Since completing Dark Souls, I've merely dabbled with NG+ - not really getting anywhere despite my best intentions. However, I have picked up the PC version recently and installed a bunch of mods which make the game look truly spectacular. So I've been going back to it quite a bit and faffing about with the early game.
To be honest, I've spent most of the time taking screenshots and examining the textures closely rather than playing the game proper. I've also had the urge over the last few days to boot up Demon's Souls again, as it's been quite a while since I last dived into the world of Boletaria.
But of course, Dark Souls II has appeared on the horizon, surrounded by billowing black storm clouds and its heading this way like some terrible, unstoppable, inevitable nightmare.
A trailer was released this week and it made me weep with a mixture of fear and complete joy. Words such as curse, misery and frail hope are scattered throughout, so no change there then. It also shows ivy-strewn castle walls, a giant bandaged-wrapped monstrosity, a long-limbed freak, some god-forsaken fiery demon and spiders. Terrible, awful, spindly spiders.
As if to hammer the point home that this is no laughing matter, the narrator says: "Your wings will burn in anguish, time after time."
I hope at the end of Dark Souls II, FROM Software include a final death tally. That will make frightening reading. My pre-order is in and I'm ready. March can't come soon enough.
Showing posts with label Dark Souls. Show all posts
Showing posts with label Dark Souls. Show all posts
Thursday, 16 January 2014
Saturday, 5 January 2013
Radio the Universe
I’ve been on something of a crowd funding crusade of late, throwing my hard-earned cash around as if it were Monopoly money. That said, it has been an incredibly exciting few months, with some fabulous looking projects on the way, including Sui Generis, Maia, Richard & Alice, Ouya and the cheeky little scamp that is Spud’s Quest.
As if all this wasn’t enough, I’ve was tuned into Radio the Universe just before Christmas – a dark and brooding title which, according to developer 6e6e6e, takes its inspiration from games such as Zelda, Dark Souls, Castlevania: Symphony of the Night and Hotline Miami.
The mere mention of Dark Souls is enough for me to part with my cash instantly, but a quick glance at Radio the Universe’s screens actually brought to mind the overlooked and quirky DS RPG Contact – albeit with a darker edge.
The game hit its Kickstarter target of $12,000 within hours and has now reached all of its stretch goals, which promise to expand the game world, add secondary weapon systems and double the amount of cut scenes.
Head on over to Radio the Universe's Kickstarter page to find out more and see the game in action.
Thursday, 29 November 2012
Praise the sun! Dark Souls vanquished
After 123 hours, countless deaths and some of the most amazing gaming moments I've ever experienced, I finally delivered the coup de grĂ¢ce and sent Gwyn, The Lord of Cinder into eternal slumber. Yes, I've finally completed Dark Souls.
Over the course of the weekend, I knuckled down and made my way through Demon Ruins and Lost Izalith, dispatching four bosses before finally coming face-to-face with Gwyn in the Kiln of the First Flame.
It was an amazing feeling to finally finish what I consider to be one of the greatest games ever made and even though the 123 hours logged was perhaps a bit extreme, I used that time well, exploring every inch of the game world - which, incidentally, features some of the best level design I've ever seen - and repeated sections to farm souls and upgrade weapons and armour.
Now, NG+ awaits, but I'm considering starting a new character and going through the whole experience again, playing in a completely different style.
So thank you to the spirited brawler who helped me take down Ornstein and Smough, to the multitude of invaders who made my heart beat significantly faster, to the horned Capra Demon for teaching me patience and new swear words, to the person I heard ringing the first Bell of Awakening which raised my flagging spirits, to those goggle-eyed curse frogs who taught me the true meaning of terror, and finally to Hidetaka Miyazaki and his team for delivering a truly epic experience.
Thursday, 8 November 2012
Dragon's Dogma - Wolves hunt in packs!
I love Dragon's Dogma. Actually, scratch that. I ADORE Dragon's Dogma. Yes, the game which many thought would simply be yet another generic high fantasy adventure - including me - actually turned out to be a magnificent achievement by the team at Capcom.
I've just hit the 50 hour mark and for me, it stands head and shoulders above everything else I've played all year.
