Dark Souls 2

Earthern Peak/Iron keep gets a lot of hate because of the elevator but what about Heide's Tower of Flame & No Man's Wharf?

From Heide's Tower of Flame, you're at sea but you somehow go downwards towards an underwater ocean like spongebob and friends.

Explain this..!

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conniptions.gives/
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It's just a cave somewhere who cares.

magic
every time something like that happens, a wizard did it

This, to be honest i was surprised when i found out how many people had a problem with it. When i played through dark souls 2 i played it blind like with every souls game, and when i got to Iron Keep i just figured "it's magic", and when i finished the game i found everyone shitposting about it.

Somehow they can accept that the entire universe is sitting on the branches of a giant tree

Same. Only I didn't notice any of the consistencies until Sup Forums brought them up.

In fact, I thought the game was good until Sup Forums told me I was wrong.

because dark souls 1 is famous for its cohesive and intelligent world design

none euclidean geometry

at least I pretend it is

It was also magic, there's a volcanic city sitting on top of giant trees that grow out of an ash lake.

ash lake is literally the only level in DS1 that deals with impossible space

it's not about "magic" it's about making the world fit together and actually be possible to exist at the same time. levels in DS2 are pasted together at random and often overlap each other

Just like real life, magnus

> for its cohesive and intelligent world design
Except everything with no sense gets a free pass because of muh distorted time and space.
For some reason no one uses that excuse for DaS2 bullshits

but EVERYTHING in DS1 makes sense in real world space. if you should be able to see a level from somewhere, you can.

I believe in No Man's Wharf there's a random cliff just floating mid air.

>its ok when dark souls 1 does it

BUT DS1 DOESN'T DO IT

Take into consideration that maybe the souls series is shit and you're just in denial and pointing fingers at muh from software level design

time is convoluted

>ash lake does it
>ds1 doesn't do it
dumb weeb

one area in the game does it, and it's got a pretty valid reason for doing it

No man's wharf was the only decently atmospheric level in the base game.

This makes me feel like it was intentional.

Obviously it was.

of course, time is intentionally convoluted

I always thought that was cool, but it also made me realize how shit it is that Souls games don't have varying weather or a day and night cycle. Imagine going through the undead burg at night with rain and stuff like that? It would be cool.

enlighten me on the pretty valid reason that ash lake makes no sense
there is no reason, because if it did make sense, then there wouldn't have to be a reason to explain away its intrinsic nonsense in the first place
shut the fuck up retard

This

It was great maneuvering through for the first time, having to use torches and lighting sconces.

They could have easily made a trigger which has you walking through a dark tunnel for 30 extra seconds to at least simulate that the castle was far away. The people who developed this game did not give any fucks and were just trying to cash in on the meme.

More like the people that made the game had to make it in like a year because the previous director was a retard and ruined everything. It's a miracle that Dark Souls 2 is even functional.

I think its mostly because of being rushed. Ive always heard that it had troubled development.

conniptions.gives/

It did.

peterbarnard1984.tumblr.com/post/113163062955/dark-souls-2-design-works-translation

I think the original director(don't remember his name) even had his name removed from the credits in Scholar of the First Sin.

What you faggots don't realize is that time is convoluted in Drangleic, places are not right next to each other, but the travel time between places is cut short

Makes sense since the DLC was good. They had the ability to make a great game but that director must have really fucked things up.

Hahahahahahahahahaha

Fucking das2 apologists

Point to where I said I liked DaS2. I'm waiting.

>Sunken King
>By a picture of a boat

The "Sunken" part is that it's underground, not underwater.

...

How did people manage to play this abortion this far into it?

it's implied since you're hollowing you go between areas that have a long distance between them without really noticing. losing your mind and all that.

that's how I explain it and it makes das2 as a whole a lot more enjoyable. I think it could have been a much better game as an independent title or another king's field.

still better than ds1

No it's because it's been filled to the brim with poison in the past.

Was is the problem with no mans warf? I don't understand what the thread is arguing about except for time being messed up?

Water level is supposed to be higher. That's it.

If Dark Souls actually looked like that maybe I'd actually give it more of a chance. That style looks dope.

>enlighten me on the pretty valid reason that ash lake makes no sense
it's the bottom of the god damn plane of existence. when you look up, you see mist because you are so far down low. it's the bottom. of everything. the entire world is above it.

>comparing lore and worldbuilding to actual level design
Just kill yourself, that's the flimsiest fucking argument you can come up with?
Dark Souls has one big cohesive map. You see Anor Londo's walls from below for much of the game, and surprise, it's actually up there. Of course people are going to call it out in the sequel when an elevator at the top of a windmill inexplicably takes you to Mordor.

>the entire world is above it
>go down a 300 foot shaft in blighttown
>see a 10000 foot tree trunk that goes much higher than you went down
>at the same height as lost izalith, but lost izalith is supposed to be ten thousand feet above you

lmao
try not being a retard in the first place next time so you wouldn't have to backpedal and damage control

I won't criticize people for liking good worldbuilding. Some people think music makes a game, others think story, but I'm just glad I can enjoy anything. It must be hard to love solid worldbuilding and level design when very few games do an excellent job of it. Sorry about the lack of them

Anybody disagreeing with you has never read any actual mythologies. There's plenty of similar concepts to be found. Retards.

People will endlessly argue back and forth about singular aspects of a game being more important to what makes it great.

The truth is that it's a careful balance of some of those elements individual to each title. Developers tripping over themselves to over-deliver on one aspect alone is what is screwing with games today.