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"Strategic Action Combat" hah, I guess that's as good a term for "Souls Combat" as any. It's interesting to me how the gameplay of early PSX action RPGs, which was slow just by necessity, was actually turned into something really meaningful. I'm wondering how much we should read into the apparent Souls connections. From Software kinda does do a lot of that; even the Armored Core games have Kings Field weapons in them and poo poo. Dark Souls 2 particularly was crazy full of things from old From Soft series. BottledBodhisvata posted:This almost looks like a survival horror game. It may not really be a "souls" like game in anything beyond a few aesthetic touches. For one, it seems you sort of have a set "look" and a set load-out too. It's certainly too early to say for sure but that weird flip-saw/scythe thing certainly seems to be a core part of the gameplay. Maybe you have to finish enemies to kill them? Cut out their spines and then use their spinal fluid for upgrades or something.
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# ¿ Jun 10, 2014 05:38 |
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# ¿ Apr 28, 2024 07:43 |
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Beard Yawn posted:I do have to say that I'm actually happy it's not explicitly a Souls game. I absolutely love those games, but I'm excited to see From do something that's not tied at the waist to the Souls name. I definitely agree. They have so much experience making 3D action-rpgs, these guys definitely have the talent to make a lot of different kinds of games. It'd be really sad to seem them pidgeonholed into just making one thing over and over. Part of what made Demon and Dark Souls great was that they did things that were so wild and new and crazy. I feel like a game that's very different is a more faithful successor in many ways.
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# ¿ Jun 10, 2014 05:45 |
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The Taint Reaper posted:Hey I'd like a dark souls game that has monster hunter style bosses lurking around instead of every section of the world trying to kill you so you could explore without worry. From what I've seen of the Monster Hunter franchise, that style of game sure could benefit from not having the worst level design ever to be featured in a interactive video experience.
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# ¿ Jun 10, 2014 05:56 |
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The Taint Reaper posted:My only issue with Monster Hutner's level design is that there's loading between areas when it's perfectly possible to have the world be entirely open. Are they still largely made up of small, flat, vaguely round arenas connected to other small, flat, vaguely round arenas with several spokes around the edges?
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# ¿ Jun 10, 2014 06:02 |
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The REAL Goobusters posted:Boooooooooo Yeah but DS2 didn't even have ragdoll physics! If that's the kind of infernal bargain we have to strike to reach 60 FPS I'll hear no more of it.
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# ¿ Jun 10, 2014 16:11 |
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# ¿ Apr 28, 2024 07:43 |
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Manatee Cannon posted:Listening to Patrick Klepek talk about this game in the Giant Bomb stream makes it sound so loving good. I've mostly just been checking this thread but he had a couple interesting snippets from the game that I hadn't heard, like you can use the gun at close range to open up the enemy for a critical attack, sorta like a parry, and that besides the dodge there's also some sort of dash move.
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# ¿ Jun 13, 2014 06:16 |