Showing posts with label Dark Souls 2. Show all posts
Showing posts with label Dark Souls 2. Show all posts

Sunday, August 2, 2015

#95: Dark Souls 2: Scholar of the First Missteps

As you may be aware, I have recently began exploring the Souls games, starting with Demon’s Souls and Dark Souls. My opinions on both games are largely positive. My playthrough of Dark Souls 2: Scholar of the First was informed by these experiences, which explained why I did not like the game as much. It was not a bad game. However, the game betrays a lack of understanding as to why many of the choices in the original Dark Souls were made. This manifests in design changes that cause a number of problems throughout the game.

The first of these changes is the resurrection of consumable healing items. As I said before in my article about the Estus Flasks in the first Dark Souls, removing the ability to grind for recovery items was a drastic improvement from Demon's Souls to Dark Souls. Rather than reiterate points than I spent an entirely separate article making, I just want to comment on how strange it is to go back to using these items when they already had such an elegant solution in place.To make this worse, the imbalance caused by these items is exacerbated by the fact that the Estus Flask also made its return. It is given to them right after the tutorial is completed. With the reusable Estus Flask ever present in the inventory, players are encouraged to amass large stockpiles of items which they will rarely, if ever, use. I, personally, only used these Lifegems myself when I was absolutely out of Estus and in the middle of a boss fight. Otherwise, I would just hoof it back to the bonfire and try again to maintain my stockpile.

Another alteration to the game is in the way enemies respawn after being killed. In the original Dark Souls, returning to a bonfire revived every enemy that had been defeated, barring a few special exceptions. This is no longer the case in Dark Souls 2, as each enemy will only respawn a finite number of times before they will no longer appear (until the next playthrough). Two major problems arise from this change. First, like the addition of consumable items, it throws off the balance between the urge to continue on and the need to rest and replenish your inventory that I wrote about previously. Making a series of suicide runs in order to eliminate opponents has now become a perfectly valid tactic for making it through areas. Rather than continue to encourage that agonizing decision-making its predecessor was so famous for, Dark Souls 2 transforms every stage into a battle of attrition, as each run slowly depletes the enemy forces. I myself did this a number of time in stages like the Iron Keep and Shulva, Sanctum City.
And second, because there are only a finite number of enemies in the game, souls are also a finite resource. Players receive souls from defeated enemies, which they can use to purchase items/weapon upgrades and strengthen their characters. However, should they die, any unspent souls will be lost. In order to reclaim them, they need to return to the where they died and touch their bloodstain. Failure to do so before the next death will result in the permanent loss of those souls. Since enemies in Dark Souls never stop spawning, there is always a way to acquire more souls even in the event of heavy losses. Once an enemy stops appearing in Dark Souls 2, it is impossible to claim their souls by defeating them. Though I never reached a point where I couldn't obtain the souls I needed, the knowledge that my deaths were depleting the world's supply made each one much harder to swallow.
In the original Dark Souls, I have a very clear memory of exploring the Tomb of the Giants and amassing over 70000 souls. Just as I was about to return to the bonfire, my game was invaded by another player, who killed me in an instant with her barrage of magic and lag. As I attempted to reach my bloodstain, I was ambushed by a horde of giant skeletons. I had made a mistake in fighting them, and that mistake meant that those 70000 souls were gone. My anger at the loss was assuaged by the knowledge that it would be quite possible to replace those lost Soul by grinding later on if I had the desire.
During my adventures in Dark Souls 2, I had similar tales of losses, yet none exceeding 35000 souls at any one time. But even if the losses were momentarily lower, the knowledge that my ineptitude caused a decrease in not just the number of souls I had, but also the net total of possible souls in the game, made those losses sting a lot more. Enemies provide far more than enough souls for a given playthrough, yet just knowing than there is only a finite supply makes even small losses feel wasteful.

