The concept of hollowing is now more complex, chipping away at your lifebar with each death, and the binary risk/reward for being human no longer applies: you can still be invaded while hollow, but can't summon other players to aid you. Some areas are crowded with more and better-armed mobs of enemies, placed with just a bit more eagerness to ambush. There are dozens more weapons than in the first, some old and some new. How do you replicate that in a sequel, when the director is off working on another project? Follow the sequel formula to the letter: more of the same, but just a little different.ĭark Souls 2 is a massive game, sprawling across a wider variety of twisted fantasy landscapes. With Dark Souls, From Software channeled a very particular taste for design-director Hidetaka Miyazaki's-into something remarkable. The Looking Glass Knight is one of DS2's most interesting ideas: the Knight can use its enormous mirror shield to summon enemies, including other human players, into the fight. Many of Dark Souls 2's bosses were copied from the first game or relied on a gimmick, but a few were up there with the best of them.
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