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SevenStyx

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@GunEye @SevenStyx i don't like xbox controllers, but if that tv is 60+ inches with 1080p sounds sweet, even better if its 80+ inch OLED w/480hz. do they make controllers that are more PS3 like?

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SevenStyx

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do they have ps3 like controllers for PC?
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@Soundaholic92 @SevenStyx @Soundaholic92 @SevenStyx i might have exaggerated asking for triple the amount of moves, but I guess i was trying to err on the side of caution, in this case meaning at least a handful of more significant useful moves if not triple...and i think with good play testing and sincere research into the martial arts of the weapons they allow us to use, they would discover a complex array of moves they could incorporate into gameplay that us players would enjoy using without over doing it. Perhaps like a strong parry and a weak parry, and a strong and weak counter attack. After all this is a game about weapons martial arts, but I like that they stick to the basic moves of the weapons. No street fighter fireballs (unless you're a wizard), although some of the magical weapons releasing energy, I wouldn't mind. I hope some of the magical weapons glow as well.

like what you said about spells, and hope its true. smal medium and large souls arrows while fun...could use some innovation in the sequel.

As for what you said about the sense of desolation...that's something that player's have responded back to me several times when I mention "villages" so I guess your opinion is closer to the core player. However I think plagued villages can still seem pretty desolate. It all depends on the skill of the director. think of Peter Jackson or Pan's Labyrinth director. That satyr is chatty, but creepy. I think a medusa like the one in Clash of the Titans (i didn't watch the new ones) would be pretty epic albeit difficult battle.

The medusa brings up another point. I don't think every boss has to be ginormous for us to respect. I would like to see more compact (our size) and skilled enemies and bosses, like Old King Doran in Demon's Souls or the final boss in Dark Souls. Enemies who aren't necessarily unreasonably fast or powerful, just hard to exploit and tight fighters, skillful fighters. Maybe they use more defense and are careful with their attacks...I thought the spear guys in DS added a good variety of enemy, and if there were a spear master, he'd still be defensive, but move more back and forwards, have a few more spear moves, and attack more intelligently and effectively. My favorite fight in both Demon's and Dark Souls was with Old King Doran, the guy who didn't use magic attacks, he just outsmarted me to kill me 50 plus times. At the end when you fight King Allant, and he uses those magic speed moves etc...its like...ok this guy didn't beat me b/c he's good...or b/c the director is clever... but b/c they gave the boss all these cheap abilities...and I know part of what's cool in the game is defeating these fantastic enemies with these amazing attacks. I just don't want the game to overuse "POWER ATTACKS" by monsters which overwhelm and kill us in two hits. Some of the best fights are with those knights who there was a bunch of back and forth when I first fought them.

I thought the voice acting was good, and I listened to what each character was saying, but if there was a depth to each character, I didn't perceive it as much more than well-acted, but superficial banter telling a story with minimal depth.


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@NTM23 @SevenStyx @NTM23 @SevenStyx this guy focuses too much on the artwork...and sure its pretty and its gonna get everyone to buy the game. but the core of this game is the combat, the diverse array of attacks in each enemy...even the most basic enemies. In order to do this game justice this guy needs to double or triple the diversity of each of the enemy's attacks and responses in dark souls. He needs to triple the amount of moves you have per weapon. triple the amount of spells. This guy just keeps putting fancy furry capes on everyone, and making them look like the guys from castlevania or something...and that's what scares me b/c that's his background. that's what he's good at...he was the art director of resident evil 3. I was frustrated with dark souls because if you've played demon's souls...it did not innovate much in terms of fight mechanics, but it expanded the world and i guess more of the same was enough at the time. The art was already good...this new director brings some cool flavor, but what we really need in this sequel...they need to keep that visceral feel of the combat, with all the original moves for both player and enemies, but then like I said above....triple the variety of moves you have. It can be done, and its what needs to be done (look how much stuff there is in GTA V), for this game to be a worthy sequel to demon's souls. I said this once before and some guy complained that each weapon already has a lot of moves...well each guy weapon should have as many moves as a character in street fighter 13 or whatever has. When i first played demon's, and i got over getting getting my ass kicked over and over and felt like it was the greatest game ever made...when dark souls came out, i thought its nice...more of the same. but 90% of the moves were the same and there were like 2 new moves. I suppose that was to acclimate people to the game b/c most people hadn't played demon's souls, but now...they need to innovate. I also feel GTA V sets the standard for sandbox games, and Dark Souls need to learn from GTA V, obviously i'm not talking about emulating guns and the modern respect of the game, but diversity and ability to interact with the environment, the depth of storytelling and cinematics, the ability to engage players beyond the combat. People have constantly shot me down for saying there's needs to be more people and villages but in a short time I think this will change, and i sincerely believe that is the evolution of this game, to increase the engagement with the characters, story, and environment in this game. I love this game b/c it has a very D&Desqe feel. Its what I imagine D&D first edition should have been like (not like in the cheesy movies) in a video game and not turn based...the lore etc, which I believe is where the creator got most his inspiration. They could add a few more nasty orcs like the ones in the LOTR I don't think that would ruin the darkness of the game. Undead are a bit tiring, they need to innovate. Living creatures can be scary too....like the guy on the cover of this book http://images4.wikia.nocookie.net/__cb20110401025326/forgottenrealms/images/8/81/Monster_manual_II_(1).jpg. always wanted to fight that guy lol. I don't think that would ruin the game. I suppose the Taurus with the axe in dark souls is similar...a bit slow. Anyways, that's my two cents towards this beloved game, which I hope doesn't go to trash under this artsy fartsy director's hands. I listen to his interviews and he's so cocky and confident, I want to axe kick him in the face. the original director did not want to be taken off this project either.

