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Thread: [Multi] Dark Souls III

  1. #1
    Administrator Like-a-Bunny's Avatar
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    [Multi] Dark Souls III



    Dark Souls 3 Announced, Miyazaki Directing

    The leaked information about Dark Souls III [official site] is looking more legit now. The game was officially announced during Microsoft’s E3 press conference today and, while some of the more granular specifics are yet to be announced, one thing has been confirmed. Legendary director Hidetaka Miyazaki is back in the driving seat for this one when it launches in early 2016. I guess that’s actually two things.

    While Miyazaki directed Demon’s Souls, Bloodborne, and the original Dark Souls, he had a less hands-on role for the development of Dark Souls 2. Many fans think this resulted in a worse game, so they’ll be happy to hear Dark Souls 3 is back in the hands of the series’ creator.

    The trailer shown on Microsoft’s stage is as dark and creepy as you’d expect. No gameplay is shown, but we do get a glimpse of a huge zombie knight rising out of the ground. We’re talking Shadow of the Colossus size, here. Hopefully we’ll get clarification on all those other leaked details as Namco Bandai releases more info. In the meantime, immerse yourself in Dark Souls III’s dark, soulless E3 trailer.


    bron: RPS

    Quote Originally Posted by Dark Souls 3 is the last Dark Souls game
    **Update** A follow-up press release from Bandai Namco's European arm has let slip that Dark Souls 3 will be the last game in the series: '“The DARK SOULS brand became a phenomenon thanks to amazing work from our dear partners FromSoftware and our very own BANDAI NAMCO Entertainment teams”. said Herve Hoerdt, Vice President of Marketing & Digital at BANDAI NAMCO Entertainment Europe. “But above all, we are blessed to have such a supportive and loving community, and we are happy to dedicate this final episode to them!”'
    bron: Gamesradar
    Last edited by Like-a-Bunny; 15th June 2015 at 21:30.
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  2. #2
    Administrator Like-a-Bunny's Avatar
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    Goed nieuws dat de man weer aan het roer staat. Dark Souls 2 voelde daadwerkelijk anders en minder sterk aan dan de andere delen.

    Oh en geen Dark meer? Huphup -> Demon's!
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  3. #3
    Member Overmind's Avatar
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    Ik hoop dat het een waardige afsluiter gaat worden. IGN bericht dat het de laatste in de serie gaat worden.

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    Member Aelor's Avatar
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    Ben wel blij dat 'ie komt. Ik vond DS2 geen slechte game verder, gezeur om niets door fanboys . Wellicht niet de beste uit de reeks, maar ik vond het een fokking goed spel

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    Vers Vlees 2011 Stikkel's Avatar
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    Nou het loopt niet zo storm met reacties hier
    Ik ben dus totaal niet hyped maar dat zal wel meer aan mezelf liggen. Moet echt eens DaSo2 gaan herstarten en wellicht nu wel afronden, ben ergens halverwege denk ik blijven steken. Onvoorstelbaar (voor mij) eigenlijk dat er over een dik half jaar alweer een deeltje 3 aan komt.

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    Administrator Like-a-Bunny's Avatar
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    Quote Originally Posted by Stikkel View Post
    Nou het loopt niet zo storm met reacties hier
    Hij komt ook wel heel erg snel. En het nieuws voor mij is meer het feit dat ze het als trilogie zien en dit dus de laatste is. De laatste keer Praise the Sun dus.

    Oh en je hebt Bloodborne ook nog voor de boeg...ik ook trouwens.
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    De laatste tijd brandt bij mij de vlam juist weer voor Demon's Souls en Dark Souls. Dark Souls III, zeker met Miyazaki weer aan het roer, kijk ik te zijner tijd ontzettend naar uit. Only Embers Remain is de slogan. Ik vraag me af of het vuur gedoofd is.

  8. #8
    wrpgsftw pixelkiller's Avatar
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    Ik speel nog met enige regelmaat de 1e Dark Souls (absoluut de beste van de serie wat mij betreft), dus het is vanzelfsprekend dat ik hier heel vrolijk van word, meer nog dan van Bloodborne.
    Heb nog steeds geen PS4 en ik voel ook niet de drang om puur voor BB zo'n ding te kopen. Perfecte timing dus voor mij en t.z.t. na de Witcher3 DLC, en fallout zal 't prima in mijn schemaatje passen .

