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Carpator Diei
Feb 26, 2011
In terms of Dark Souls III lore, there's another Soulsborne series LP currently ongoing that delves rather deep into lore questions, to put it mildly. On the whole it's more about analyzing thematic connections throughout the entire series, but there is an update about the Undead Settlement tree corpses in particular; this one, to be precise.

As for the "taxi service", I think the cage-carrier is actually the only enemy of that type in the entire Settlement who has a cage on his back rather than a wooden plank, so there is some possibility to piece together that the rhyme refers to him in particular. It's an extremely strange decision to lock that whole covenant off if the player defeats the area boss before figuring it out, though.

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Carpator Diei
Feb 26, 2011
Consider me happy that this is back :3 I can't wait to see what horrors this mod added to the Greatwood fight.

Carpator Diei
Feb 26, 2011
Wow, that boss really stands no chance against powerful ranged weapons, huh?

Regarding Dark Souls 3 modding, there's an interesting mod in the works that attempts to restore as much of the alpha version as possible; apparently the game progression and world layout used to be vastly different:
https://twitter.com/antyherowow/status/1354897933154574340
https://twitter.com/antyherowow/status/1354561401583509506
https://twitter.com/antyherowow/status/1354408151341264906 (contains Bloodborne spoilers)
https://twitter.com/antyherowow/status/1354776751629590529

Carpator Diei
Feb 26, 2011
I'm aware how this is going to sound, but I really think that the story (not the plot) of the Souls games fundamentally wouldn't work if it was just laid out like a history book, because the ambiguity of certain past events and metaphorical journeys is such an important part of it all. A lot of the questions raised by the short snippets you get wouldn't even be interesting anymore if there was some clear, developer-approved answer to them, rather than hints that deliberately allow for multiple interpretations. That's why I'm a bit worried about that Demon's Souls TV show; in my opinion, the worst thing you could do to a world like the one of Demon's Souls would be to give it the Star Wars treatment, with tons of side-stories set in a shared universe that explain every little implied detail (I'm not saying that that's intrinsically bad, but something that works for one sort of story doesn't necessarily work for another). Though I'm open to be proven wrong.

Carpator Diei
Feb 26, 2011

DoubleNegative posted:

I try to explain the cyclical nature of linking the flame at the end. I probably didn't do a very good job of it.
One important correction :eng101: It's kind of likely that the Age of Man will in fact only begin after the Flame has died; the Age of Fire is linked to the rule of the gods, and it's implied that without the Flame there wouldn't be a distinction between humans and gods anymore (or it wouldn't be possible to maintain the illusion of such a distinction, depending on your reading), which is why the gods and their followers want to keep the Flame burning. Now whether the Age of Dark that seems to alternate with the Age of Fire is identical with the Age of Man (as claimed by the people who would really like to bring about an Age of Dark), and whether those two are the only possibilities, is a rather different question. And I'm not even going to get into how it's a very valid interpretation that the Flame is a metaphor for capitalism :v:

Carpator Diei
Feb 26, 2011
Well, that miniboss was unexpected. Fits surprisingly well with that particular NPC model.

Carpator Diei
Feb 26, 2011

DoubleNegative posted:

17 - Cathedral of the Deep Part 3

We go pretty high up in this one and so I'm gonna give a blanket content warning for being extremely high up. So if you're not a fan of that, you probably shouldn't be looking between 13:00 and 19:38
I really don't want to imagine how the inside of that cathedral smells.
Now that you're using the shotgun, I suggest some Doom music once you get to the Demon Ruins.

Leave posted:

I think I mentioned this in the video, but the spine transfers from Tony Hawk games scare the poo poo out of me, but give me the chance, and I'll gladly dive off high poo poo in other games.
https://www.youtube.com/watch?v=whKhVWyEAYk&t=712s

Carpator Diei
Feb 26, 2011
Another nice-looking DSIII mod that people here might be interested in:
https://twitter.com/Archthrones/status/1386802988895850499

Carpator Diei
Feb 26, 2011
That was pretty much the perfect bossfight for your set-up.

