenience him and his team any more by just saying whatever comes to my mind (laughs).
    -----------------
  • mcmothercruncher 23 Dec 2012 23:32:13 7,212 posts
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    -------------
    4Gamer:
    We just spoke with Miyazaki-san about how you came to be the director of Dark Souls II.

    Shibuya:
    Yes. Thanks for having me here today.

    4Gamer:
    I heard that you are quite the veteran director within From Software. What have you worked on lately?

    Shibuya:
    Most recently I led the development of our new graphics engine, and worked on testing out new middleware. Before that I worked as a director on series such as Another Century’s Episode.

    4Gamer:
    A new graphics engine! Does that mean Dark Souls II will be using it?

    Shibuya:
    Yes. Separate from Dark Souls II’s development, engine research and development had been ongoing. We knew that, in order to more seriously set our eyes on the global market, we would have to improve our graphics, so the decision to implement a new engine was made.

    4Gamer:
    The graphics engine from Dark Souls was too old, then?

    Shibuya:
    That’s not what I meant. We used the same engine for Demon’s Souls and Dark Souls, but we decided to change the feel of the graphics [for Dark Souls II], so what’s why we decided to change the engine.

    4Gamer:
    I see. And since you came from that background, that’s why you were chosen as the director this time?

    Shibuya:
    With Dark Souls II, we need to face new technical challenges, so in that sense, perhaps I fit the role since I was working on the new graphics engine.

    4Gamer:
    In any case, with a new engine, is it safe to assume that the graphics will be greatly improved?

    Shibuya:
    I think the shading and lighting tech will allow us to create a more natural atmosphere, and we have a lot more expressive capabilities when it comes to the characters and monsters.

    4Gamer:
    Is the development team the same as that of Dark Souls?

    Shibuya:
    It would be more accurate to call it a “hybrid team.” Of course some of the team members worked on Dark Souls, but we also brought in a lot of highly capable members.

    4Gamer:
    I’d like to talk more about Dark Souls II. Is there any connection to the original in terms of the feel of the world?

    Shibuya:
    It’s not a sequel in terms of story, but that doesn’t mean the feel of the world is completely different. The game is set in the same world as the previous title, but the story takes place in a different location and with different humans (players).

    4Gamer:
    Might we expect to see some characters returning from the previous game?

    Shibuya:
    I can’t go into details about that, so I’ll leave it up to your imagination for now.

    4Gamer:
    Can we expect any changes in direction, such as making the game world a more wide open field?

    Shibuya:
    In regards to the map, we plan on adhering to the style established in Dark Souls (where the world is split up into areas). We aren’t really considering making it more of an open-world style.

    4Gamer:
    Miyazaki-san said that he’s leaving the overall concept up to you. Can you talk about the overall direction of the game?

    Shibuya:
    Dark Souls is a title that already has a very large fan base, so first and foremost, I think it’s important to make sure we don’t let those players down. As such, we don’t plan on changing the framework for Dark Souls II. On the contrary, we are focusing on really highlighting the best parts of the previous game and going in that direction. The concept is to give the game a major upgrade while leaving the good parts of Dark Souls as-is.

    4Gamer:
    Is there anything you are you focusing on in particular.

    Shibuya:
    It’s really hard for me to put it into words, but one aspect is the visual scene and atmosphere of each location. I really want to give those things more depth. Above all, what I want to do most is to incorporate a lot of “ideas that utilize the player’s attentiveness.”

    4Gamer:
    What are some examples of that?

    Shibuya:
    For example, if the player sees blood flowing towards them, they’ll think “what is this blood?” “Where is it coming from?” Situations like that. I want to create more situations that bring about doubt in the player—make them think “why?”—or give them a sense of foreboding death wherever they go. I want to focus on creating really elaborate environments that may look like nothing special at first, but may contain paths for players who are look closely enough.

    4Gamer:
    In Demon’s Souls and Dark Souls there were situations where you could see some treasure up ahead, but knew that there was something wrong or dangerous. Do you mean to improve how situations like those are staged?

    Shibuya:
    By using visuals, movement and sound, I hope to create situations and scenes like that.