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    Incorgnito Randroid's Avatar
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    Ja, ik heb er wel zin in. Bloodborne scratchte toch net niet helemaal diezelfde itch.

  10. #10
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    Ow. De laatste?

    Lijkt mij toch niet dat ze het concept achter zich gaan laten gezien het succes. Vervolg op Demon's Souls wellicht? Mjah zie dan eerder vervolg op Bloodborne.

    Maar zou graag zien dat Bloodborne en een serie als Dark Souls naast elkaar zouden blijven bestaan. Kan beide series wel waarderen maar is niet helemaal hetzelfde. Al kon ik echt niet in Dark Souls 2 komen. Voelde de wereld gewoon niet.

  11. #11
    Incorgnito Randroid's Avatar
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    Quote Originally Posted by Cryptical View Post
    Ow. De laatste?

    Nee

    "First of all, this is not the final product for the Dark Souls series," Miyazaki said in a roundtable interview at E3 attended by Eurogamer's Aoife Wilson. "However, I believe it's the turning point for the Dark Souls series. First of all, Dark Souls has a really unique worldview. It's not a good idea, continuously releasing titles for this series because of that factor. And this will probably be the turning point of From Software as a whole - it's the last project we started working on before I became president. It's basically From Software, they started working on this project when it was an older generation. So it's a turning point. It'll be a turning point, but it's not final."

    Miyazaki took over From Software last year, and already in 2015 he's overseen the release of Bloodborne. In order to lighten his workload, for Dark Souls 3 he's co-directing with Isamu Okano, who was director on Steel Battalion: Heavy Armor, the Kinect outing for the mech series. Okano is overseeing the day to day duties, while Miyazaki is responsible for the world building.

    As to where the new direction will take Dark Souls, and From Software, Miyazaki elaborated.

    "From Software is well known not only for the fantasy game, but they've been creating the sci-fi mech game Armored Core and also some Japanese-style games, like the ninja games. So I may introduce a new direction in those genres or themes that From Software has worked on in the past in new, future titles.
    http://www.eurogamer.net/articles/20...-turning-point

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    "From Software is well known not only for the fantasy game, but they've been creating the sci-fi mech game Armored Core and also some Japanese-style games, like the ninja games.
    Tenchu? Tenchu!?

  13. #13
    Vers Vlees 2011 Stikkel's Avatar
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    Wat wapeninfo;

    Behind Closed Doors With Dark Souls III Director Hidetaka Miyazaki

    Hidetaka Miyazaki, the director behind Bloodborne and Dark Souls III, spoke with Siliconera at a behind-closed-doors Dark Souls III presentation. In the showing, Miyazaki revealed a new weapon: the Scimitars.

    “Scimitars can be dual-wielded if the player holds the weapon with both hands,” he said, descending deeper into an ash-ridden castle. “They excel at taking out several weaker enemies at once with their special ability, called a spin.”

    Miyazaki’s demonstrator then moved toward a group of undead monsters, unleashing a spin that hit twice and took down all but the largest one.

    “This is a great weapon when you’re ambushed or suddenly surrounded, but it won’t do much for you around knights,” Miyazaki said.

    Knights are a new strong enemy in Dark Souls III. They can carry spears or swords, and attack swiftly and relentlessly. To face them, Miyazaki turned to a familiar,weapon, the great sword, which has been given a new ability.

    “The great sword can now perform a lunge attack,” Miyazaki mentioned as the character on screen pulled back his sword and released an upward swing. “This can launch enemies and help you find windows to do a great amount of damage.”

    Also new to the series is a “ready” stance for longswords. Ready stance allows the player to perform a lunging attack that breaks through an opponent’s defenses.

    You can expect to learn more about Dark Souls III right here on Siliconera in the future.