It's given me some of the most wonderful experiences over these last 50 hours and watching my small ragtag band of surprisingly dextrous travellers attacking monstrous beasts has given me a huge amount of pleasure.
Highlights include a gargantuan battle at dusk against a chimera, where lightning bolts, thick black tornadoes and jets of fire turned the tide in my favour; a night time battle against two hulking trolls at their makeshift camp; and an epic and nerve-shredding assault on a fort which gave the spectacle of Helm's Deep a run for its money.
Holding it all together are the wonderful visuals. There's a solidity to the world of Gransys which even the sprawling might of Skyrim fails to match and a sense of setting out on an epic adventure which so few games have managed to portray effectively.
The lighting effects are at times subtle but immensely effective - from the first grey light of day splitting the horizon, to the late afternoon sun sending golden shafts of light filtering through the trees in the heart of a deep forest. It's mesmerizing and these shifts in colour and hue help give Dragon's Dogma a spellbinding atmosphere - as does the eclectic soundtrack which ranges from rousing orchestral passages and haunting string arrangements to full-blown cock rock nonsense.
And unlike some other games where a day/night cycle simply means a change to the colour scheme, Dragon's Dogma makes tramping around at night a truly terrifying experience, sending the wary scurrying for the nearest campfire and nervously huddling together until dawn.
It's a remarkable game. It's as if director Hideaki Itsuno and producer Hiroyuki Kobayashi set out to make a western-style RPG and instead stumbled across something even better. It's like a perfect fusion of Skyrim, Monster Hunter and Dark Souls and it's magnificent.
All this and I forgot to mention the forgery shop, the barbers, the cross dressing, the creepy court jester, the seemingly endless supply of quests and the fact your trusty sidekick plays a role in other people's games online and returns home to tell you all about what they discovered - usually with a couple of mouldy apples in his pockets for his troubles. Amazing.
Here's to the next 50 hours.
Sunday, 6 February 2011
Dark Souls confirmed for Europe
Namco Bandai have announced they will be releasing their highly-anticipated new game Dark Souls across Europe later this year on both PlayStation 3 and Xbox 360. The spiritual successor to PlayStation 3 exclusive Demon's Souls, Dark Souls boasts a raft of improvements over FROM Software's last game and should be another unmissable RPG from the Japanese company.
Director Hidetaka Miyazaki showed off the game in San Francisco earlier this week, which highlighted typically dark and atmospheric locations. This is what we know so far:
* Exploration will be encouraged, with a seamless, open world to explore. If you can see a tower or castle in the distance, it will be possible to eventually reach it.
* FROM Software are aiming to make the game just as rewarding as Demon's Souls, but this time they plan to ramp up the difficulty.
* Gameplay will be similar to Demon's Souls, learning from mistakes will make the player better.
* Dark Souls does not share the same game world as Demon's Souls.
* The level design will be more complex than Demon's Souls, with more vertical design used throughout.
* Online play will be similar to that in Demon's Souls, with players able to penetrate other people's game worlds.
* Character creation will not be class based, while more spells and items will be available with more focus on weapon customisation.
No release date has been set, but Dark Souls looks like it will be released late this year. In the meantime, check out these amazing screens:
Director Hidetaka Miyazaki showed off the game in San Francisco earlier this week, which highlighted typically dark and atmospheric locations. This is what we know so far:
* Exploration will be encouraged, with a seamless, open world to explore. If you can see a tower or castle in the distance, it will be possible to eventually reach it.
* FROM Software are aiming to make the game just as rewarding as Demon's Souls, but this time they plan to ramp up the difficulty.
* Gameplay will be similar to Demon's Souls, learning from mistakes will make the player better.
* Dark Souls does not share the same game world as Demon's Souls.
* The level design will be more complex than Demon's Souls, with more vertical design used throughout.
* Online play will be similar to that in Demon's Souls, with players able to penetrate other people's game worlds.
* Character creation will not be class based, while more spells and items will be available with more focus on weapon customisation.
No release date has been set, but Dark Souls looks like it will be released late this year. In the meantime, check out these amazing screens:





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