Thursday, July 28, 2011

Dark Souls

Not surprisingly, one of the questions that were laid at From Software is why this game is called Demon's Souls 2. The answer was that the decision was taken because of the novelty introduced, either because the first game was an exclusive Sony (PS3 only usc), while Dark Souls produced by Namco Bandai for the Xbox 360 and PlayStation 3. An explanation so that suggests that the title chosen this time derives more from legal reasons not to gameplay.


Given this premise, time to move to the description of what we showed in this hands-off. For the occasion Kei Hirono and Daisuke Uchiyama have presented the Sen's Fortress, dubbed "the map of traps" for the reason that we can easily imagine. Every step in fact concealed pitfalls of every type, whose only task was to take down our stamina bar to zero.


The first thing we noticed was a graphic style slightly less dark and slightly more colorful, but removed this one look distracted seems to be in front of the "old" Demon's Souls: the interface the same as we have learned to appreciate on the PS3, as well as the mechanics of killing and collection of souls by reinvesting in various power ups and assorted.


The same applies to the fighting, tactical and bastards like never before, since the first error that will commit will be hopelessly smitten from the game. Which, incidentally, seems even more bad if possible, always ready to castigarci at first slip.


On this occasion we've seen developers face enemies from the human form but with a giant cobra's head on his shoulders, armed with two swords or with sword and shield. Not have missed then intermediate bosses, gi them large enough to be difficult to demonstrate in their entirety, until you reach the huge Iron Golem, so great that the prover is often had to hide between her legs, and to conquer us cos with a few shots well seated.


Between the beginning and conclusion of demonstration we saw every kind of trap, not the last suspended in a void long corridors with giant blades capable of making us fall over, lifts whose last floor consists of interesting information that hang from the ceiling to impalarci alive, or chests that not waiting to be opened, only to turn into monstrous toothed mouths from which will come out legs, arms and an enormous tongue sticking out, ready to eat us.


When everything seemed to be proceeding as usual, here's the twist: our character comes from the sale of the manor in which lies and, by a staircase suspended to dizzying heights, observes the landscape. Before him lie bridges, castles and palaces. Turning your head and looking upwards along the mountainside, walls, sidewalks, and still other palaces in the loss of an eye.


Well, all we will walk and passable at will, because Dark Souls won't be pi divided by levels, like its predecessor, but will consist of a single immense levels populated with monsters and be addressed in order that we will prefer.

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