    Read more at http://www.siliconera.com/2015/06/17...yaWZSPFYK8q.99

  14. #14
    Member melody's Avatar
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    Wellicht wel beter dat dit het laatste deel wordt. Als ze een nieuwe IP maken, zoals bloodborne, kan dat best positief zijn. Zolang dezelfde gameplay/moeilijkheidsgraad erin zit. Ik zou persoonlijk wel iets meer aan verhaal en filmpjes in dit soort spellen willen zien, zodat je je nog wat meer in het verhaal kan inleven. Zolang je maar wel net zoveel vrijheid hebt om te gaan en staan waar je wilt natuurlijk.
    Maar kan niet wachten op DS3 uiteraard

  15. #15
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    @melody
    De filmpjes van VaatiVidya zitten niet in het spel zelf, maar zijn vertelling van de lore vind ik bijzonder boeiend.

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    Everything is designed to kill you

    Miyazaki returns to the legendary cult series and says everything fans want to hear.



    A lot gets lost in translation when a Japanese games designer speaks through a translator whose native tongue isn’t English. There’s no subtlety to Hidetaka Miyazaki’s description of his third game in the Souls series, but it’s exactly what fans want to hear.

    “The basic gameplay elements, the sense of accomplishment experienced by overcoming difficulty, or the unique online features that allow players to loosely connect with other players, are still in the game. But we’ve now evolved and deepened those basic gameplay elements,” says Miyazaki.

    After the hype of Dark Souls 2 calmed down, those fans who had been foaming at the mouth had to admit it: Dark Souls 2 was the weakest of the series, not just in terms of lore, but difficulty. It wasn’t, they said, as hard as Dark Souls or Demon’s Souls.

    This is why I suspect in our E3 presentation Miyazaki is keen to talk up the challenge of Dark Souls 3.



    “Everything is designed to kill you,” he says. We chuckle, as does Miyazaki’s translator and producer, Atsuo Yoshimura. This is what you want to hear from the man who most recently released Bloodborne, a PS4 exclusive take on the Dark Souls gameplay, one of the console’s finest releases so far, and a title that could define his legacy more than an official Dark Souls game.

    There are three points that Miyazaki wants to get across about Dark Souls 3; The sense of scale, the beauty of the apocalyptic world and the evolution of combat.

    That first idea – the sense of scale – is easy to comprehend despite the rough translation and early visuals. We see our hero stand amongst ruins looking down on a town below, a castle, bridges and other dilapidated buildings, with Miyazaki promising that whatever we can see, we can visit. It’s a common statement from developers of open-world games, but it’s not until later where a fight shifts from the streets to the rooftops that this is clearly a kept promise. This world has scale and labyrinthine complexity that we’re going to want to explore.



    We’re shown pre-alpha footage and as such there are animations missing, but this is still a stunning game to behold. The dynamic light source of the player’s torch and the ashes blowing through the wind give structures life, illuminating the corpses stuck in trees, and flowing around the carcass of a long-dormant dragon. Cloth ripples in the wind. There’s still beauty in this world even after doomsday.

    Miyazaki apologizes in advance that the designer playing through the game in front of us will probably die “by accident”. But there’s no accident about it when he faces multiple Knights and is butchered for his mistakes, whether slow decision making, poor defense or wrong weapon choice.

    “We will be deepening the features attached to each weapon,” says Miyazaki through the translator. “That will widen the range of the tactical options that the player has during a battle and the role-playing elements of the game.”



    Each weapon boasts special attacks, and we cycle through a distinctive armoury; the longsword with its upwards swing able to break shield defenses. The short bow and its rapid fire attack, which can also be used in combination with melee blows. The dual-wielded scimitars and the spin attack that dispatches multiple lightweight enemies quickly. Strategy and consideration for the right weapons is still crucial in Dark Souls 3, but it doesn’t look as ponderous as previous games.

    Observing enemy patterns is key, and there’s still that need to back away from fights to separate enemies. Going up against two Knights is suicide, as is attempting to take down an ancient Stone Dragon. But provoke the giant lizard into attacking and luring other enemies in to its flaming breath will save a lot of frustration. Just be careful to time your own movement around the beast so you don’t suffer the same fate.

    “The level design, as well as the enemy placements, everything has been arranged to kill you,” says Miyazaki. “But you can actually use those to your advantage as well.”