The biggest negative change that Dark Souls 2 made was in the way that foes attack. When an enemy attacked the player in either Demon's Souls or Dark Souls, they had to commit to both the attack and the direction in which they were attacking. Since the player was also bound by these same rules, fights were often fair. The best way to fight would be to stay on the defensive and look for openings in enemy attack patterns that could be exploited. Though some of the strongest enemies did have tracking attacks, it was only up to the point where they began to strike, and only to compensate for how slow the windup was for those particular moves.
In the sequel, they made a bizarre decision that I still don't entirely understand. Almost every enemy has an uncanny ability to track the player while they are attacking. This has an adverse effect on the combat, making it easier for them to land blows and conversely more difficult for the player to do the same. When I was exploring the Iron Keep in Dark Souls 2, I encountered an enemy that best demonstrates the problem. The Ironclad Soldiers held therein are particularly vicious foes with powerful attacks and decent armor. One of the advantages they have over the player is that when they wind up to unleash their overhead smash, they can hold their club in position over their head until the player is in range. Then, the portion of the move the inflicts damage will kick in quickly. They are also able to turn and face a strafing player while actively swinging the club horizontally. No opponent from previous Souls games have these same advantages to these degrees, and there is a very good reason for that. When the enemies are bound to the same rules as the player is, there is a sense of fairness born from that. The presence of that fairness means that most failures and deaths in combat can be directly attributed to the player. Taking it away leaves a sense that game is cheating in order to win, like a cruel, obstinate dungeon master in a Dungeons and Dragons campaign.


Again, I do not want to give off the impression that Dark Souls 2 is a bad game. Rather, it is a poor continuation of an excellent franchise. Though I believe that the director of Dark Souls 2 was a fan of the franchise, the changes made from one project to the next belie a lack of understanding as to what made the first Dark Souls, and Demon's Souls, such gems. The guidance of Hidetaka Miyazaki, who directed the earlier Souls games, was not needed to gain this insight. Taking a moment to see what worked with those two games, what needed improvement, and the trade-offs of each change would have been a boon to the production. Such analysis would have prevented many of the mistakes made in Dark Souls 2.

Friday, July 17, 2015

The Texture Pop: Episode 49: Waifu Warriors



0:00:00 Gaming News
Satoru Iwata Passes Away
Though Nintendo games don't appeal to me in quite the same way that they do so many others, it is undeniable that Iwata was one of the best executives in the industry. He knew why people love Nintendo and their games so much, and he did his best to facilitate that. Given how many bad executives we see, the loss of such a good one is truly tragic.

Konami and Kojima are still at odds.
At this point, this story is just sad. Konami really doesn't seem to give a shit anymore.



0:13:50 Chris falls down the Skylanders rabbit hole.
Do you like little plastic shapes? Chris does. In this segment, we discuss the merits so little plastic shapes and why some of them are better or worse than others.



0:42:45 We discuss the Suicide Squad and Dawn of Justice trailers from Comic-Con
I'm still abstaining from commentary regarding their take on Joker in the Suicide Squad. It could work, but my gut is saying that it won't.
We also discuss how dark, gritty, and ultra-realistic DC's movies have been and why that's not a good choice for them.



0:55:25 Garrett discusses Star Fox: The Animated Series
Like I said in the episode, this guy's work is great. However, the fact that he's going to Patreon to fund his work is dangerous, especially given Nintendo's history. I don't want Nintendo to sue him for the proceeds, but I expect them to if they find out.



1:03:40 Garrett details the rest of his week.
If you were wondering what happened to Alvin and the Chipmunks after their terrible movies, Garrett will tell you in this segment.



1:10:20 I played Her Story
Regardless on how you feel about the whole "What is a game?" debate, Her Story demonstrates an interesting way to tell a tale in an interactive format.
This is one of those stories that is made powerful because of its interactive nature. Otherwise, it lacks the impact.



1:18:15 I played Guilty Gear Xrd -SIGN-
This game really demonstrates to me, the love/hate relationship the so many fighting game fans have with their genre. Guilty Gear is brilliant, and very well polished. However, I can't help but feel that the DLC price points are far too high.