    4Gamer:
    Should I interpret that as “increasing the sense of exploration?” I feel like I may be getting it wrong, so I want to ask.

    Shibuya:
    It’s a little different. When you say “increase the sense of exploration,” some people may interpret that as “oh, so the map got bigger,” or “the map got more complex, then,” but what I’m talking about is more about the elaborate creation of localized or individual environments and scenes.

    4Gamer:
    Could you give me an example that makes it easy to imagine?

    Shibuya:
    Let’s see. For example, say there’s a well. An enemy might jump out of it, or if you take a look inside, you might find treasure. When the player finds a well they’ve never seen before, they’ll stop to take a look at the well and think “I wonder which it will be this time.” That’s the kind of situation I’m imagining. By making the player more aware of the well, I want them to use their imagination and think about it. That’s the kind of thing I really want to work on in Dark Souls II.

    4Gamer:
    Whenever I hear talk about “intentions to make a blockbuster” or “focusing on the global market,” I usually think that developers are going to steer in the direction of something like God of War or Call of Duty and make really bombastic and straightforward productions, but hearing you talk today, it sounds like the areas you’re focusing on are much more subdued, and, if anything, that’s what makes it sound interesting.

    Shibuya:
    With games today, you’re really able to express anything you want. That can be a good thing, but it can also spoil the fun of making players think for themselves. We want to continue providing that kind of fun (the fun of imagination), so that’s one of the concepts this time around.

    4Gamer:
    What about the content volume this time around? Is it going to be increased dramatically?

    Shibuya:
    We don’t plan on increasing the volume by a large amount from the previous title. It will probably increase somewhat, though. The time it takes to complete the game will probably be about the same as that of the previous title. I plan on spending most of our resources on creating more elaborate scenes and situations as I discussed a moment ago.

    4Gamer:
    The focus is on quality over quantity, then?

    Shibuya:
    That’s right. I think part of the allure is the “sense of adventure.” I really want to convey the feeling of advancing one step at a time and groping your way forward.

    4Gamer:
    You spoke about already having a large fan base, but how are you planning to adjust the difficult in Dark Souls II? To be honest, I can’t help but think that the needs of your existing fans and that of new players might be conflicting.

    Shibuya:
    Just as you say, it’s a difficult proposition. That’s why we plan on making the early parts of the game comparatively less difficult to ease new players in, and then at a certain point, we’ll tell them “this is where the real game begins.”

    4Gamer:
    So, a “The real Demon’s Souls starts here.” type of thing?

    Shibuya:
    Exactly. In reality, I’m sure we’ll get quite a few new players with Dark Souls II, but existing players will probably represent the majority, so we need to make sure we satisfy their needs.

    4Gamer:
    Speaking of which, Miyazaki-san said that you will run dedicated servers to support the online system for the game. Will multiplayer aspects be a focus in Dark Souls II?

    Shibuya:
    Yes. At the center we have the gameplay of a strong standalone game, and from there we focus our efforts on adding online elements and multiplayer elements that utilize the dedicated servers.

    4Gamer:
    In terms of online elements, in previous titles you had the blood stain system, the messaging system, and the concept of “loose connections.” Do you plan to change the direction at all for Dark Souls II?

    Shibuya:
    We plan to retain those concepts and expand upon them, too.

    4Gamer:
    I see. Allow me to get off topic for a moment. Is there anything you’re into right now outside of games?

    Shibuya:
    Recently, I’ve really been enjoying the western drama series called The Walking Dead (laughs). There’s a certain indescribable sorrow to it that I really like…

    4Gamer:
    Yeah, The Walking Dead is great. I think there’s something about zombie stuff that really stimulates a kind of fundamental emotion in humans. I feel that Dark Souls may also have something in common with that.

    Shibuya:
    I’m not really paying attention to the survival or action aspects of The Walking Dead. I’m more focused on the transition of the characters’ thoughts and feelings, and how scenes are shown when people get taken. At certain intervals, there are these really tense moments woven into the otherwise ordinary story, and seeing them play out, I can’t help but think “this is really well done.”