    And if enemies are too intimidating, there are shortcuts to take advantage of. We watch the player leave two Knights in the lower rooms and climb a rooftop instead, although that’s not without its perils, as in this case a black beast attacks. “This enemy is tougher than any you have seen in the previous two installments,” says an understated Miyazaki, as our hero is eviscerated in front of us. There’s no escape.



    It’s during a fight with a boss called Helena where we see the changes to movement. This looks to be the fastest Dark Souls game we’ve seen yet. “The player character moves faster than the previous two installments and can be controlled more intuitively,” says Miyazaki. “There are a lot of tough situations waiting for players but at the same time we’re offering reasonable solutions, [such as] this faster moving character control system.”

    Helena moves slowly and swings a flaming sword, setting fire to the environment as she attacks. But with a combination of the rapid fire bow, scimitar spin attacks and generally quicker movement this looks a far less intimidating Dark Souls boss fight. Dare we say that with more responsive movement the game is easier?

    Regardless, everything we’ve seen so far looks exactly like Dark Souls and the sequel we crave. Maybe Dark Souls 2 wasn’t easier, it just felt more familiar to those that had mastered the previous games. Maybe Dark Souls 3 takes the series back to its notoriously tough roots. But the difficulty of Dark Souls is only the beginning and it’s by no means the most interesting elements of the series.

    The fact is Miyazaki’s back for Dark Souls 3 and we’re expecting great things to come. Praise the sun? Praise Miyazaki.

    Dark Souls 3 is due for release on PC, PS4 and Xbox One in early 2016.

  17. #17
    Administrator Like-a-Bunny's Avatar
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    Interesting.
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  18. #18
    Member Overmind's Avatar
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    Hoewel de games nu wel er snel achter elkaar uit komen voor mijn gevoel heb ik hier toch weer ontzettend zin in. De inhoud van tosti's lost klinkt veelbelovend in ieder geval!

  19. #19
    Hollow gamer Baukereg's Avatar
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    Vergeet alles wat ik gezegd heb: hyped!

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  21. #21
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    Sceptisch stukje. Ik ben ook benieuwd of dit inderdaad een turning point gaat zijn. Want het is geen serie waar je oneindig veel games van uit kunt blijven brengen die weinig vernieuwing bieden.
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  22. #22
    Incorgnito Randroid's Avatar
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    Gameplay!



    Unf

  23. #23
    Member Michiel1986's Avatar
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    Quote Originally Posted by Randroid View Post
    Gameplay!



    Unf
    Me want, ziet er weer goed uit, dit was of moest gewoon dark souls 2 zijn, cant wait!!!!


  24. #24
    Incorgnito Randroid's Avatar
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    OfficiŽle:


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    Member Michiel1986's Avatar
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    Quote Originally Posted by Randroid View Post
    OfficiŽle:

    Zoek de verschillen

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  27. #27
    Wenkbrauwfetisjist Lesley's Avatar
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    ^Fantastisch

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  29. #29
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    Ja, de media blackout is begonnen bij mij.

  30. #30
    Administrator Like-a-Bunny's Avatar
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    Quote Originally Posted by Tostigroover View Post
    Ja, de media blackout is begonnen bij mij.
    Ik doe met je mee.
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  31. #31
    Hollow gamer Baukereg's Avatar
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    Echt jammer dat ze het tempo zo opgeschroefd hebben.

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  33. #33
    Administrator Like-a-Bunny's Avatar
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    ! Dat zou serieus nog wel eens leuk uit kunnen pakken.
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  34. #34
    Moderator Rappa's Avatar
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    Dark Souls III Preview - Flinke uitdaging

    Voorlopige conclusie

    Dark Souls III is een van de weinige games die we liever iemand anders zien spelen, dan dat we er zelf mee aan de slag gaan. In dat laatste geval zien we namelijk vooral steeds hetzelfde stuk. Het korte voorproefje op de Gamescom toonde aan dat daar met Dark Souls III niet zo snel verandering in zal komen, en dat is alleen maar goed. Dat betekent namelijk dat het spel voldoet aan de eisen van de gamers die nu al zin hebben om hun tanden in deze moeilijke game te zetten. Dat dat gebeurt in een mooiere, nog grootser opgezette wereld, tegen nog grotere en moeilijkere vijanden en met een aantal nieuwe bewegingen in het arsenaal, biedt alleen maar extra pluspunten. En dan hebben we nu nog niet eens gezien hoe het multiplayer-aspect dit keer toegepast zal worden, om maar iets te noemen. Er is overigens nog genoeg tijd om later op terug te komen, want Dark Souls III verschijnt waarschijnlijk pas in de eerste helft van 2016.
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  35. #35
    Wenkbrauwfetisjist Lesley's Avatar
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    Veelzeggende conclusie

