Dark Souls (Project Dark)

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Harbinger O Great Justice
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X
It's official that Project Dark is now being called Dark Souls, and it seems like it's going to be a true successor to Demon's Souls. It's a PS3 exclusive in Japan, but in NA & EU it will be out for the 360 as well.

Here's the translated info from the latest Famitsu (thanks to Siliconera).

From Software is planning to make Dark Souls as difficult as its predecessor, and similar in style. Players still create their own characters, though there are no longer different job classes. There are tweaks to the world design, as well: the world is no longer divided into levels, instead being one large area.

Other players will be able to inhabit that world in some way, in both cooperative and competitive play. According to Siliconera, you'll be able to feel the "gentle presence" of other players through interactions like notes left for other players at the place of death.

Here's the trailer from September for those who missed it.





Fucking excited.


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Max Payne

Banned
AKA
Leon S. Kennedy,Terry Bogard, The Dark Knight, Dacon, John Marston, Teal'c
This game pretty much is Demons Souls 2 but multiplatform.

This was confirmed back when it was announced. I thought there was a thread already but I guess I was wrong.
 

X-SOLDIER

Harbinger O Great Justice
AKA
X


New, AWESOME trailer. (Does want the armor from the end).

Release date Holiday 2011 (along with all the other games and things that are going to rape me of my $$$)


Kotaku also has a gallery of the new screenshots. I'm really digging the idea of a more open world, and hope to god that character creator is better, the armor is more customizable this time around to make your character a little more unique looking, & more awesome Halberds! Not everyone just uses swords).


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Max Payne

Banned
AKA
Leon S. Kennedy,Terry Bogard, The Dark Knight, Dacon, John Marston, Teal'c
Ahh I love Dark Fantasy. Another good game I can use to emulate the atmosphere of Berserk.
 

X-SOLDIER

Harbinger O Great Justice
AKA
X
The PlayStation Blog has an interview with Hidetaka Miyazaki, the director of Dark Souls. After reading this I am bursting with excitement. I love everything about how he talks about the game and the design aspects. He sounds like the perfect person to run a project like this based on this interview.


Sid Shuman: Would you describe Dark Souls as a sequel to Demon’s Souls, or a spiritual successor? Does Dark Souls reside in the same universe as Demon’s Souls?

Hidetaka Miyazaki, director, Dark Souls: Dark Souls is not a sequel to Demon’s Souls by any means. However, it’s created by the same producers and director and so the ideologies, concepts, and themes have carried over and are similar. It’s a totally new game with similar concepts.

SS: Demon’s Souls is infamous for its difficulty. Will Dark Souls be as difficult?

HM: Yes, Demon’s Souls was known for its incredible difficulty [laughter]. With Dark Souls, there is no intention to decrease the difficulty at all. Actually, we intend to increase the difficulty of the game. (Sid: !!!) But not simply by making the game more difficult, but by giving players the freedom to strategize freely and conquer that difficulty, and to be rewarded accordingly.

This is an analogy we often use: We are trying to create a game that is spicy. And we want to make it as spicy as possible. But it’s edible and tastes good and leaves you wanting more.

SS: How do you keep a difficult game from becoming punishing, and drive the player to quit in frustration?

HM: Good question. We can’t tell you all of our secrets, but there are a few ways we prevent users from drifting away. Number one, the difficulty is not dependent on the skill level of the user. We have not created a game where players who react faster or press buttons faster are better than others. Second, when a player dies, we try to leave a sense of “maybe if I try a different strategy I can succeed.” Things that you lose in death can be outweighed by what you gain by trying again. We try to give players lots of freedom to design their own gameplay style, and we’ve implemented enough content to enable users to continue challenging themselves and continue making progress.

One more aspect is the difficulty based on repetitiveness. We don’t want users to have to constantly carve away health from enemies. We’ve created all characters — including enemies and the player — to have high attack power but low defense. We don’t want users to hack and hack and hack away to defeat an enemy. It’s more strategic. We want users to think, “if I avoid this enemy, maybe I can overcome him.” We don’t want players to be frustrated by doing the same things over and over.


SS: Death was a part of life in Demon’s Souls. But it required that you replay the entire level from scratch with enemies in identical locations. Will Dark Souls force players to restart levels? Will levels be less repetitious to replay?

HM: The main concept has not changed: You try something, die, learn from your mistakes, and eventually overcome those mistakes. In Dark Souls, we’ve added the ability to players to choose their recovery point — essentially respawn points. If you die, you won’t be taken back to the beginning of the level. And as you explore the world, you can carve out your own territory and retry quests you failed. That’s a big difference. It’s an aspect that we want players to use to strategize their approach to the game.

SS: Will Dark Souls have a less intimidating control scheme than Demon’s Souls?

