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I actually didn't know about that! Although it's a shame they're just sort of odd PirateVikings in this game rather than evoking that extreme loyalty to the emperor that their historical namesake were attributed with. But still, interesting bit of information.
MGlBlaze fucked around with this message at 19:06 on Jul 2, 2016 |
# ? Jul 2, 2016 18:51 |
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# ? Jun 11, 2024 20:17 |
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I just noticed the tiny Goonther and Capra in top right key are also animated.
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# ? Jul 2, 2016 18:55 |
NGDBSS posted:What, have you never studied history? The Varangian Guard were the elite bodyguards of the Byzantine emperors who traditionally hailed from Scandanavia. Anyway, the upcoming area is actually one of my favorite in the game; I wish all of it had this much attention to detail. anilEhilated fucked around with this message at 19:07 on Jul 2, 2016 |
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# ? Jul 2, 2016 19:04 |
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MGlBlaze posted:Now will you fuckers please stop making Geop lock it.
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# ? Jul 2, 2016 19:06 |
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MGlBlaze posted:That "To a place where I could gull the- UH I MEAN" line always struck me as kind of dumb. I guess it was an attempt at humour but it just felt like iffy writing to me. Every Souls game has to have at least one totally trustworthy and not at all suspicious NPC.
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# ? Jul 2, 2016 19:31 |
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I'm not sure why they felt the need to add that silly line on Licia, considering she felt shifty enough without a cartoon "I'll steal your money I MEAN HELP YOUR JOURNEY". It is kinda lazy writing, yeah. Aside from that little nitpick, I do enjoy the NPCs in this game. Even the basic merchants have some interesting developments, and it's nice to come back and drop money on them to unlock new wares or see what new dialogue they have. Aside from Cale. gently caress Cale.
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# ? Jul 2, 2016 19:45 |
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double nine posted:boooo. It's a good title, don't bully it away just because someone has the same pun-diseased mind as you. Do I need to see a doctor?
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# ? Jul 2, 2016 20:00 |
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Geop's heading to a pleasant land filled with bright and upstanding individuals Seriously, gently caress this area. The combo of dark areas and density of mobs made this a god-awful nightmare on my first playthrough. (USER WAS PUT ON PROBATION FOR THIS POST)
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# ? Jul 2, 2016 20:11 |
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The Smokey talk gave me an idea. I needed an incentive to learn about Layers in Gimp anyway.
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# ? Jul 2, 2016 20:20 |
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ha, the whole time you were talking to Licia there was a Heide knight in the background just wandering about
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# ? Jul 2, 2016 20:58 |
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Highwang posted:spoiler tags
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# ? Jul 2, 2016 21:19 |
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let me tell you about the saiya peopol https://www.youtube.com/watch?v=4wG84efH4sw
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# ? Jul 2, 2016 21:33 |
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vicas mentioned item placement as a storytelling device in his lp of dark souls 1 and there's an (unnecessarily subtle) example of that here. dark souls 2 does it too! also yeah this next area owns
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# ? Jul 2, 2016 21:34 |
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Well, opinions on the upcoming area seem rather divided. I suppose I can understand why. The art direction is strong enough to be an actually memorable looking area and it plays with the kind of level geometry you see all the time in Dark Souls 1 that most other areas of Dark Souls 2 just kinda forget entirely.
MGlBlaze fucked around with this message at 21:42 on Jul 2, 2016 |
# ? Jul 2, 2016 21:38 |
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This area is a lot better in the Scholar version. Geop'll do fine.
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# ? Jul 3, 2016 00:02 |
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Is it? Beyond one set of additions that is actually sane, I don't entirely remember what the area is like in the base game. I do recall that some friends are moved around. I feel like it's mostly the same, beyond that. Edit: Actually, don't elaborate on what has or hasn't changed for the better until it comes up. MGlBlaze fucked around with this message at 02:08 on Jul 3, 2016 |
# ? Jul 3, 2016 00:05 |
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I wanted to say this before but the thread was locked while i was typing, so: This is a good lp by good people and i like it. Edit: Just finished my playthrough of DS1 and watching the previous lp, now i get to play 2 along with Geop.
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# ? Jul 3, 2016 00:15 |
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I like you take an elevator down from a sunken city ruins on the ocean, take another elevator down several hundred feet from there, and end up in a cave at sea level. Dark Souls 2 has a very well put together world.
