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Game looks great! Can't wait to get a PS5 to play this - oh, I'll have to wait, won't I? Did they say anything about changes to core gameplay? Saw the video where they said they're using the exact same combat code to keep that the same, very cool. Crystal Lizards - wouldn't mind if they respawn until killed even though I can still remember every single one I think. World Tendency - hope they remove the server averaging stuff that would drag you back towards White +1 even when you didn't want to move it there. The system itself is fine, just remove the averaging. Those are the only two changes I'd like to see. Will be very happy even if they don't make those changes!
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# ? Nov 11, 2020 23:48 |
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# ? Apr 26, 2024 11:02 |
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It's easier to catch up to the lizards now. They seem to have slowed them down.
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# ? Nov 11, 2020 23:55 |
can someone explain world tendency and why you want it one place instead of another
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# ? Nov 11, 2020 23:56 |
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eonwe posted:can someone explain world tendency and why you want it one place instead of another After you beat a boss, your tendency moves towards white by 1, for a maximum of +3 (pure white). Everytime you die in human form, it moves towards black. Also killing NPCs seems to give you black BT. A lot of events, locations and items are only accessible with pure black and pure white, so you have to revisit certain areas after beating a world. Enemies are tougher with black BT, but their drop rate goes up as well. What this means is that you'll be jumping off the highest floor of the hub world every time you kill a boss if you want pure white BT.
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# ? Nov 12, 2020 00:06 |
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eonwe posted:can someone explain world tendency and why you want it one place instead of another Best DS wiki has best explanation: http://demonssouls.wikidot.com/world-tendency There are two tendencies tracked by the game: World & Character. World tendency ranges from pure white to pure black. You start at neutral and actions can take you in either direction. As you move further into white, the game gets easier but drops become worse. In black, game gets harder but drops get much better. Some special events only happen at pure White or Black tendency or one pip off pure. For eg., there's a closed gate right off the starting point in Boletaria (world 1-1) which opens at pure black or white tendency but not otherwise. Crystal Lizard drops are governed by world tendency too, so if you want a pure Moonstone for eg you need to keep the world in Black tendency before killing those lizards. Pure Bladestone, the legendarily difficult drop, needed kills of a particular group of dual katana skeletons at pure black (took me 80+ tries to get one, but it's a quick run). Lizards and tendency are only ever important if you wanted to 100% the original achievements which required crafting gear that needed those rare drops. World tendency is also tracked on the servers - game keeps an average of every player's tendency. Killing bosses takes you towards white, so the server average tends to hover around +1/+2 white. Problem is that your personal world tendency gets influenced by the server world tendency when you re-enter the nexus - it's been a long while, but iirc it's only the first time you re-enter in a playing session? This can seriously mess you up if you're trying to maintain pure tendency since there's a limited number of ways to get to pure white - but it's easy to get to black. The first run where I tried to control tendency, my 2nd or 3rd run of the game, I was in pure white and making sure to not return to the nexus when quitting the game when a friend called to remind me of a dinner I'd forgotten. In my haste to get there on time, I returned to the nexus and quit the game there by accident. RIP that white tendency event in that run. v1ld fucked around with this message at 00:13 on Nov 12, 2020 |
# ? Nov 12, 2020 00:10 |
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v1ld posted:Did they say anything about changes to core gameplay? Saw the video where they said they're using the exact same combat code to keep that the same, very cool. Roll is 8-way instead of 4-way, healing grass is heavier, think that's it for significant gameplay changes.
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# ? Nov 12, 2020 00:17 |
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Also you can send heavy stuff to Thomas on the spot and it tells you how much it weighs before you pick it up.
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# ? Nov 12, 2020 00:22 |
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https://twitter.com/HBJohnXuandou/status/1326609018844934144 The pedantic Demon's Souls fans found a change that I agree with them on. This isn't as good as the original.
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# ? Nov 12, 2020 00:23 |
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Spermando posted:Also you can send heavy stuff to Thomas on the spot and it tells you how much it weighs before you pick it up. Nice
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# ? Nov 12, 2020 00:29 |
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Jimbot posted:https://twitter.com/HBJohnXuandou/status/1326609018844934144 It feels like they didn't really 'get' what the original game was going for or thought it was because of technical limitations.
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# ? Nov 12, 2020 01:41 |
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FZeroRacer posted:A lot of the art and world design changes I'm not a fan of. They end up going with a completely different tone compared to the original's more desolate, dream-like atmosphere which is disappointing. Or maybe they correctly realized that the original aesthetic was Miyazaki throwing all of the poo poo he could dream up at a wall to see what stuck
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# ? Nov 12, 2020 01:52 |
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FZeroRacer posted:A lot of the art and world design changes I'm not a fan of. They end up going with a completely different tone compared to the original's more desolate, dream-like atmosphere which is disappointing. I had the exact same opinion of their Shadow of the Colossal remake on PS4. Tons of stunning technical improvements but they took so many design liberties that the "mood" of the game felt different. People liked that remake so I just resigned myself to being a grump and here I go again with the Demon's Souls remake.
