About the cultural phenomenon Dark Souls Everything that is possible is already said. “Old School of Gearing” will make the player be nervous when passing. “Unique project for the modern industry” does not chew everything in a row and does not lead by the handle. “Aquatic, amazing in its hardcore,” gives real satisfaction after the murder of the next “boss”. We heard, we know.
But the way out Dark Souls II slightly shifted the coordinate system, placing other accents. A month after the release, the thematic Wiki was more or less filled, the game was completed, and secrets were found. There was a time to exhale after the exhausting hours of passage, and it became clear: in fact, the difficulty in Dark Souls The very end in itself is. And all the changes in the sequel (Trikvel?) compared to the original, this only confirms.
Glue the sun, all here!
From Software I decided not to take risks and left the game mechanics almost unchanged. Everything is as always: you have to make your way through the ruins of castles in search of salvation of your own soul from a curse. And along the way to fight gigantic monsters and soulless dead. It is not clear where you need to go and what they want from us. The world around is dangerous – the battle with three opponents almost always ends in death.
The series veterans at first will feel like kings – the skills gained over a hundred hours greatly facilitate the passage. Unless you will have to change the weapon much more often than usual: from now on the margin of strength is enough for a maximum of 30 minutes, and it is restored only by the fire. So in especially ugly areas, it simply won’t work to chop everyone with a “top” blade. Especially if the boss awaits ahead.
Otherwise, a fighter DS There is still one of the best in the world: smart, rapid and very positional. The most lazy and stupid opponent kills the strongest player from a pair of strokes, especially if he can take it by surprise. And this is the first of the whales on which the gameplay stands.
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Enemies are now much more tricky and more interesting than before. If once a big problem was the knights standing in the middle of the room, now they are the least concerned about. The player is constantly sneaking up from behind and fall on the head, so that the level of level requires maximum concentration and carefulness. Monsters are waiting around the corner to push the cornice, or throw bombs from the roof of a neighboring building.
But even if the ambush manages to foresee, you still have to die constantly: in the starting location they can bite high -level moles in 3 minutes, there will be an abyss behind the door, and the number of holes in the floor and ski stones is difficult to count. Each room is a unique game situation, the solution of which must be approached by trial, deaths and repetitions.
In the next world you rest
If the gameplay is preserved in a more or less pristine form, then the general game rules are almost completely processed. About whether it became DSII More difficult than the original, you can argue for a long time, but dry numbers speak for themselves. The first “boss” can be found no earlier than in a couple of hours;a ring that restores health is found at about the same time;In addition to flasks with an estus, another type of “lechiloks” appeared, and with proper management, the number of the latter exceeds a dozen. Finally, the fast movement between the bonfires is just so, for beautiful armor.
All these terrible things are justified. The increased number of healing products is completely compensated by a cropped strip of health. Now, after death, the hero loses 5% of the HP scale, so after a few unsuccessful attempts the number of lives decreases by half. And in this state you will have to spend most of the time, because each time to return the human form, sacrificing special figures, no resources will be enough.
The new world now has a tangible center – a small populated village. Unlike the previous part, everything necessary is available in it: several merchants, a blacksmith and even representatives of some carpets. So you don’t have to run throughout the map, as before, at least the first time.
In addition, only in the starting location you can increase the level, so you have to constantly return there for Levl-Apa. Why is it unclear, but this system fully justifies the initial accessibility of quick movement.
A few more concessions were made exclusively for the new audience. The geography has become easier. Now the “Newfags” will not be lost: a completely obvious road leads from the starting location, and it will be problematic to rest against indestructible opponents (although it is possible). Training at the very beginning became completely straightforward. Third -party characters in the course of the game say tips – where to go and what to do. Unloved disgrace.
In addition, the enemies after your next death will not appear again. More precisely, they will only partially do this: after the first intelligible location, approximately half of the monsters disappear from there. After a dozen exhausting runs of dangers, it will not be at all, which is good: the road is less tiring. But, on the other hand, the possibility of further “pumping” disappears, so “farming” the experience will not work.
From these changes, a very verified concept is made up. Dark Souls, In fact, not about “suffering”, “tendency” and endless deaths. She is about caution, leisurely and careful pondering. The second part became stunningly comfortable: it does not force monotonously repeating the same dungeons, does not force a long time to make your way through the world and never deliberately tries to kill the player. Even more often allowed.
Instead, she builds episodes so that the gamer constantly kills itself. Hurrying up, not watching, relaxing. In the sequel, a smart hero has every chance of practically not to die, predicting the intrigues of the world. Nobody never requires him from him – you just need to constantly keep your head in the cold. DS not as difficult as they say about her, she offers an honest challenge that really requires effort.