    4Gamer:
    How far have you made it into the show?

    Shibuya:
    I’ve watched up until the end of Season 2. There are so many heartrending scenes. I’m really enjoying it… Anyway, enough about The Walking Dead.

    4Gamer:
    Sorry. The reason I asked is that I wanted to know a little bit about what kind of things you think are important when creating something. I feel like a creator’s perspective on things is often reflected in what they make.

    Shibuya:
    To speak on that point, we had “feeling of loneliness” and “despair” as keywords for Dark Souls, and in the sequel I plan to add “sorrow” (note: “setsunai” is the word used in Japanese that can mean “sorrow,” “sadness,” “heartache,” or even “bittersweet,” etc. depending on the context) as one of the keywords.

    4Gamer:
    I’m having trouble imagining what you mean.

    Shibuya:
    For example, the kind of sorrow that is conveyed by the subtle scenery, or the sense of sorrow that that wells up after defeating something… That’s the kind of thing I want to include in the game.

    4Gamer:
    Are you talking about how to create new experiences or stimulate new emotions?

    Shibuya:
    That’s right. When playing Dark Souls, one of the experiences was to feel that sense of loneliness or despair.
    In Dark Souls II, those aspects will definitely be there, too, but if that’s all we had we wouldn’t be able to create new experiences. That’s why when we create Dark Souls II, it’s our job to figure out what kind of new experiences and emotions we can put into the game.

    4Gamer:
    In that respect, it’s often said that Demon’s Souls and Dark Souls sold well because of the word-of-mouth it received, but the word-of-mouth surrounding those games was really unique and interesting.

    Shibuya:
    What do you mean by that?

    4Gamer:
    How can I say this… The word-of-mouth surrounding Demon’s Souls and Dark Souls was all about each player’s personal experience. For example, where the player died, or where they fell into a trap, or where they gave up… It wasn’t about the story, or whether the game was fun or boring. I feel like everyone was talking directly about their experiences with the game.

    Shibuya:
    I see. I think that’s actually very important.

    4Gamer:
    With Dark Souls II, you plan to have a lot of “sorrowful” experiences in the game, then?

    Shibuya:
    Yes. Also, one other concept of Dark Souls II is that of “time.” (note: the word he’s using—“刻toki”—is probably more accurately described as “a specific moment in time.”)

    4Gamer:
    Oh. What’s an example of that?

    Shibuya:
    Umm… (while eyeing the PR representative in the room) it looks like I can’t actually talk about that, so let’s just say that “time” is one of the keywords (laughs).
    -------------
  • mcmothercruncher 23 Dec 2012 23:32:50 7,212 posts
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    --------------
    4Gamer:
    Dark Souls II has become a title with big expectations from players around the world. Do the two of you feel pressured at all?

    Shibuya:
    I’m very much aware of how big everyone's expectations are, so I need to make sure I don’t let our players down.

    Miyazaki:
    I also feel strongly that I want to meet everyone’s expectations.
    However, since this is my first time playing the role of supervisor, and since I’m not directly involved in the development, there’s a certain frustration there, but I’ll do my best.

    4Gamer:
    To change the subject again, I wanted to mention that Dark Souls with Artorias of the Abyss Edition won the PlayStation Awards 2012 User’s Choice Award. Congratulations!

    Miyazaki:
    Thank you. The timing of the game's release must have been right near the end of the voting period, so I was very surprised. It’s always such an honor to win the User’s Choice Award. I’m very thankful for everyone that voted for us.

    4Gamer:
    How many units did Demon’s Souls and Dark Souls end up selling?

    Miyazaki:
    I’m not in the position to comment on the sales of Demon’s Souls, but in regards to Dark Souls, I think it's over 1.5 million units at least. I've never been one to focus on sales, though, so these numbers might be somewhat old.

    4Gamer:
    Hopefully Dark Souls II can go on to perform even better. To close out this interview, is there anything you’d like to say to our readers?

    Miyazaki:
    First of all, as the director of Dark Souls and as representative of its development team, I’d really like to express our thanks to everyone once more. I really think Dark Souls is a game that was nurtured by its fans, and that’s a big part of the reason why Dark Souls II is now getting so much attention. Thank you all, and please look forward to Dark Souls II.