  36. #36
    Moderator Rappa's Avatar
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    Quote Originally Posted by Lesley View Post
    Veelzeggende conclusie
    Ja dit voelt echt aan als ik moet met x aantal woorden wat zeggen over de game maar weet nog eigenlijk niks
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  37. #37
    Wenkbrauwfetisjist Lesley's Avatar
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    Quote Originally Posted by Rappa View Post
    Ja dit voelt echt aan als ik moet met x aantal woorden wat zeggen over de game maar weet nog eigenlijk niks
    Hahaha, alsof ie op de fucking middelbare school zit. Man, heb het dan over -from the top of my head- het feit dat From Software dit keer specifiek voor grotere omgevingen gaat, en whatever meer info er met een muisklik op internet te vinden is.

    Gaat nergens over hoor, maar toch.

  38. #38
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    Dark Souls 3’s New Combat Is Faster And More Fearsome



    Dark Souls 3 [official site] is in the shadow of a giant. The giant probably has a wound for a face, not a single leg to stand on and spends his days dragging his torso around the ruins of a throne room. After one slightly uneven sequel, the Souls series has returned to the guidance of creator Hidetaka Miyazaki. Rather than replicating what worked so well four years ago, however, From Software are tweaking their design. The architecture of the world is immediately recognisable but combat is changing.

    After half an hour with the game, I’m half-way convinced it might be able to step out of the shadow of its predecessors and find a new sun to praise.

    When the announcement came that Hidetaka Miyazaki would be acting as director of Dark Souls III, after concentrating his efforts on Bloodborne during production of Dark Souls II, there was much rejoicing and praising of the sun. Although much improved in its Scholar of the First Sin incarnation, Souls II was a disappointment – as much of a disappointment as a very good game can be. Its world didn’t cohere thematically and architecturally, in the way that the first Dark Souls had, and it was easy to assume that Miyazaki’s absence was responsible for the rough edges and occasional gaps.



    A great part of me has always wanted to reject that assumption. Games as large, complex and beautiful as Dark Souls are collaborative efforts, and to ascribe an auteur role to a single person seems too neat to be realistic.

    It’s fair to say I felt like a right chump when I got my hands on Dark Souls III last week and immediately saw that it was back in the safest of hands. Half an hour with an early stage of the game doesn’t mean the whole thing will hold together, sure, but that half hour reintroduced the maze-like verticality and scale that I’ve been craving since closing the door on Lordran.

    Miyazaki is back but Dark Souls III isn’t seeking to re-establish the status quo. It’s an altered beast, as was obvious even before I got my hands on a controller.



    In previous Souls games, my characters always felt like they were wading through air grown thick with decay. Even a mostly-naked, dagger-wielding backstabber carried a weight – possibly metaphysical – that made movement sluggish. It’s a sensation emphasised by the roll; the most agile move in your repertoire sees you dashing yourself against the floor. In these dark fantasies, everyone is wearing concrete shoes.

    Dark Souls III is faster. Surrounded by enemies of the regular undead variety, I was harder to pin down than in previous games. There’s still a wonderful sense of momentum to strikes and parries, but recovery times from swinging, lunging and rolling aren’t quite as punishing. That’s not to say the game has become a hack and slash power fantasy; clambering across rooftops, I found myself attacked from all sides, often by a group of enemies whose variations were implemented to cause maximum distress. Example: a knight who lumbered about with a gargantuan weapon was in the company of a sidestepping, combo-striking bastard, forcing me to switch from defense to offense rapidly and repeatedly.



    Knights are terrifying again. Their relatively innocuous appearance hides fearsome strength. They’re common enemies but they demand absolute concentration as they’re more than capable of capitalising on sloppiness or over-confidence. That’s Dark Souls in a nutshell.