HM: In Demon’s Souls, when you finally get used to the controls, it feels pretty good. So for Dark Souls, the controls and feel won’t change too much. However, we are adding a tutorial so players don’t have to fight to learn how to play. We don’t want to take the players step-by-step, we just want them to get past the first step.

But generally, for Dark Souls, learning commands and controlling your character is probably a little bit easier. But to counter that, we’ve added a lot of aspects that users must learn beyond the controls. The amount of magic, the number of weapons, the types of weapons, the moves attached to the weapons…there is a lot more that players must learn in order to conquer the challenges.

SS: Does that mean we can expect a lot of new weapons with unique functions?

HM: The simple answer is yes. But we’re not just increasing the number of weapons; we want to improve the uniqueness of each weapon. Each weapon will have characteristics that are vastly different from other weapons in the game. As an example, the player starts with a Long Sword. Eventually he might find a Holy Sword, which is far more powerful but is used very differently. Some players will choose to continue using the Long Sword simply because they’re more comfortable with it.

We want to give players many options, even if that means they use the sword that ‘fits best in the hand.’ We want you to become emotionally and physically attached to the weapon you’re using. Perhaps the Long Sword, after you’ve used it for so long and taken such good care of it, is the real Holy Sword. [laughter] The real Holy Sword, though, might be very hard to master despite its power. And some players will say, “This is difficult to use? Leave it to me, I’ll master it!” [laughter]. The mind games and strategizing — that’s the most fun aspect of the game to me.

SS: How will dual-wielding two weapons impact combat? Is dual-wielding a successful strategy, or more of an “expert’s mode”?

HM: Dual wielding is an option, but it’s a very difficult choice for novice players. The default fighting style is holding a shield in one hand, a weapon in the other. And the shield adds a lot of protection, it’s quite effective. If you see another player dual wielding, we want you to think, “Oh my god, this guy is special!” Dual wielding is a way to challenge yourself, but it has a lot of downsides and makes the game much harder. When you’re in trouble, you’ll want to return to your shield and sword.

We want to keep dual wielding special. It’s a very unique strategy that will hopefully give a new experience to the player as well as those watching him.

SS: Like Demon’s Souls, Dark Souls will include online co-op and competitive play. Are you planning any broad changes to the multiplayer?

HM: Yes. Throughout the game, there will be both cooperative and competitive play with other players. Each user will enjoy a unique single-player game; at times, they will cross paths with one another. Depending on the situation, the time, and the players’ goals, those players may cooperate or compete against each other. The multiplayer system we’re creating will envelop the single-player mode. Multiplayer will enhance single-player, make it more unique, compared to other games that emphasize traditional multiplayer co-op or competitive play.

SS: What’s the single addition to Dark Souls that you’re most excited by?

HM: Probably the Beacon Fire. It stands for a lot of things. It serves as a recovery point; when the player’s health is low, the Beacon Fire helps you recover. It serves as a respawn point as well. So it’s powerful from a gameplay perspective. Secondly, the Beacon Fire will be used to share experiences with other players. It’s a place where players can gather together and communicate — not verbally communicate, but emotionally communicate. Third, it’s probably the one place in Dark Souls where users can relax just for an instant. In this cold, dark world, the Beacon Fire is a place of warmth. It’s one of the few locations in the game that is heartwarming. It expresses this dark fantasy world I’m trying to create.

SS: How will character creation work? Are there still classes? How can I augment and customize my character?

HM: The basics are quite similar to Demon’s Souls, but you can customize the physical build of your character now in addition to his face. There’s a lot of customization in terms of gameplay styles and parameters. It’s very open, and there are many more options than in Demon’s Souls. You can create any type of character you’d like to create.

SS: What’s your philosophy regarding monsters in Dark Souls? Are you going for really grim, grotesque creatures?

HM: Calling it a “philosophy” is probably overstating it a bit [laughter]. I want to expand the range and variety of all the enemies, whether they’re hideous or beautiful or strong. I don’t lean towards any particular type, but [high-level enemies] will be pretty disgusting. And you might not believe this, but all the monsters I design — from Demon’s Souls to Dark Souls — are “beautiful” to me, no matter how gruesome their appearance.

SS: What games are you looking forward to playing in 2011?

HM: Politically this is sort of a difficult question to answer! [laughter] I’m a big gamer. But to be honest, right now I absolutely love Magic: The Gathering Online. For 2011, I’m really looking forward to UNCHARTED 3 and The Elder Scrolls V: Skyrim.

UNCHARTED 2 came out around the same time as Demon’s Souls, so it was a big competitor for us at the time. But UNCHARTED has done so well, and now I’m really excited for UNCHARTED 3. I’m quite interested in Skyrim because the fantasy world is something I really look forward to in games.



X :neo:
 

Max Payne

Banned
AKA
Leon S. Kennedy,Terry Bogard, The Dark Knight, Dacon, John Marston, Teal'c
Ahhh at least there's some japanese devs that aren't stagnating.
 