    Shibuya:
    The development team and myself are doing our best creating Dark Souls II, so please look forward to the release of the game.

    4Gamer:
    Miyazaki-san and Shibuya-san, thank you again for your time today.

    Miyazaki &Shibuya:
    Thank you.
    ----------------
  • mcmothercruncher 23 Dec 2012 23:43:08 7,212 posts
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    I find that all very reassuring actually.
  • King_Edward 24 Dec 2012 00:11:49 11,454 posts
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    Except like The Walking Dead series. The man clearly has no taste. :p
  • Garlvinlandblueblood 24 Dec 2012 00:43:32 430 posts
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    Of the two interviews with Miyazaki since the DSII announcement, he's said stuff like, it's a shame, and frustrating, that he's no longer involved. Also that there have already been quite a few cases where he's disagreed with something, or thought it was going off track.

    The new guys seem happy to retain the core of the games, but still, that's a bit worrying.

    Edited by Garlvinlandblueblood at 00:46:36 24-12-2012
  • Architect_z 24 Dec 2012 09:23:34 2,385 posts
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    Yeah, I think the interviewer at 4Gamer is a tard.
    But still, interesting interviews and still holding back on alot of detail. But atleast it gives us more info on the games mechanics.

    Start off easier though!!!??? They should throw you in a pit at the start and have to beat a dragon to death with just your fists! lol jk
  • quadfather 24 Dec 2012 09:41:09 12,869 posts
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    Well -


    Situations like that. I want to create more situations that bring about doubt in the player—make them think “why?”—or give them a sense of foreboding death wherever they go. I want to focus on creating really elaborate environments that may look like nothing special at first, but may contain paths for players who are look closely enough.


    and

    To speak on that point, we had “feeling of loneliness” and “despair” as keywords for Dark Souls, and in the sequel I plan to add “sorrow” (note: “setsunai” is the word used in Japanese that can mean “sorrow,” “sadness,” “heartache,” or even “bittersweet,” etc. depending on the context) as one of the keywords.

    Just awesome!

    psn quaddy456, Dark Souls tips

  • mcmothercruncher 24 Dec 2012 10:02:10 7,212 posts
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    Yes, very fawning interview style. I hardly care at this point though, I just want more details.
    I don't think it'd be that unusual for Miyazaki to have had to re-state the core mechanics to the team thus far. I mean, there are new people, with new ideas on board, some of which might be wide of the mark. Hopefully, he's able to steer them right.

    I agree though, there is a barely disguised- and entirely justified- bitterness, or at least sadness, running through interviews with him.
  • quadfather 24 Dec 2012 11:03:08 12,869 posts
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    He's obviously been pushed to one side slightly for whatever reason, but at least he's staying on as a supervisor. If he got his nose put out of joint, he could have easily said, "Well fuck you then" to the decision makers and binned it all off.

    Though I suppose he's going to concentrate on his own thing now...

    Ah well, we'll have to just wait

    psn quaddy456, Dark Souls tips

  • teamHAM 24 Dec 2012 11:18:36 3,054 posts
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    So he says it isn't a sequel in terms of story, which I suppose isn't surprising since there are multiple endings, but he does confirm it takes places in the same world.

    Maybe a prequel? Maybe it will take place before the dragons were taken down. Would be cool to see Lordran before it suffered the outbreak of the undead though.

    XBox Live, Origin, PSN and Steam: teamHAM

  • quadfather 24 Dec 2012 11:28:12 12,869 posts
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    He also had to glance at the PR rep when asked about a specfic point in time, so that's looking possible

    psn quaddy456, Dark Souls tips

  • Architect_z 24 Dec 2012 13:48:19 2,385 posts
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    Well there was always suspicion regarding relation to Demon's Souls and Dark Souls as some of the characters and items/armours are in both games.
    I doubt there is a direct stroyline between the 2.
    But with the new game it'll probably be the same, it'll be new areas, new lore but the odd thing here and there will relate to the previous storys
    (maybe)
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