1:26:20 I played Dark Souls 2: Scholar of the First Sin
Given how awesome the Estus Flask system was, and how every single decision in Dark Souls played upon the others, it feels weird to see them make these additions and changes that just don't work as well.
It's not a bad game, but it forces you to compare it to its predecessor, and it loses than comparison.



1:49:30 Sam goes to college
As someone who just graduated, it's fairly amusing to see one of my friends go back. Best of luck to Sam, and I hope he learns useful skills there.



1:53:40 Sam played Samurai Warriors 4
I have, perhaps unfairly, given the Warriors games a wide berth for a long time. In this segment, Sam and Chris explain why they deserve some love.



2:05:55 Sam found a program named Taiga
If I ever get into anime, I will probably use this. It sounds like a fantastic program for people who consume a lot of anime.



2:08:55 Wrapping Up
Don't forget, you can always send us questions, comments, and silly stuff at our e-mail at thetexturepop@gmail.com.

I wrote an article on the story of Batman: Arkham Knight. It's spoiler-heavy, but nothing a podast listener will be surprised by.

Lastly, Interactive Friction returns. We continue our painful journey through Watch_Dogs at long last.

Friday, May 15, 2015

The Texture Pop: Episode 40: Infection Buddies

My apologies for the late posting. I have been busy for these past few days.



0:01:33 Gaming News
Batman: Arkham Knight Season Pass (Costs $40)
I don't know whether I should have been surprised to see this or not. This is the logical extension of the pre-order/season pass system. It was bound to happen, and giving Warner Bros. awful history in its short time as a well-known publisher, they were going to be one of the ones to push as far as they did.
It is interesting how publishers don't seem to realize that this system subtly encourages consumers to just wait for the collector's edition, with all of the DLC content included. Playing the launch day-edition is almost a fool's proposition, unless you are extremely sure that you'll enjoy the content.

PT has been completely removed from the PS Store.
Even worse, all active copies now have an expiration date. It's less a condemnation of Konami, but more of an acknowledgement of the consequences of the brave, new world of digital gaming.
As an addendum: Since the time of record, SuperBunnyHop's video on Konami temporarily received a takedown notice, but Konami failed to file it correctly.



0:24:20 Sam bought a new gaming monitor.
This one specifically, or a similar model.
Sam spends the rest of this segment talking nerdy to us. And we also talk about how it's changed his gaming habits.



0:40:10 Sam purchased the New 3DS.
Ignoring the confusing name, Nintendo is terrible about the transfer process. At least the customer support was good enough.



0:51:30 Sam beat Dark Souls 2: Scholars of the First Sin
And we talk about it's differences with the base game.



0:57:35 Garrett is sick as a dog.
And a title was born.
Here is the hot kool-aid video he was talking about.



1:02:35 Garrett talks League of Legends.



1:08:55 I played Resonance of Fate
To get an idea of what kind of hilarity is in this game: Here are both the raisins scene and the hand slap scene.
Though the combat is extremely difficult to explain, it's really fun to play. There's a ton of strategy involved and it looks really stylish.
Side note: You can hear the South in Sam's voice when he pronounced "naked" as "nekkid".



1:24:50 I finished up Drakengard 3.
As we said before, this series and the world it takes place it is so very rich and fascinating. In a way, it's basically a giant criticism of video games, fantasy worlds, and the people who enjoy them. It's undeniably dark, and I love it for precisely that reason.
I also wrote a piece about how the game lampshades its mechanics. It can be found here.



1:38:35 We played more FUSE together.
The only reason parts of this game are fun and/or funny is because the rest of the game is so bland, monotonous, and boring that any sort of mildly interesting stimuli causes some sort of reaction. Those parts are less amusing in and of themselves and more interesting in light of the fact that everything else is so boring.



1:47:50 Chris has been playing Splatoon's Global Test Fire.
Sounds pretty fun.



1:59:00 Wrapping Up
Once again, my Drakengard 3 article here.
Sam's site.
Garrett's Twitch Channel.
And of course, you can e-mail us at thetexturepop@gmail.com