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Edited By SevenStyx

Screw lifegems, art work is nice, but the enemy attack mechanics could be more creative. That fat guy uses the same attack over and over. it doesn't make sense to have such fancy looking weapons and not know how to use them. HATE this new director of dark souls. this guy focuses too much on the artwork...and sure its pretty and its gonna get everyone to buy the game. but the core of this game is the combat, the diverse array of attacks in each enemy...even the most basic enemies. In order to do this game justice this guy needs to double or triple the diversity of each of the enemy's attacks and responses in dark souls. He needs to triple the amount of moves you have per weapon. triple the amount of spells. This guy just keeps putting fancy furry capes on everyone, and making them look like the guys from castlevania or something...and that's what scares me b/c that's his background. that's what he's good at...he was the art director of resident evil 3. I was frustrated with dark souls because if you've played demon's souls...it did not innovate much in terms of fight mechanics, but it expanded the world and i guess more of the same was enough at the time. The art was already good...this new director brings some cool flavor, but what we really need in this sequel...they need to keep that visceral feel of the combat, with all the original moves for both player and enemies, but then like I said above....triple the variety of moves you have. It can be done, and its what needs to be done (look how much stuff there is in GTA V), for this game to be a worthy sequel to demon's souls. I said this once before and some guy complained that each weapon already has a lot of moves...well each guy weapon should have as many moves as a character in street fighter 13 or whatever has. When i first played demon's, and i got over getting getting my ass kicked over and over and felt like it was the greatest game ever made...when dark souls came out, i thought its nice...more of the same. but 90% of the moves were the same and there were like 2 new moves. I suppose that was to acclimate people to the game b/c most people hadn't played demon's souls, but now...they need to innovate. I also feel GTA V sets the standard for sandbox games, and Dark Souls need to learn from GTA V, obviously i'm not talking about emulating guns and the modern respect of the game, but diversity and ability to interact with the environment, the depth of storytelling and cinematics, the ability to engage players beyond the combat. People have constantly shot me down for saying there's needs to be more people and villages but in a short time I think this will change, and i sincerely believe that is the evolution of this game, to increase the engagement with the characters, story, and environment in this game. I love this game b/c it has a very D&Desqe feel. Its what I imagine D&D first edition should have been like (not like in the cheesy movies) in a video game and not turn based...the lore etc, which I believe is where the creator got most his inspiration. They could add a few more nasty orcs like the ones in the LOTR I don't think that would ruin the darkness of the game. Undead are a bit tiring, they need to innovate. Living creatures can be scary too....like the guy on the cover of this book http://images4.wikia.nocookie.net/__cb20110401025326/forgottenrealms/images/8/81/Monster_manual_II_(1).jpg. always wanted to fight that guy lol. I don't think that would ruin the game. I suppose the Taurus with the axe in dark souls is similar...a bit slow. Anyways, that's my two cents towards this beloved game, which I hope doesn't go to trash under this artsy fartsy director's hands. I listen to his interviews and he's so cocky and confident, I want to axe kick him in the face. the original director did not want to be taken off this project either. Sorry I wrote so much, just like game a lot, played it for a long time, and wanted to contribute to its evolution since I'll keep playing it, probably even if it's not much better than the original.

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SevenStyx

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screw lifegems, art work is nice, but the enemy attack mechanics could be more creative. That fat guy uses the same attack over and over. it doesn't make sense to have such fancy looking weapons and not know how to use them. HATE this new director of dark souls.

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@JanCarl0 @SevenStyx not the same director. been following this news since day1 and even sent many letters of protest to the company to retain the same director.

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@00LiteYear @SevenStyx sounds good

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SevenStyx

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not that impressive...nice cloak...this new director is good at artwork...hope the gameplay has some innovation as well, rather than one new jump attack, or kick. looks like all the same old attacks