And the dead with the braids stand
Revelations do not end there. Approximately in the area of the second Boss, another understanding comes: thanks to the updated network code Dark Souls II took the position of large -scale multiplayer puzzle, which all users decide at the same time.
The network part is arranged in the same way as before. The entire playing space from above to bottom is strewn with traces of other adventurers. Blood spots can show how a person died. The inscriptions left give advice and tips, and the signs of the call allow you to seek help from free heroes from other worlds.
But with the updated level structure, mutual assistance becomes a much more important element of gameplay. Almost always on the floor it is written “Watch out, on the left” or “Horde in front, lure will help”. Find a secret door in the middle of a naked wall is hardly possible – but a caring hint gives such a pleasure. Players share secrets with each other, point to the stairs and help in solving problems. But still from dozens of deaths it will not save.
“Bosses” even became almost impassable alone. In the company with a partner, all issues are resolved from a couple of attempts. Although the opposite situation is also found: for example, one of the knights knows how to call the other players to help themselves. How do you like a turn?
The developers stimulate with all their might to social interaction: help others allows you to endlessly and without risks to “pump” their character, restore humanity (and with her life), train in battles with especially strong enemies. “Connecting” now has become easy and comfortable, so without connecting to the network, passing seems almost unthinkable. The beta test was not in vain: the multiplayer really works much better than before.
Stoves, boilers and pitchfork
Another promise of the authors raised a large buch in news ribbons: supposedly the plot of the new part will remain just as impenetrable, but still it will become more understandable. And here, we must pay tribute, they managed to find the perfect line on which the series looks the most advantageous of all.
In the introductory video, the hero falls into the abyss and finds himself in Drangelik. Soon the old woman – the keeper of fire meets. After the full mysteries of the dialogue, in the distance, the goal is indicated: to kill the king. And after half an hour, the protagonist gets to the village with a whole pile of NPC, in each of which a character and its own story is felt.
During further passage, new interlocutors will come across – a little more often than it was before. They chat now more willingly and more substantial. This does not at all make the game similar to classic RPG, but, in any case, all actions now have at least some tangible foundation.
History unfolds against the backdrop of stunning decorations of “dark fantasy”. Giant faults, abandoned and overgrown with grass locks, sewers and endless underground caves. Landscapes are still impressive and once again confirm: the correct design and art look more winning any more high -tech graphics.
Moreover, there are problems with graphics even in PC versions. There are nothing close to beautiful trailers: textures, of course, are better than on consoles, but Pastgen is felt in the worst sense of the word. Of the promises, except the destruction, which makes contractions with local giants much more spectacular.
To see a huge location on the horizon, realizing that you will have to go through it soon, an indescribable sensation.
Only from the third part series Souls was able to clearly and clearly formulate her philosophical position. She became exactly what she tried to be from the very beginning: punishing for inattention and requiring serious skills to pass.
Dark Souls II was able to smooth out all the sharp corners and become a friendly game, forcing to accept her rules and forcing to return to the passage again and again. All because there is no such experience anywhere else. “Dark Souls” cannot be found an analogue, and this is amazing.
Pros: Squeezed concept;lack of boring elements;Bright design;Unique multiplayer.
Cons: outdated graphics;The game really became easier.
Dark Souls II
The best comments
Well, that’s it, I give up. I collect my casualist snot in a fist and go to Steam for dark souls 2. It is time to break your gamepad and keyboard into chips (still old steel).
Do not break. If the 1st part causes a sincere bombing, then the 2nd part is more likely to learn and shows that “you can see, you can, if you give you the right ass”. IMHO, the game has an excellent entry threshold
There is such a large location in the last screenshot that it runs out in five minutes, because there is an ordinary corridor.
You will score scars and you will call all casuals playing in your casual games, while in DS2 you will almost tear your head bosses with your teeth)
I don’t know about the game “The game has become easier”. I remember at one time when the first part of Dark Souls came out, and which I went with great pleasure, many players in unison repeated that, they say, Demon’s Souls is a real hell and hardcore, and Dark is easier and more casual. At first, such statements were scared away from the purchase – is it really so complicated, I thought. But then at one point I came across a disc with Demon’s Souls, and I decided to take a chance – I bought. And so you think, exactly ten minutes of the game, I literally ended up at ease. I understood mechanics, gameplay, the principle of building levels and placing enemies, fighting with bosses, etc.p. And when I went through Demon’s Souls, I came to the conclusion that Demon’s Souls and Dark Souls are absolutely identical (this is by no means reproach). Yes, and there and there there are nuances, but in general, in terms of difficulty, ideas and concepts, these games are the same. All salt is who played in which of them first. I first passed Dark and therefore it seemed to me much more complicated than Demon. So DS2. Again changes in the little things, but the back of the game is the same, so all the disputes are relatively simplicity and casuality, in my opinion, are absolutely groundless.
