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Dark Souls II: Preview (Gamemir 2013)

The most important thing during the creation of the hardcore game is to feel the unsteady line between complexity and idiocy. The original Dark Souls coped with this task not bad, but not without flaws: almost every gamer at least once had to look into the passage to find an inconspicuous door or figure out how the gameplayer feature works. The need to climb on YouTube is not the effect that the authors wanted to achieve, and therefore in the sequel it was decided to redo some points.

The first statements on this subject were very careless and raised a storm of indignation on the Internet. What does “we want to be more understandable to players”? How is it, “Dark Souls 2 It will be more transparent “? The past “Gamery” helped to answer pressing questions, where visitors had the opportunity to personally run through demo versions, and journalists could chat with one of the producers, Takeshi Miyatso (Takeshi miazoe).

Heavy and even heavier

An unspoken rule has been established at the main Russian game exhibition among visitors: playing before the first death so that the line does not delay. But if Assassin’s Creed 4 allowed to run for half an hour, then the Human flow is about Dark Souls 2 represented the sight much more funny. They gave the same demo from Tokyo Game Show to feel, and almost no one could cope with it. Two minutes – “next, go through”.

This despite the fact that the management scheme has not changed at all. Anyone who touched the first part feels a deceptive self -confidence: the same rush speed, the same terrible parrying and an eternal lack of endurance. Everything is intuitively clear, even the interface remained fundamentally the same. Unless you get used to the physics of the battle: the sword began to cling to the walls much more often, and it is more convenient to attack opponents from the back. But it still seems that you, who won the four kings, will now show everyone how to play.

The episode for the demo was carefully selected. The gamer gets to the dark corridor and is faced with a choice: to stay at the shield in the twilight or take a torch in the left hand, opening for any attack. Here a certain young man decided to stay safe. It turned out, in vain, because in the dark a dozen opponents pounced on him, showered a hail of blows and expelled in a shame in an unknown direction.

The following queue participants, as smart homo sapiens, decided not to repeat other people’s errors and went down to the basement exclusively with lighting. With damn beautiful lighting, I want to say: if the first part was very modest in visual terms, now the game is almost nectogen, no Deep Down is not necessary. Some sparks are constantly flying, the armor shines realistically, and the dynamic shadows are worthy of PS4. Alas, it is not possible to admire the beauties for a long time: the game is forcibly starting to acquaint with the updated physical engine. Breaking the columns around, some kind of infernal monster appears, from which most players prefer to run away quickly.

The gameplay soon becomes just like in the original: a part of several skeletons, narrow isthmus, from which it is easy to fall, a strip of lives, contracting half from each missed blow. After a few minutes, the knight falls on the knee, the level begins from the very beginning, and the doubters have a pleasant sediment – this is the same Dark Souls. It feels absolutely the same, looks like it looks, but it seems to be played more diverse. Everything is fine, but conversations about simplifications are now even more incomprehensible. You have to go for clarifications personally.

Features of the National Fast Travel

The producer of the game is sitting in a small room, Takeshi is a smiling Japanese who was not tired of answering the same question all day: “Yes, in my opinion, the second part has become even more difficult than the first. We have more “bosses” here and severe punishment for improving ”.

The main principle that the developers were guided by the creation of the sequel was to leave everything hardcore, but to exclude the annoying. The maximum goal is that the gamer calculates its actions every second.

Takeshi is in a hurry to explain, for example, the recent news that the rapid movement between the fires will be available from the very beginning of the game: “There is no problem in going to the other edge of the world through already familiar locations – it will simply take a lot of time. So why is it needed?”Therefore, an irritating but not adding complexity element falls under the knife.

In the same vein, the approach to building levels will change. Before the solution of all the problems was one thing: to go

forward until something was killing you. For the second time – go around this place and wait for a blow to the head again. Now this can be avoided if you carefully study the environment. All traps will be equipped with tips like unusual textures or strangely swaying grass. It will become undesirable to go to trouble: after the death, the maximum level of health will decrease, so the number of deaths will have to be minimized.

Partially secure yourself can be cooperative regime. Developers admitted that the multiplayer component of the first part was terrible, and therefore this time she was subjected to radical processing. The network code was updated, the connection speed increased: hence the larger number of ghosts of other players, more actively emerging inscriptions and an increased number of participants in one session. Up to four people will now be able to turn out to be in one world, and it is unlikely that everyone will be on one side.

Here the Japanese makes an amendment: according to the statistics of the first part, the players preferred to sit out in their worlds without entering the multiplayer mode. Well, now you will be able to escape from the invasions of other gamers only by pulling out the wire from the modem. The concepts of “humanity” in the usual sense will no longer be, and every second you are ready to break into an indefinite number of lovers to spoil a fun game. Only updated carpets will be able to save: for example, one of them guarantees you help in case of invasion.

Another reckless thesis flashed in the news, requiring discussion: “We want to achieve a more transparent story”. But here the problem was in an incorrect translation: feed Dark Souls 2 will remain exactly the same. Introductory screensaver, short dialogs with sane population, final video. No story;Only subtle hints of occurring events. The setting, of course, is the same, but how the plot will correlate with the first part – the authors do not disclose. To questions about the already familiar characters of Takeshi, it only signs cunningly.

The “clarity” of the protagonist’s journey will manifest itself in the fact that they will not only say to you, they say, you need to hit two bells, but also poke a finger at the right door. More precisely, in a dozen doors: the authors try to minimize linearity, so some locations can not be affected at all. If you believe the most high-profile promises, then almost half of the levels will “replace” the visit to others, which means that the passage of different people will take shape in different ways. The total amount of content, thus, will grow by an order of magnitude.

Conversation with representatives Namco turned out to be even shorter than the allotted time-plot. Everything becomes clear after twenty minutes: these developers even better players understand that the series does not need any “re -disagreement”. On the contrary, they will not allow you to die with impunity, the “bosses” are designed for multiplayer raids, and the number of nasty things like “curses” will grow.

At the same time, the game will try to be a more compressed and whole work. Passing will take about the same amount of time, but at the same time repeating episodes, meaningless wandering in search of the right path and boring battles with low -level opponents will be less. And if a partial shift in the author’s composition made you doubt at least for a second, then we are responsible – in vain. You can safely pre -pretermate – there is a completely wonderful figure inside.

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