At the Belfry Luna, it’s always nighttime, and at the Belfry Sol, it is always - always - high noon with the sun scorching down on you. In the Lost Bastille, it’s the middle of the night. In many ways, Dark Souls 2 is more disjointed. Dark Souls got it right, and Dark Souls 2 didn’t the first one hangs together and the second one just feels long. But in games, crafting the right variety of experiences around your core themes and mechanics makes all the difference between a great game and an aimless one. It can excuse a lot of weird, bad, or arbitrary decisions, and on paper, that seems like a crude way to work. We don’t usually talk about "variety" as a core virtue of games. The games succeed by giving you a satisfying variety of experiences, which isn’t something you can do perfectly you can just try to get it right, and land somewhere that feels complete, rather than exhausting. Like many games that aren’t Tetris, they aren’t streamlined to a perfect design, the way you’d find with an Eames chair, or a haiku. They start, they finish, and there’s a story event about two-thirds of the way through - but that story event is more of a seventh-inning stretch, a pause to send you into the endgame.Īnd that’s important, because without a story arc, neither game has a story that needs a certain length of time to tell. I don’t really need any more.īut let’s examine that for a second, because how do you know when a game is "long enough?" It’s not about the hours spent: the first Dark Souls took me around the same number of hours to finish, and I’m grateful for every one of them. Dark Souls 2 felt like it was long enough, and maybe even a little too long. I finished Dark Souls 2, and I more or less enjoyed it, but I’m not lining up for more content. I didn’t pay much attention to the news either. The extra levels or leftover content that you add long after a game’s release hit the market with little press and no critical reception, and meanwhile, the studio behind it has already moved on to its Next Big Game.įrom Software announced that Dark Souls 2 would be getting more levels this fall, but that announcement sank like a stone as people turned their attention to From’s next game, Bloodborne. Namco Bandai will publish Dark Souls in the West on PlayStation 3 and Xbox 360 later this year.Shipping DLC can be a thankless business. In Japan, Dark Souls is a PlayStation 3 exclusive. Interestingly Dark Souls does not use a centralized server so there will not be tendency changes like in Demon’s Souls. Details are scarce, but From Software mentioned to Famitsu you can leave messages behind for other players to see when you die. You’ll be able to feel a gentle presence of other players in Dark Souls. The concept for the online mode is mutual role playing. This game has both cooperative and versus play. While Demon’s Souls was broken up into worlds, fields in Dark Souls are seamlessly connected.įrom Software developed an online element for Dark Souls. Both elements should allow players to find their own style of play. Project Dark has a wider selection of weapons and magic spells too. This game begins with a player creating a character, but jobs have been removed. The story and world in Dark Souls does not have any connection to From Software’s previous work, though. From Software is setting the difficulty bar high and aim to make it as difficult as Demon’s Souls. The essence of the game is learning from mistakes and the joy of discovery. First announced at Tokyo Game Show, From Software’s spiritual successor Demon’s Souls is on track for a release this year.ĭark Souls is set in a dark fantasy world with a similar premise as Demon’s Souls. Just like the trademark we dug up hinted at, Dark Souls is the official name for Project Dark.
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