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# ? Jul 3, 2016 00:15 |
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look you try maintaining a consistent sense of place and time with the undead curse ravaging your mind
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# ? Jul 3, 2016 00:49 |
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Tollymain posted:look you try maintaining a consistent sense of place and time with the undead curse ravaging your mind I'd almost be willing to buy that if the rest of the game was really well polished. Or if one certain area transition in particular didn't exist. As it stands seems to me like it's really just down to iffy world design and don't really feel like giving them the benefit of that kind of explanation.
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# ? Jul 3, 2016 01:12 |
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MGlBlaze posted:Is it? Beyond one set of additions that is actually sane, I don't entirely remember what the area is like in the base game. I do recall that some friends are moved around. I feel like it's mostly the same, beyond that. Why don't we stop talking about it
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# ? Jul 3, 2016 01:16 |
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MGlBlaze posted:I'd almost be willing to buy that if the rest of the game was really well polished. Or if one certain area transition in particular didn't exist. As it stands seems to me like it's really just down to iffy world design and don't really feel like giving them the benefit of that kind of explanation. It's a result of development troubles and the design of the game. Since warping is available form the start there's no real reason to put areas together especially cohesively, so I imagine that was very low priority. I do think they mean to convey the passing of great distance when you transition between zones, that's why one of the first things they show you is the giant map of Drangleic in the Majula basement, to establish that the game takes place over an entire continent.
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# ? Jul 3, 2016 01:18 |
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It does, but the part I'm thinking of is completely nonsensical in every respect. So I feel like that map thing is really just to hand-wave the whole situation. Most of the other examples are a lot more subtle and easier to overlook. But I'm the "I think Dark Souls 1 was better than Dark Souls 2" guy depending on who you ask apparently so I may just be biased enough against the game that the world layout bothers me more than it otherwise would. So right now Goonther should really be about 300 meters under the ocean. Glub glub. Maybe we could help Goonther find his usual hat and run an air tube to it like an old diving suit. (USER WAS PUT ON PROBATION FOR THIS POST)
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# ? Jul 3, 2016 01:26 |
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Looper posted:Why don't we stop talking about it Is it really that hard to not constantly talk about things we haven't seen in the LP yet?
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# ? Jul 3, 2016 01:41 |
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MGlBlaze posted:Well, opinions on the upcoming area seem rather divided. I suppose I can understand why. The art direction is strong enough to be an actually memorable looking area and it plays with the kind of level geometry you see all the time in Dark Souls 1 that most other areas of Dark Souls 2 just kinda forget entirely. Oh, it's not a bad area. There's just one problem with it that I can't go into without spoilers. There was an area with the same problem in DS1, even, though there it was a later game area.
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# ? Jul 3, 2016 01:53 |
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IGgy IGsen posted:Is it really that hard to not constantly talk about things we haven't seen in the LP yet? Some people just have a gossip problem, much alike to alcoholism and gambling.
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# ? Jul 3, 2016 01:59 |
Oh Boy. Pirates cove. I really like pirates cove.
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# ? Jul 3, 2016 02:07 |
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Dark Souls 2 is a game where you travel to a distant land by falling into a whirlpool in a lake towards the reflection of land Is the country itself functioning on weird dream logic that doesn't actually make sense really that untenable
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# ? Jul 3, 2016 02:07 |
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Why don't we talk about literally anything else? So, that circular area with 3 of those big knight dudes in Heide's Tower of Flame! As I recall the two standing back are reluctant to attack you until the guy in the middle is dead, which is nice, although those two at once can still be tough. Not that it's a bad idea to just chuck poo poo at him and not deal with his bullshit either. I am bad at fighting the two-handed ones, so I usually fill that one full of arrows myself. EDIT: that's not aimed at you LTW Nihilarian fucked around with this message at 02:12 on Jul 3, 2016 |
# ? Jul 3, 2016 02:09 |
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I'll be honest, I forgot about the weird whirlpool magic transportation opening thing. Okay, fine, I guess I shouldn't be quite as hung up over the world layout as I am. Nihilarian posted:So, that circular area with 3 of those big knight dudes in Heide's Tower of Flame! As I recall the two standing back are reluctant to attack you until the guy in the middle is dead, which is nice, although those two at once can still be tough. Not that it's a bad idea to just chuck poo poo at him and not deal with his bullshit either. I am bad at fighting the two-handed ones, so I usually fill that one full of arrows myself. Considering some other examples, that actually shows a weird amount of restraint for this game. That area past Knight Benhart is pretty nasty with how it jumps you with, what, six enemies at once? The fact that the sword and shield knights actually stay back until you kill the greatsword knight before they both move in at once is interesting, though. I was pretty surprised that the optional Pursuer encounter in the Forest of Fallen Giants' enemies that were added to the arena keep playing dead until after it leaves too. And how the dudes strewn about that courtyard near the start of that area had a relatively small aggro range. It's been reasonably restrained up to this point. MGlBlaze fucked around with this message at 02:19 on Jul 3, 2016 |
# ? Jul 3, 2016 02:10 |
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[REDACTED] (USER WAS PUT ON PROBATION FOR THIS POST)
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# ? Jul 3, 2016 02:20 |
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Coming straight from Witcher 3 to this, I really want the quickstep dodge instead of the roll
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# ? Jul 3, 2016 02:27 |
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Since I beat Dark Souls 3 I picked this up again and I've been dual wielding the Caestus to mostly great effect, but holy poo poo are the hitboxes terrible. Particularly, short fast moving enemies that swarm you are almost impossible to hit, because you punch right over them 75% of the time, and using the 2h R2 to punch the ground is incredibly slow and just asking to get stunlocked to death. I'm sure a couple people can guess what boss I'm on :/
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# ? Jul 3, 2016 02:38 |
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O BEAR OF THE CURSE!
