These newly redesigned Disney princesses also have extremely dilated pupils as if they were aroused.
Grar 10%? Grar your radioactive spider bitten alien from Krypton’s Norse god in the Matrix with two hearts. #shutupnerd
HEY those cans of frozen juice concentrate? Add one, a can of water and an extra 1/2C of sugar to your ice cream maker for KILLER SORBET!
It would be great if people who advocated any particular religious belief would comport themselves in a manner consistent with that belief.
[glares at wet hands] stop touching me! why are you touching me! I’ve dried my hands like six times already! stop touching me! ararrrggh!
Kingdoms of Amalur: Reckoning
Picked this up last week in the PSN sale for $5. My biggest complaint is that you can’t flip the X camera axis. That’s a hanging offence right there.
My second complaint is that Hard isn’t hard.
I figured I’d just pick hard out of the gate because, well, it’s not a Souls game. But c’mon, it’s just barely holding my interest as something to do while I recuperate from a bad cold, and I’m not grinding or minmaxing. Playing as a rogue type, very little magic, just melee daggers and a longbow.
It’s really pretty, though. Really.
Dark Souls II
Well it’s been a couple hundred hours now I guess. Working on the third character. Kind of losing steam, though.
The story: doesn’t sit as well with me. It’s not as compelling as the other two games. It’s too pat. It doesn’t say anything new or interesting. It’s trope-heavy. And not the usual Souls tropes. Old, tired tropes.
Gameplay: I feel like it’s both more, and less, grindy. It’s too easy to make an overpowered character, and you can do it with magic or dark or miracles or strength. But if you choose not to go OP, then the game kind of punishes you for that choice. It’s like enemy defense is just a little too high, or maybe dex scaling is just a little too low. It doesn’t feel quite as balanced. Combat seems better because it’s simpler, but also not because the poise/stagger mechanic seems not quite right. I was ready to like it, open to change, but now I’m not so sure. I think there’s too much insistence on the math and maybe not enough play tuning.
The world: nice level design at the detail level, and some of the zones are inspired (Forest is the best), though there are more that feel basically phoned in. I find it inexcusable that the geography is illogically laid out. The most obnoxious example is having the Iron Keep and its lava swamp be a vertical ascent straight up from the giant windmill in Earthen Peak. Really.
Maybe I should go back and play DkS and DeS again to check my assumptions. DS2 is polished enough, but it’s polish on something that’s unfinished, not quite right, inside. Do you know what I mean?
I miss Dragon’s Dogma
Though I’m kind of ashamed to admit it. I don’t miss the stupid way the damage equations are written. But some of the creature and character design work in DD is just amazing, and the animations are wonderful. It’s also a compelling and detailed world, and the music is great too, some of the best VG music.
I mean I’m really enjoying DkS2 as a game, I’m taking my time, just now getting to Vendrick after 80+ hours. I wish it was possible to have the unforgiving playstyle of a Souls game in an open world environment with the much larger budget for creature, character and level design that Capcom was able to pour into it.
I dunno the answer here.
Royal Rat Authority
Fuck that guy.
And his little dogs, too.
The DkS2 item I want most
Gavlan Mug of Infinite Grog
Jesus dude would it kill you to pass it around?
It’s not like it runs out or anything.
Dark Souls II - Weapon Upgrades
So I’m fifty hours into Dark Souls II and I have to congratulate From on streamlining shit that was really pretty obnoxious in previous souls games, especially weapon upgrades.
In Demon’s Souls, the upgrade system was some arcane bullshit with some really fairly demanding farming requirements. Dark Souls wasn’t too much better particularly with boss weapons.
DS2’s simplified “infusions” system and extremely simple rules about what damage a fully upgraded weapon will do vs. a +0 weapon is very easy to understand. I think the simplicity of this system is what allowed them to double the number of weapons available in the game, too, without running the risk of having some of them be OP.
My understanding is that the rules are basically:
Standard Weapon - “Titanite” upgrades: Fully upgraded +10 weapon will have 2x the phys damage of +0. So each upgrade gives you 10% more dmg.
Rare Weapon - “Twinkling Titanite” upgrades: Fully upgraded +5 will have 1.5x the phys damage of +0. Each upgrade step also gives you 10% more dmg.
Boss Weapon - “Petrified Dragon Bone” upgrades: Fully upgraded to +5 will have 2.5x the phys damage of +0. Each upgrade step gives you 30% more dmg.
That’s pretty easy to understand; you know what you’ll get with a maxed out weapon just from looking at it off the shelf. Super great, I say.
There’s also generally stat scaling improvements with each upgrade step, but they don’t seem to be as dramatic as in DkS. Which is a shame if you’re specializing. But oh well.
Infusions of elementals or poison/bleed make this somewhat more complex (though not overly so) but if you ask me you want to generally stick with non-split damage like in previous games unless there’s a specific foe that is super weak to something in particular. Like that Heide spear with its innate lightning is pretty great against a couple of bosses so even though I rock a falchion most times I’ll pull it out for stabbing stubborn armoured dudes.
As far as aux damage goes, I like what they did with poison — it’s now a real threat. Much like toxic in DkS. Conversely, I really have no idea what the hell bleed does any longer, I can’t see any effect on any foes unlike in DkS where it was pretty obvious when you were bleeding something out.
I haven’t beat the game but I’m taking my time through it with a duck-and-cover DEX build, just enjoying getting my ass handed to me over and over again because I fucked something up. Such a delightful change from Dragon’s Dogma, where there is only that slim range of player levels between “I can’t even chip this asshole” to “ME KAIJU YOU LEETLE BUG” where it is an actual game.
It’ll be nice when the 1.03 upgrade of DkS2 hits because it kinda sucks not being revived to human when you successfully help someone beat a boss. There’s really not enough human effigies around, and without a real motivation to co-op (being revived) there’s not enough summon signs down.
Yes I know the Old Iron King is a big sucky noob of a boss who moves like molasses. I still died twenty times fighting him because of falling into the holes in the floor.
And yes I was the guy who just posted about how Souls games are awesome because they let you fall into the holes in the floor.
HELLO AGAIN no ij cannot get enough of you pounding the ground like a baby and crying your big fat tears of fire at me.
Souls in a nutshell
Probably the clearest illustration of the difference between Souls games and other, lesser games, is the behaviour of the player when walking towards the edge of a cliff.
Most other games, your character will catch themselves, rearing back at the cliff edge, giving you a moment to correct a mistake if you didn’t really want to go over the edge. If you do want to go over, you’ll have to “push hard” on the controller, or double tap, or actually jump.
In a Souls game… over you go. No rearing back, no hesitation, just right off the edge and down you go.
The message is clear in Souls games:
- Pay attention to your surroundings
- Be certain of your actions
- It’s your own damn fault if you screw something up
It hearkens back to the glory days of 8-bit platformers like Miner 2049er where individual pixels mattered, and precise jumping down to the frame was important, and you would die and die and die and then finally succeed.