Dark Souls 2 to be 'more understandable'
Dark Souls 2 will be "more straightforward and more understandable," according to one of the game's new directors, Tomohiro Shibuya.
Dark Souls 2 was one of this year's surprise announcements at the VGAs, adding another game to the beloved (and brutally difficult) series. But this game is getting new direction and leadership, and aims to be a bit more welcoming for new players.
Tomohiro Shibuya and Yui Tanimura will share responsibilities as game directors, and their personalities are influencing the shift. "I personally am the sort of person who likes to be more direct than subtle," Shibuya told Edge. "[Dark Souls 2] will be more straightforward and more understandable."
This doesn't necessarily mean the game will be easier, but the pair seem squarely focused on making it a bit more approachable. That way, those too put off by the game's early hours might find they enjoy it.
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Steve Watts posted a new article, Dark Souls 2 to be 'more understandable'.
Dark Souls 2 will be "more straightforward and more understandable," according to one of the game's new directors, Tomohiro Shibuya.-
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Yeah, I fully agree. I'd hate to see the game become simplistic or easy - the fact that it takes great pleasure in punching the player in the face is one of the things that make it so attractive, and the same goes for the multitudes of equipment, the open classes, and the stat-building - but I wouldn't object to the sequel explaining a little bit more about how the game actually works, mechanically. As long as it's still got a few surprises in there, anyway.
I'm hoping that's what he means, at least - there's also the horrifying possibility that enemy attacks and weakpoints will be more heavily telegraphed and highlighted, amongst other things. It's a pretty open statement, but I like Dark Souls enough that I want to remain optimistic. -
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I don't know how I feel about this. The biggest appeal to me was just how un-straightforward it was. Everything felt like this huge accomplishment the first time around. Even just figuring out what seemed to be the right path to take from the first bonfire, only to be trolled by a black knight fucking hiding in a dark hallway. Fuck you black knight. Fuck you.
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Guys you are freaking out about nothing. Dark Souls was a fantastic game but there were definitely aspects of it that were ridiculously obtuse and could be improved. Shit like picking the thieves key and then constantly ending up in areas way above your level ruined the game for some players who didn't want to read any spoilers but then had no idea where to go.
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I'm cautiously optimistic. I thought Dark Souls was a good balance. It wasn't as impenetrably constructed as Demon's Souls but it didn't hammer you over the head either. For example: when you're finally dropped into Firelink Shrine the game doesn't actually tell you which way you should go. But it makes it clear in other less direct ways like with enemies you can't kill in both the wrong directions. It might take some time to figure out you're heading the wrong way but that's exactly the kind of non-hand holding gameplay that I love about the games. If the new games idea of "more straightforward" is an NPC who instantly says "go here and do this" I'll be disappointed.
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I agree that there's a balance to strike. Ultimately I think the dev team is very talented and really understands where the fun is in their game. You can't make a game like Dark Souls without having a very firm grasp of where the fun comes from. I think they'll do just fine with DS2.
For example though, I hated the "out of order" way you were supposed to do the levels in Demon's Souls, and I was very glad to see them go with something that was a bit more intuitive in Dark Souls.-
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Oh Demon's Souls was insane for not telling you a goddam thing. And I loved it, I'd still be totally fine with the new game being just as vague and confusing because I think it adds to the weirdness and what makes it special. But I understand you can't possibly make games like that and hope to expand your audience so I'm fine with making things more clear.
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I typically don't do this, but it worked for the PC version:
Dark Souls 2 petition for a release on the WiiU:
http://www.change.org/petitions/dark-souls-ii-for-the-nintendo-wiiu-
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Why not? ZombiU has shown the systems strengths. Even if the only thing the Wii U version did differently was touchscreen inventory management that would be a huge deal considering inventory is a series weak point.
That being said I wouldn't personally buy it on the Wii U if only because I can't see the player base being as large as other systems and that's an important point for me. -
Why not? One Part of the game mechanics in Souls games is that the world doesn't pause around you while you're fiddling with inventory management or leaving message and all that stuff. It would be nice to offload that to the second screen on the Wii U's gamepad.
Some local PVP in Dark Souls 2? There's some cool stuff that they could put in there.
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But it does make a person an idiot if they quit because they couldn't figure out what they were supposed to do. He's not talking about a person not enjoying the game, he's referring to all the people who said OH LOL GAME DOESNT TELL ME WHERE TO GO/WHAT TO KILL/WHAT I SHOULD BE DOING AT ALL AND IM INCAPABLE OF LEARNING VIA MANUAL READING, GAME OVER.
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The people worried about this know that Dark Souls II won't be the 3rd game in the series, right?
It's like the 9th. No joke. King's Field I-IV, 2 Shadow Tower games (they even had guns!! no joke), Eternal Ring (rings. 24x7x365 rings. Literally no other equipment) and Sword of Moonlight, an RPG-maker
They'll figure it out-
I'm not sure I'd lump the Souls games in with those.
There's obviously some similarities that carried over but the transition from their previous standard and unwieldily first person movement and combat in all of those games to the tighter and faster 3rd person action in Demon's Souls changed everything.
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I find this kind of lame. Too many games nowadays only let you go where you're supposed to. One of the greatest aspects of the souls series is that you can end up in areas that are far above your level of skill (or Soul Level). Hitting a brick wall like that in a game and instead of blaming poor game mechanics and instead thinking to yourself "Well maybe I'm not supposed to be here yet" is probably the greatest video game revelation I've had in the past decade.
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More stuff for people who fear the word "Accessible":
http://www.mobygames.com/developer/sheet/view/by_genre/developerId,139234/
One of the director's has worked on Resident Evil, Monster Hunter and...Ultima Underworld.
Even thoughRE Outbreak wasn't the best RE game, it wasn't horrible. Monster Hunter has always been solid and Ultima Underworld speaks for itself. -
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Personally I never got in to Dark Souls. I dunno if it's just me aging as a gamer or what, but I just don't have the time anymore to try a scenario 20 times until I get lucky. I also felt like I had to do endless circuits of MOB killing in order to have a viable chance at killing anything. Maybe making the game more intuitive would help with this.
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