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# ? Jul 3, 2016 02:57 |
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Drangleic's geography was like the one thing people pointed out right off the bat when the game came out. It's not like people are nitpicking on durability again. You can play the game trying not to think about it (I did), but after Dark Souls 1 pointing at its own world cohesiveness the entire way through, for DS2 to come out and not even try and explain it feels more like low-effort than a message on space dreams and the loss of self. On the other hand, the seemingly lack of design direction let the team create some really impressive setpieces, so I suppose it's a worthwhile tradeoff. Genocyber posted:I do think they mean to convey the passing of great distance when you transition between zones, that's why one of the first things they show you is the giant map of Drangleic in the Majula basement, to establish that the game takes place over an entire continent.
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# ? Jul 3, 2016 03:00 |
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AstroWhale posted:The Smokey talk gave me an idea. I needed an incentive to learn about Layers in Gimp anyway. You know, maybe miyazaki just really hates camping and this whole series of games is based on a hatred of being dragged out on holidays by his family when he was little. [edit]The wacky geography of the transition zones could be a metaphor for being half-asleep during the car ride, you make a lot of nonsensical twists and turns then end up stuck in a dark scary pirate cave in the middle of nowhere or something Crazy Achmed fucked around with this message at 03:02 on Jul 3, 2016 |
# ? Jul 3, 2016 03:00 |
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Except people have been talking about it since the game came out and there's nothing new to say soooo let's just stop right now That's my two cents, which is inherently more valuable than yours
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# ? Jul 3, 2016 03:36 |
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Grizlor posted:Since I beat Dark Souls 3 I picked this up again and I've been dual wielding the Caestus to mostly great effect, but holy poo poo are the hitboxes terrible. Particularly, short fast moving enemies that swarm you are almost impossible to hit, because you punch right over them 75% of the time, and using the 2h R2 to punch the ground is incredibly slow and just asking to get stunlocked to death. I'm sure a couple people can guess what boss I'm on :/
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# ? Jul 3, 2016 03:40 |
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Miacis posted:That's how I interpreted it too. Although I kinda wish the basement map was a bit more detailed because I still have no idea what is where. Considering the alternative could have been hoofing it all the way between areas, I'm cool with the transition hallways. I never noticed oddities about it until someone pointed any of them out. It's just not something I put enough thought into to notice.
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# ? Jul 3, 2016 03:46 |
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# ? Jun 11, 2024 20:17 |
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Grizlor posted:Since I beat Dark Souls 3 I picked this up again and I've been dual wielding the Caestus to mostly great effect, but holy poo poo are the hitboxes terrible. Particularly, short fast moving enemies that swarm you are almost impossible to hit, because you punch right over them 75% of the time, and using the 2h R2 to punch the ground is incredibly slow and just asking to get stunlocked to death. I'm sure a couple people can guess what boss I'm on :/ I forget if this works for fist weapons in DS2 (since it varies for weapon class and game) but for such enemies try unlocking and angling the camera downward. That will aim the hitboxes of some weapon's attacks a bit more downward, letting you more easily hit enemies low to the ground.
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# ? Jul 3, 2016 03:47 |