Current Events > Why does dark souls 2 suck so much fucking ass?

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SwayM
06/30/18 1:59:18 PM
#53:


Nazanir posted...
intrduction of players being able to be summoned by a boss (Mirrorknight was fucking amazing)


Demons Souls did that.
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ultimate reaver
06/30/18 5:11:49 PM
#54:


SwayM posted...
Nazanir posted...
intrduction of players being able to be summoned by a boss (Mirrorknight was fucking amazing)


Demons Souls did that.


Not only that, but every boss that's done it has been more fun than Mirror Knight
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Tmk
06/30/18 6:03:32 PM
#55:


ultimate reaver posted...
Grass was so stupid that they were very vocal about their decision to turn it into Estus in DS1. Bringing it back was incredibly stupid.

They didn't bring it back. Lifegems barely healed anything, took much longer to use and healed over time, not instantly. In Demon's Souls it wasn't that difficult to end up with pockets filled with 198 or more instant full heal grass that you can pop in the middle of a fight mindlessly and be fine. Life gems on the other hand you can only easily get the weakest variant of endlessly and they're so horribly slow that it takes skill just to be able to use them reliably in the middle of a fight.

ultimate reaver posted...
People don't hate DS2's world because it isn't interconnected, they hate it because it makes absolutely no logical sense to the point where people have to create excuses and fan theories to make up for it.

No some people do hate it because it's not like DS1's.

I'd prefer the way DS2's world is laid out and not making sense then them just throwing up their hands and giving up entirely like they did with Demon's Souls and to a lesser extent Bloodborne.

ultimate reaver posted...
The rehashed bosses in DS2 wouldn't be bad if there was more than one or two decent boss fights weighted against them in comparison, but tragically every boss is insanely easy except for Ancient Dragon, which is more like an unfinished joke fight.

This is just being hyperbolically unfair to the bosses in DS2.

ultimate reaver posted...
You also forgot level design as a whole, which is childishly simplistic compared to every other entry in the game. Most areas are just giant funnels you stumble through outside of the DLC and a tiny amount of exceptions in the main game. Black Gulch and Aldia's Keep are incredible jokes stand stand out in particular.

Black Gulch is basically just an extension of The Gutter. Sometimes Souls segments its shitty poison area, sometimes it doesn't. Aldia's Keep I file under the same category as a place like Byrgenwerth or Chasm of the Abyss: "This seemed like it should have been much larger because it could've been really interesting"

When faulting level design and enemy placement of DS2, again people hold it accountable for things other Souls games did, sometimes did much worse. The entirety of Demon's Ruins all the way to Bed Of Chaos is some of the least inspired badly designed levels in Souls, for example, beginning with one of the worst bosses in the game, then a reskin of the first boss and follow-up Asylum boss, then a forgettable boss they didn't even think enough of to give it a unique theme or soul, then Lost Izalith and Bed of Chaos as the finale. Or what about Crystal Cave which has about as much content to it as Black Gulch, except instead of a poison gimmick, its gimmick is...invisible walkways. Is that...is that better? Is that better than Black Gulch and poison?

Or how about Bloodborne which is a fairly small game that hoped to compensate for this by packing in half the content as filler via Chalice Dungeons, which are essentially a random algorithm adept at creating an infinite amount of the shittiest Souls content From has ever released.

Of all the sins Dark Souls 2 committed, none I see is as grave as fucking half-assed randomised repetitive dungeons, which they put the entirety of the endgame in at the expense of everything else, and the incentive to do them being a shitty half-assed attempt at some quasi-Diablo style loot garbage that was not only implemented in a way antithesis to Souls, it also was to the detriment of every facet of the game's balance and longevity.
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