And the first part did not seem so difficult for me, I just don’t have to rush, do not go where it is still early, pump weapons and armor, be treated in time, look beyond the corners, you can take help in case of difficulties in front of the bosses, etc.p. The game is super, for some reason associated with Gothic, now I remembered how I ran from the knight in the church and butchers in horror.
I’m a casual. For me that the first, the second is a cruel and merciless execution for my clavomyshoimpada =)
I hated ori in the first part and loved with all my heart. On NG and NG+ I torn everything that I can, I hated the whole world. And so, recently I re -re -re -surpassed by NG and NG+. And you know what? I killed them from the Athlete without spending a single flask, I laughed in their face. Exactly as with other bosses. Beginners in the series now suffer from DS2 no less than we are from the first part. It is a pity that in DS2 there is no bosses like an artias and his faithful friend Sif and a magnificent track for his battle and their history. But one way or another – DS2 is definitely my GOTY. This series made an unforgettable impression on me and is one of the most beloved. Do not be hollow and stay people!)
By the way about simplifications: he is worried that the mechanics are preserved and just in this regard the game is just as good, but they offended meeel things a little. For example:
1 – a ring that preserves life after death now stupidly breaks down and it can be repaired. For good, having 2 rings, you don’t lose the human appearance soon
2 – the fact that part of the bosses are designed for a coop is terrible. Not even in the sense that it is difficult to beat them (we love it in Souls), but in the fact that the game itself reminds you, they say, “it would be a friend here, it would be easier. There is a balist stands here, you see? One you cannot use it normally against the boss “. This is very bad t.To. If you really call a friend at this moment, you will win with a probability of 70%. If the 1st part has passed, so just with 100% probability.
3 – I am madly glad that the network code is finally good, but here I realized that the atmosphere of cold loneliness in the game is no longer. Every 3rd step is a note, the signs of the call are in each even small location and usually not one thing in the amount of not one thing. There is no sense of the discoverer, as in the first part. At least not always. Fortunately, the problem is more common in the first third of locations.
4 – a decreasing strip of lives is a very controversial solution. Yes, it complicates, but again prompts to the coope. It was very unpleasant to fight half the HP and in the 1st part, and it was scary to go to the boss, therefore was afraid as the death of such poisoning. Immediately, as if they tell you: if you do not cope until the CP drops to less than 75%, you will be even worse. The newcomer of course will be frightened and calls for his help to the player who will do everything for him.
As a result, I will say that the connoisseurs of past parts can pass the game and rejoice without all this, but they give newcomers more and more bypass ways that simplify their lives and this is very sad.
1-there are many bosses and because of this very many do not shine with originality, I agree (although there are curious people)
2-twisting and in the 1st part it was possible to kill the majority of opponents and a good part of the bosses. Well, or the care of the paws
Alas, my friend, we suffer from one disease-we are hardened by the 1st part. It is a sin to deny that after Orshtein and Smogog, the battle with 2 or more failures will not be so complicated everywhere, and after the ruler of the abyss (or what is it), many bosses seem not difficult. Even if the 1st part will go again, there will be the same problem as with the 2nd, namely, it will be easier to kill opponents than expected.
It is very difficult to break the weapon, at almost every step there is Bonfair, -50% HP is also not a problem, t.To. Almost at the very beginning, you can find a ring that does not allow health below 75%. Even if you compare the battles with the bosses, then they, as it were, began to say this, not so difficult, unlike the first part. The game on the first passage is not enough where difficulties are caused by, unless the arrival of Dranglik.
+10 is … I still have not reached the iron fortress, but here +10. Who has so much free time?
Very. Upset. Bosses. There are more of them, but they are often unicellular. Most of them are spinning. They are not as original as the bosses of the first part are much worse. The most difficult boss in the game is not at all plot, and just imbia (ancient dragon). All the passage I laughed at the light victories over them (honestly, 2 attempts left for the majority) recalling Ornsstandy and Smowge, Sifa, Guin. Well, what is it … The game has not become worse and still better than many, but it has not surpassed her predecessor. If only in terms of convenience.
Yes, 3 louds are very easy. Just run hiding behind the columns. Killed one, killed skeletons. And so on. Very simple boss.
I agree, I don’t understand why they say why ds 2 has become easier? Breaking weapons and -50% CP do their job.As for me, the game has become only more difficult.
Z, May Niga tell me that if I bought the second soul, I will be spent. But I did not listen to May niga, and therefore I am buying this game. My Joopad was spent. I strongly put it on the level of the soil and it was spent. My Hands also spent. And boxes-trista-six. I went to Binko to demand my green for the spent everything, but they told me to cool TR *** Nier
And went to his own Home/