DoubleNegative posted:

Also that Archthrones mod looks amazing.
Dark Souls modding is getting more and more ambitious in general; there's also Nightfall for DS1, Flames of Old for DS2, and even Bloodborne has at least one mod that restores a whole cut bossfight. And at least for DS1, modders have now figured out how to create completely new level geometry.

Carpator Diei
Feb 26, 2011
At least it's a very atmospheric area, I suppose. There are also some implications that it's actually Oolacile, or what's left of that place.

It also seems to be the reworked version of a cut area called Gods' Grave, which would have been a graveyard in a swamp:
https://twitter.com/antyherowow/status/1380679157764489216

Carpator Diei
Feb 26, 2011
Slowing down the player's walking speed in that area really feels a bit over the mark.

Carpator Diei
Feb 26, 2011

DoubleNegative posted:

22 - Catacombs of Carthus

Getting fired up about the bad parts of vanilla dark souls 3. There are many.
I'm genuinely surprised that Solaire didn't fall into any pits.

Carpator Diei
Feb 26, 2011
So, about those sandworms...
https://www.youtube.com/watch?v=mgrxv4wd-bU

This area is all sorts of weird, but the weirdest part is that the sandworm shouldn't be able to burrow into the ground because the Demon Ruins are down there, right below the surface; and the game even calls attention to that spatial situation by letting you drop into the ruins through a literal hole right in the middle of the lake.

Carpator Diei
Feb 26, 2011

DoubleNegative posted:

The path into the ruins proper would have to actually turn almost 90 degrees counterclockwise from the way it's pointed in order for the drop into the back end to make sense. :psyduck:
It kind of does:

Carpator Diei
Feb 26, 2011
Another detailed look at an enemy that no one asked for:
https://www.youtube.com/watch?v=5c4VjoxJ-sE

(Zullie's channel is really interesting in general, but has spoilers for later parts of DSIII)

Carpator Diei
Feb 26, 2011
I'm not sure if you've mentioned it earlier in the LP, but there's a theory that the corridor areas of the Catacombs of Carthus and the Demon Ruins are the remnants of an attempt to add a Chalice Dungeon equivalent to DSIII; I think that's kind of plausible, those rectangular corridors with clear delineation of height levels could probably be made to fit together in randomly-generated configurations.

Carpator Diei
Feb 26, 2011
A Bloodborne fun fact related to that topic: The random Chalice Dungeons aren't actually procedurally generated; there's a total of 2300 dungeon layouts in the game files, and when you use a Root Chalice you get a random one from that chalice's pool (out of 100 dungeons for each Depth 1-3 chalice and 200 for each Depth 4-5 chalice, including Sinister chalices). In other words, it is theoretically possible to complete every single Chalice Dungeon in the game if you're going at it for long enough, and in fact the community has managed to make a list of what's in each one. So while I think this is kind of fascinating, it also shows that the Chalice Dungeon system is even more half-assed than most people assume, and a hypothetical DSIII equivalent probably wouldn't have fared much better :v: (Though I have to admire FromSoft's skill at masking the mechanical limitations of their games)

Carpator Diei
Feb 26, 2011
Regarding Quelana: I'm pretty sure you were thinking about the Fair Lady there; Quelana is a different character, the one you meet at the base of Blighttown if you have a +10 Pyromancy Flame. She asks you to kill her sisters who were turned into spider creatures, but it's not quite clear if those sisters are really all that unhappy with their situation.

Also, it's a bit ambiguous whether demons in Dark Souls were all transformed into that shape; it applies for some in DS1 (such as the Fair Lady), but others seem to have been created by the Chaos Flame, and the transformed ones are never actually referred to as demons. The demons are also very much a sapient species with their own society and culture, and it's possible that they were only called 'demons' by their enemies, who waged war against them and managed to mostly eradicate that society.
Of course, all of that only applies to the demons in DS1 and 3; in DS2 the term seems to be used completely differently, in such an obvious way that it's probably intentional.