    Along with the increased speed, combat has been tweaked through the addition of secondary stances for each weapon type. Similar to the switch from a one-handed to a two-handed grip but only applied for as long as a button is held down, the stances provide alternative attacks. Dual-wielded sabres perform a spinning strike that leaves you vulnerable for an uncomfortable period but can make short work of grouped and unprotected enemies. With a sword and shield, I was able to knock enemy shield’s aside as they circled me, lunging for the jugular as soon as it was exposed. Greatswords allow you to ‘uppercut’ enemies into the air and while there’s no reason to expect Devil May Cry style juggling and aerial combos, there are certainly more herding and crowd control possibilities.

    Also, watching an enormous bothersome knight flailing into the air and landing on his arse is extremely cathartic.



    The move to new tech (no previous-gen console releases this time around) is partly responsible for the stunning scale of the Wall of Lodeleth, the area that surrounds the player. Dark Souls had a way of submerging the player in its map – it entombs you – and Dark Souls III seems to have recaptured that. As soon as I moved to the edge of the rooftop that contained the solitary bonfire in the demo region, I was pleasantly bewildered to see an enormous spire towering above and a cluster of similar spires below. Cities upon cities, and labyrinth castles and spires hammered like nails into the world. Immediately, the visual storytelling and sense of being in a coherent and yet surreal place is as strong as it’s ever been in the series’ history.

    The environment is heavy with the kind of unobtrusive lore that is one of the great strengths of Souls. Miyazaki’s narrative designs have been making audiologs and bloody graffiti epitaphs look unimaginative or years, and the corpse-trees and liturgical prostrations of the undead demand to be unpicked. The hollow worshipping ashes and ruin, or the damned praying for salvation? An enormous dead dragon forms a startling centrepiece to the cult-like activities around the wall, flakes of ash escaping from it in flurries like an awful black snow.



    The extraordinary design of the world carries across to the larger creatures as well. The Dancer of the Frigid Valley, a boss that I failed to reach but saw a fellow journalist actually defeat, is a long-limbed female knight that seems half-puppet and half-ghost. That’s ignoring the other half which is entirely focused on killing you, with attacks that make excellent use of the uncanniness of her animations. Limbs have joints where no joints should be and the looseness of the Dancer’s spine makes predicting where her dervish-like strikes will land extremely difficult. Importantly, she is predictable, eventually, but the strange nature of her form must first be understood.

    From Software are also promising improved RPG elements (which they damn well should be considering Dark Souls is the best RPG ever made), allowing for a greater range of viable character builds. To that end, there are changes to ranged weapons as well as the new stance modifications for melee attacks. Shortbows can be used while moving (even rolling). These improved abilities should allow for a more flexible approach but, From claim, won’t make the player character overpowered. You’re still up against formidable opponents – the knights are trickier than ever – and the variety in weaponry should allow for an increase in enemy variety as well.



    There has been talk, from the developers, of Dark Souls III as “a turning point”. Whatever might come next, and this is unlikely to be the end of Miyazaki’s dark fantasies in this particular form, my brief hands-on with Dark Souls III left me feeling confident that this might be a fitting statement on which to close the trilogy. Not just a return to form but a subtle reformation, it’s already looking formidable and I’ve spent the day since playing re-running those first steps and slaughters in my mind. It’s already made a home there.
    bron: RPS
    Vragen? Stuur een mailtje naar info@liquidbunny.nl of spreek me aan op Steam.

  39. #39
    Member Michiel1986's Avatar
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    Klinkt goed, ook dat snellere combat kan ik wel waarderen, een keer wat anders
    Hopelijk krijgt de PC versie nu ook meer toeters en bellen, dark souls 2 was echt een lege kale saaie bende, vergeleken met deel 1 en durante,s ds fix.

    Dark Souls 2 was zeer verslavend, alleen grafisch kon het gewoon echt niet meer van deze tijd zijn.

  40. #40
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    Ben ik de enige die er wat meer DeSo's in terug ziet?
    Vragen? Stuur een mailtje naar info@liquidbunny.nl of spreek me aan op Steam.

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