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# ? Nov 12, 2020 01:54 |
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Or Bluepoint is a studio that's technically proficient but lacking in artistic sensibilities
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# ? Nov 12, 2020 01:55 |
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BeanpolePeckerwood posted:Or maybe they correctly realized that the original aesthetic was Miyazaki throwing all of the poo poo he could dream up at a wall to see what stuck Demon's Souls (and by extension, Dark Souls) uses a lot of simple Gothic architecture in the world design and empty space to make areas feel desolate or empty. In comparison Bluepoint tends to just fill in as much of that empty space with busy detail in attempt to add more granularity, but when they do that they end up changing the tone quite a bit. You can see what I'm referring to here: https://twitter.com/ewanwilson4/status/1326122498023415809?s=20 The right side isn't bad from a technical standpoint at all, but it's also gives a much different feeling.
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# ? Nov 12, 2020 02:03 |
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FZeroRacer posted:Not...really? Miyazaki has said in interviews for years that he was just trying anything and everything because he knew FROM didn't care about whether the game failed or not. This experiementation led to some amazing ideas and designs, and also some rather drab and silly ones, and in the end there's very little of the artistic cohesion between areas and enemies that would be a hallmark of his later games. I love the game so much but there's no point in pretending that it's got some sort of meta-level complex thematic design like what's going on in Bloodborne, DeS was just experimenting in whatever ways seemed interesting to the devs at the time, and that's fine. It's a very creative game.
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# ? Nov 12, 2020 02:09 |
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Honestly, I saw that tweet and didn't comment on it at the time but it just looks like one's a game running on the PS3 and one's on a PS5. That's just an obvious limitation issue there. Boletaria is a kingdom that reached its zenith before its collapse, having destroyed beauty communicates that better than simple architecture. The tweet I posted is one I agree with but for different reasons. Both designs communicate the same thing but I just found the creepy permanent grin over the other look.
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# ? Nov 12, 2020 02:16 |
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https://twitter.com/Mew_AoC/status/1326587376236437506 On one hand, the faces look better (in that they have more detail), but the actual faces have been changed, which is off-putting. There was a one-off tweet that I saw in response to the new character creator that said something along the lines of, "It's not a Souls game unless my created character looks like a potato." Max Wilco fucked around with this message at 05:52 on Nov 12, 2020 |
# ? Nov 12, 2020 05:48 |
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I love DS and can't wait to play it again, but poo poo that NG price hike really stings for any future day one purchases.
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# ? Nov 12, 2020 06:32 |
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Max Wilco posted:https://twitter.com/Mew_AoC/status/1326587376236437506 I'm almost embarrassed to call myself a fan of these games because that'd means sharing that label with folks like that.
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# ? Nov 12, 2020 06:38 |
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The main goal of the remake is to be a graphics showcase for the PS5, hence the artistic liberties. The resolution increase means that there's also a lot more screen to fill. The only change I'm not that happy with is the music. The original sounded like something from an 80s fantasy anime soundtrack, whereas the new one has choir in every single track. It's kind of samey and overbearing.
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# ? Nov 12, 2020 09:01 |
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Max Wilco posted:https://twitter.com/Mew_AoC/status/1326587376236437506 Mustache man looks like David Alan Hornsby if his face got fat same grin E: This is not a criticism except for the fact that it will be really disappointing when his character has not been changed to just Cricket from Always Sunny
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# ? Nov 12, 2020 10:09 |
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They just seem to be upset that the women aren't hot enough like in their preferred anime and porn. https://twitter.com/Mew_AoC/status/1326619318977753089?s=20 https://twitter.com/Mew_AoC/status/1326595201541025792?s=20
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# ? Nov 12, 2020 10:44 |
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BeanpolePeckerwood posted:Miyazaki has said in interviews for years that he was just trying anything and everything because he knew FROM didn't care about whether the game failed or not. This experiementation led to some amazing ideas and designs, and also some rather drab and silly ones, and in the end there's very little of the artistic cohesion between areas and enemies that would be a hallmark of his later games. I love the game so much but there's no point in pretending that it's got some sort of meta-level complex thematic design like what's going on in Bloodborne, DeS was just experimenting in whatever ways seemed interesting to the devs at the time, and that's fine. It's a very creative game. Who gives a poo poo about cohesion in this game in particular, whatever Miyazaki (or whatever FROM designer did these) could dream up on the toilet and throw on a wall is clearly way more interesting than what is going on with this loving Visceral Games-level art design.
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# ? Nov 12, 2020 10:50 |
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https://twitter.com/alaster_angelo/status/1326654669192630273?s=21
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# ? Nov 12, 2020 11:13 |
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Hakkesshu posted:Who gives a poo poo about cohesion in this game in particular, whatever Miyazaki (or whatever FROM designer did these) could dream up on the toilet and throw on a wall is clearly way more interesting than what is going on with this loving Visceral Games-level art design. okay.
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# ? Nov 12, 2020 11:38 |
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Anyway... Let’s talk about the game! How are people finding it so far? Game good? How’s the multiplayer? Have people had any interesting experiences with summons/invasions?