Carpator Diei
Feb 26, 2011
A closer look at Wolnir's model:
https://www.youtube.com/watch?v=dbSRmYYMtKc

Carpator Diei
Feb 26, 2011

DoubleNegative posted:

26 - Irithyll Part 1

We take on Irithyll of the Boreal Valley while wearing a pretty, pretty dress
That reconstruction of DS3's early area concepts I linked to a while ago mentions an interesting theory about Irithyll: It was initially designed as a certain area from DS1, now in the middle of a desert and halfway sunken into the sands; and some aspects of that early design are still visible in the final area.
Did you notice that the snowpiles in the corners look kind of weird and un-snow-like? It's recoloured sand.

Leave posted:

I would have never known that the giant skeleton was covered in smaller skeletons, had you not posted that. How are you supposed to see that, beyond getting a view like in the video?
In the elder days of Art,
Builders wrought with greatest care
Each minute and unseen part;
For the Gods see everywhere.

Carpator Diei
Feb 26, 2011
Concept art of Creighton (found here):

https://pbs.twimg.com/media/E3vEFxHVUAAGg1H?format=png&name=900x900

Yeah, I'd say "sus" is the appropriate description.

Carpator Diei
Feb 26, 2011
I'm pretty sure all the invasions in the dungeon were added by Cinders; for instance, Annalise and Eileen are Bloodborne references.
The Jailers don't even need to touch you with their branding irons to shrink your health bar; it happens when their lantern glows, even if you aren't close to them. If the branding iron hits you, you get a status effect that raises your equip load and prevents you from using the Estus Flask.

By the way, another DS3 boss video from Zullie, this time with a closer look at a certain ballsy tree:
https://www.youtube.com/watch?v=0Rd3K8jHYQQ

Carpator Diei
Feb 26, 2011
Turning the lowest floor of the dungeon into a rathole is a weird choice, though I suppose the pseudo-stealth segment with the horde of Jailers in the original was not the most overwhelmingly fun experience. Especially when that one screaming corpse with the Dusk Crown Ring alerts all of them at once.

Carpator Diei
Feb 26, 2011
The gargoyles are down there in the main game; the ones in the Grand Archives actually look a bit different (in that they have heads).

Carpator Diei
Feb 26, 2011
But what does our spouse look like underneath that veil?
https://www.youtube.com/watch?v=8KVOFEZpfBQ

Carpator Diei
Feb 26, 2011
That curse swamp seems a bit pointless. With only a few slugs left in the area, why would you ever stay on the white parts long enough to actually get cursed?

Carpator Diei
Feb 26, 2011
That Ornstein theory is fascinating, I hadn't heard that yet. That would make it even more notable that the Nameless King performs the same power-absorption ceremony on him as Ornstein does on Smough DS1 (while Smough just unceremoniously squishes Ornstein).

Something interesting about the Archdragon Peak area is that it seems to have been intended for a very different purpose in early plans for the game: As an in-between area connecting the Road of Sacrifices to an area that would eventually be moved to the second DLC. There's an early model of the whole area in a non-ruinous state, referred to in filenames as 'The Bridge'.

Carpator Diei fucked around with this message at 21:28 on Jul 24, 2021

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Carpator Diei
Feb 26, 2011
Ooh, cool that this is back :)

The things in the sky are not dragons, they're Pilgrim Butterflies; as the name implies, they have a relation to the Pilgrims, those hooded people with the chained boulders on their backs who attempted to reach Lothric Castle. Some more details of that relation will become clear in a later area. Here's a close look at one of them:
https://www.youtube.com/watch?v=Xt4XdxE2bgU

Carpator Diei fucked around with this message at 17:33 on Nov 23, 2021

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