Joe

I KEEP MY IDEALS
AKA
Joe, Arcana
I'm glad this is multiplatform this time around - not that I had a problem with it on my PS3 but it'd be nice to share it with XBL friend. And that interview was really informing. Looking forward to this more now.
 

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Harbinger O Great Justice
AKA
X
New interview with Miyazaki that will convince you EVEN more just how fucking awesome this dude is, and gives more really neat details on what to expect. (Too long to C&P the interview like I did with the previous one).

Also, excellent pictures, like this:




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X-SOLDIER

Harbinger O Great Justice
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Kotaku's put up a shitton of new images. REALLY excellent looking.

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X-SOLDIER

Harbinger O Great Justice
AKA
X
Kotaku has an excellent early look at one of the game's levels, and for those that cba to load the site, I've got the whole
There's no mistaking it. Dark Souls is as much a Demon's Souls sequel as we're ever going to get, at least any time soon. It's the more beautiful Demon's Souls. It's the game more willing to run wild with its unique brand of twisted dark medieval fantasy.

It may have been touted as a more difficult Demon's Souls, with more relentlessly enemies, crueler environments and more trademark brutally. But Dark Souls feels like a more refined, better produced, more mature Demon's Souls, a game I just had my first real-time gameplay demo of earlier this week.

To say that I was excited for Dark Souls may be an understatement. I lobbied (unsuccessfully) in 2009 for Demon's Souls to be Kotaku's Game of the Year. I have since sunk hundreds of hours into that PlayStation 3 game, seeing its every bit of content. I came to love it harshness, its brooding atmosphere, its punishments for carelessness and its rewards for thoughtful play. So, yes, I'm very interested in Dark Souls.

Based on my initial hands-off impressions of Dark Souls, this is a game designed with players like me in mind, players who are comfortable with its many deaths . Having sufficiently conquered Demon's Souls, I need a new challenge. And it looks like I'm going to get one.

My demo, played on a PlayStation 3, focused on a single area, one trap-laden castle, the stony, gloomy medieval fare that Demon's Souls was known for.

As we approached what Namco Bandai reps referred to as "The Trapped Castle"—the game called it "Sen's Castle"—we looked behind our knight briefly. At his back was the bridge that lead to Sen's Castle, beyond that the forested open area that is said to lend Dark Souls a less structured world than its predecessor. Gone is the hub world of Demon's Souls' Nexus, partially replaced by campsites known as Beacon Fires. These fires are the safe zones where players can heal and share their experiences with other players.

A player's visit to Sen's Castle may occur at different occasions for different players, Namco reps said. The same was partially true of Demon's Souls, but Dark Souls appears to be less restrictive in where its players can go and when they can go there.

Looking toward the humble castle entrance, I was immediately struck at how vibrant this game was. The screen was bordered with soft greens from the nearby trees. The walls of Sen's Castle glowed softly gold. The knight, outfitted with a rusty iron helmet, indigo robes underneath leather armor, dozens of medallions hanging from his neck, a dagger sheath at his left breast, he looked more colorful, more uniquely interesting than the medieval fantasy warriors of Demon's Souls.

Still, this is grim, dark fantasy stuff, evident as we entered Sen's.

If one considers the environmental nature of some of Demon's Souls worlds, with Stonefang Tunnel a world of fire and magma, the Vally of Defilement home to plague and poison, Sen's Castle should be thought of as a long sequence of death traps. Darts fly from its walls from all directions. Elevator shafts are capped with spikes, making damn sure you better get off on the right floor or suffer the consequences.

The castle is guarded by snake warriors. They're humanoid from the neck down, with long serpentine necks that stretch their height to eight or nine feel tall. Those snakemen attack with sword and shield, moving quickly and relentlessly.

Dark Souls sometimes throws in a cobra guard variant, a four-armed soldier with a wide hooded neck, a curved sword in each hand and the power to spray poisonous venom clouds. Lovely.

While fighting those snake guards, it was clear the combat in Dark Souls is near identical to that of its inspiration. As in Demon's Souls, players can strike one-handed, with light or heavy attacks. They can switch to a two-handed mode, putting away one's shield, for braver battles. Parry, riposte, critical strikes, blocks and rolling dodges—they're all here, all seemingly unchanged in their effectiveness. Demon's Souls players should feel at home in this game's hand-to-hand fights.

Venturing further into Sen's more traps revealed themselves. On a narrow bridge, a series of giant pendulum scythes swung back and forth, threatening to knock the player into a dark pit below (I got to see the contents of that pit a bit later). Further complicating the approach was a snake guard one floor above, spitting at the player as he slowly creeped through—then spring through!—the scythes. At the end of that bridge, another vicious obstacle awaited, a never-ending series of rolling boulders, the kind that would make Indiana Jones run in fear for his life, but which Dark Souls players must routinely face while running up and down winding staircases in Sen's Castle.