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# ? Nov 12, 2020 12:07 |
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neurotech posted:Anyway... I'm currently fighting the toughest boss of them all: Target's idea of when to ship a pre-ordered console.
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# ? Nov 12, 2020 14:27 |
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all of the designs look much better! Very high-res and many more polygons.
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# ? Nov 12, 2020 14:35 |
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How many fat men are even in the game? 4? 5? It's not a huge deal. The rest of the enemies look goddamn amazing.
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# ? Nov 12, 2020 15:23 |
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This is the only redesign that bums me out. I loved those stupid fat grinning bastards. But whatever, I've made my peace with the redesigns. I just want to play Demon's Souls again and all of the other upgrades look incredible. I'm weirdly just excited to see spell particle effects since, going by Youtube videos from yesterday, they even made the basic Soul Arrow spell look really pretty and flashy.
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# ? Nov 12, 2020 15:40 |
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I'm glad I never played the original. I won't have to compare the two if I get a ps5 and play it for the first time.
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# ? Nov 12, 2020 15:56 |
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Anyone know if they retranslated the game for the remake? I'm curious if the Moonlight Greatsword in this one is still the "Large Sword of Moonlight"
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# ? Nov 12, 2020 16:05 |
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I don't mind the redesigned looks too much (except the Fat Administrator enemy that one really is a step down) but some of the scenery does lose a bit of that hugeness of scope by being more cluttered. Boletaria and the Shrine of Storms and Latria was lightning in a bottle with that as the generally realistic architecture mixed with the sheer size of some of the buildings and magical areas/secret paths/etc., everything being "real but a bit off" like that gave the game a cool vibe. Like the giant heart in Latria is so impactful because it even at the top of a massive tower like that, it shouldn't be there. If they over design and go overly gothic/dark fantasy with the scenery intentionally it's going have a totally different feel. I do wish they tried to emphasize how the original game's look turned out more but this still looks fuckin' awesome and it's Demon's Souls so I'm down.
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# ? Nov 12, 2020 16:39 |
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Harrow posted:Anyone know if they retranslated the game for the remake? I'm curious if the Moonlight Greatsword in this one is still the "Large Sword of Moonlight" They changed some things, but I don't think it's a retranslation. They finally fixed the spelling of fissure as well as some as the worse ye olde English lines.
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# ? Nov 12, 2020 16:43 |
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i'm not really sold on this remaster and so not sold yet on the ps5 in general. i'm probably just gonna emulate and play demons souls in 4k @ 60fps instead and actually finish the fucker this time the From "spark" or whatever you wanna call it is hard to replicate. they have good art design, animation and simple gameplay that if you alter even slightly falls to poo poo. i think thats fairly clear given like 5 or so years of clones that just can't replicate it even though its just stamina, light and heavy attacks, block, parry, dodge. I'll wait and see if people like it or not, the swordplay has always looked a little off to me e: i think environmentally this is ending up looking like DS3 or something where its all about decaying grandeur. whereas i didn't get that sense from playing Demons Souls which seems more like a grim medieval world thats got even worse
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# ? Nov 12, 2020 16:43 |
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Cavauro posted:all of the designs look much better! Very high-res and many more polygons.
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# ? Nov 12, 2020 16:57 |
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Popping a bottle of the finest chinese champagne to celebrate the release of american Demon's Souls
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# ? Nov 12, 2020 17:01 |
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Communist Thoughts posted:the From "spark" or whatever you wanna call it is hard to replicate. they have good art design, animation and simple gameplay that if you alter even slightly falls to poo poo. i think thats fairly clear given like 5 or so years of clones that just can't replicate it even though its just stamina, light and heavy attacks, block, parry, dodge. Apparently they used the same underlying code for the combat so it ideally won't feel like a different game pretending to be Demon's Souls. Early impressions seem to back that up, but I won't be able to play it myself until like tomorrow at the earliest. From what I can tell, the biggest departures are the visuals (obviously) and the backstab/riposte animations, which have been spiced up a lot (but supposedly take the same amount of time to resolve so they shouldn't "feel" different). I'm really curious to get my hands on it myself, though.
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# ? Nov 12, 2020 17:02 |
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Zongerian posted:Popping a bottle of the finest chinese champagne to celebrate the release of american Demon's Souls its true, theres a infinite health bug with one of the rings you get from the deluxe edition, officially making Demon's Souls PS5 a pay to win game.
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# ? Nov 12, 2020 17:08 |
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# ? Apr 26, 2024 11:02 |
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Harrow posted:Apparently they used the same underlying code for the combat so it ideally won't feel like a different game pretending to be Demon's Souls. Early impressions seem to back that up, but I won't be able to play it myself until like tomorrow at the earliest. From what I can tell, the biggest departures are the visuals (obviously) and the backstab/riposte animations, which have been spiced up a lot (but supposedly take the same amount of time to resolve so they shouldn't "feel" different). yeah im interested to see what people's impressions are once it gets into goon hands i think the "feel" of the combat is about more than just code so animations and visuals definitely matter there
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# ? Nov 12, 2020 18:04 |