The sound of those traps, a constant din of rolling boulders and mechanized torture devices clattering in the distance, will be a fearsome reminder to players of the dangers of Sen's.

The traps don't stop there. At the entrance to the castle, the knight opened up a treasure chest, revealing a bounty of souls within. But his next attempt to open a chest resulted in a horrifying discovery. The chest opened, revealing a pair of spindly arms, rows of bloody fangs and a flopping, bloody tongue, pulling the player inside for a chew. It was a grislier version of a Mimic from Dragon Quest, a beast disguised as booty. The player antagonized it, swinging at it with his hefty large sword. That really pissed off the treasure chest mimic, which then stood upright, now twice the height of the player. It kicked and scratched and roared, stronger than its thin frame implied. Eventually, it went down, reduced to a pile of souls.

In Sen's, we saw one more thing that inhabited the trapped castle. At the bottom of the aforementioned black pit, where stagnant water has collected, was a huge bronze guardian—this monstrosity. Its head was sheared off, as was one of its legs. It lumbered toward the knight, massive bronze staff in hand, a slow moving juggernaut that was just creepy (and mad) as hell.

Now, there was no real climax in my hands-off demo. It didn't end in one of FromSoftware's boss fights against some huge demon or towering knight. Instead, we paused a moment to take a look at the game's interface, inventory and equipment. The knight I was shown, a "special kind of knight," is just one of the game's starting classes. The only other mentioned was a witch. The equipment our knight wore included the previously mentioned armor, a large class sword, otherwise nondescript, and a pointed shield. That large sword had at least one secret ability—it could cast spells.

We saw a few more traditional spells equipped in the knight's inventory, like a lightning bolt attack and the defensive "iron body" magic. But it appears that some weapons will have the ability to behave magically, with this one casting a fireball spell and an area of effect attack that emitted a crimson burst.

As back up, the knight had at least two more weapons—a large, gnarled hammer that reminded me of Garl Vinland's Bramd and a thorny bluish sword that looked as heavy as a Meat Cleaver or Dragon Bone Smasher from Demon's Souls. Flipping through the redesigned and far more attractive inventory screen, it looked like the standard equipment was here. Gauntlets, helmets, rings, leggings, inventory to hold grasses and other consumables were all seen. Yes, you'll be chomping on grasses and downing spice in Dark Souls, just like its forebear.

One new aspect of Dark Souls will be the option to upgrade one's armor with materials, an option previously limited to weapons and shields in Demon's Souls.

Delving into the game's inventory screen also offered a quick glimpse at stats. It appears that the confusing runes that indicated a player's strength, dexterity, faith, luck and more have been replaced by more easily understood icons.

Added to the list of character attributes is a new Humanity stat, which has some effect on a player's human nature. In Dark Souls, you're already dead, with your appearance fluctuating from human to more corpse-like, with that Humanity characteristic having some unexplained impact. Namco Bandai reps said that players can "give some of their humanity" at Beacon Fires, a mechanic we don't yet understand, but hope to when the game is shown in online form at E3 2011.


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ForceStealer

Double Growth
Holy crap that's pretty incredible. I usually have next to zero interest in collectors' editions. I also rarely see much point in preordering a game outside of just ordering it a couple days in advance online.
This manages to trump both disinterests.
 

X-SOLDIER

Harbinger O Great Justice
AKA
X



Interesting introduction. The story seems interesting if everyone's undead, and a new take on the Soul-form from the first game.


X :neo:
 

Max Payne

Banned
AKA
Leon S. Kennedy,Terry Bogard, The Dark Knight, Dacon, John Marston, Teal'c
Watching the Live demo it looks soooooooo good.
 

Max Payne

Banned
AKA
Leon S. Kennedy,Terry Bogard, The Dark Knight, Dacon, John Marston, Teal'c


Holy shit giant wolf with a sword.
 

X-SOLDIER

Harbinger O Great Justice
AKA
X
This is just TOO epic not to post.

http://www.next-gen.biz/news/software-thwarts-early-dark-souls-players


According to Japanese blog Esuteru, From Software is taking on those who have somehow acquired an early copy of the upcoming Dark Souls in typically cruel fashion.

It appears the developer is making use of a feature which enables players to invade each other's worlds, by sending max-level Black Phantoms into the games of those who are already playing the game thanks to retailers breaking Dark Souls' official Japanese release date of tomorrow.

The below screenshot (check the link) shows the terrifying stats of one hunter: level 145, 1900HP, and all abilities at the maximum 99. For the sake of comparison, our Dark Souls reviewer is currently level 43, with 1001 HP and abilities ranging from 8 up to 30 - after almost 60 hours.



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