Whats the reason behind most NPCs being so tall in DaS3?
Even the peasants in the undead settlement are considerably taller than the player
Whats the reason behind most NPCs being so tall in DaS3?
Even the peasants in the undead settlement are considerably taller than the player
Enemies are normal sized. The Dark Soul is just a manlet.
It's so that you can easily find and interact wìth them. Nothing else.
So that you could see them behind your character while fighting. When perspective is third-persona nd camera is behind the character, the solution has always been to make enemies much large.
Fun fact: this is why Little Mac in the original PunchOut is "Little" to begin with: they had to make him tiny so that the player would see the enemy, and that was reflected in the protagonist.
Picture.
Bigger target and to make them more imposing
Lanklet genes
So idiots on Sup Forums can make threads like these and ask about them.
How do you not cut yourself on all that edge?
It's the same in Bloodborne. Supposed to make you feel small and weak and your enemies imposing.
It make sense lore wise for BB though, the peasants morph and become taller/lanky as they slowly transform into beasts
In DaS3, everything is undead, hollowing, or fully hollowed. The player and some other "player like" NPCs are unkindled, but that's just another kind of undead. You're supposedly no different from all the other undead apart from that and you don't go insane. So it's just a bit weird when you're pretty small compared to basically everything.
It makes it easier to read the opponents movements and attacks.
Laziness due to using the Bloodborne engine.
"Muh scarier enemies", even though Dark Souls isn't meant to be a particularly scary game, and hollows are supposed to evoke sadness more than intimidation.
But Dark Souls 1 and 2 had no problem with enemies being the standard size. Camera perspective made them clearly visible. And if that were an issue, why are there rat enemies, spider enemies, enemies that, despite the design steps taken for regular hollows, are shorter than the player? Why are there enemies that crawl along the ground, so short that some attacks can't strike them?
If it was a design decision, it was not a well-thought-out and universally agreed upon one.
I wish the series put a tiny bit more emphasis on the horror aspect, some of the parts are unnerving as fuck like tomb of the giants, hemwick with mad ones or labyrinth sages. I am all for adding more enemies like that and darker levels.
And most NPCs (such as Eileen) are actually normal sized. The only real anomaly is the chapel beggar who looks weird as fuck even in a world filled with weird shit.
Overcompensating for shit game
Most hunter enemies are normal sized in vanilla BB.
I'm not saying that some parts aren't harrowing. But other Souls games at least gave the player some breathing room to balance it out.
I think the enemy's height and attack speed are a related problem in DAS3. An enemy that moves faster than normal is memorable and makes for a more intense fight. But if every single enemy moves like that, it all just blurs together.
>An enemy! It must have a weak point! I need to watch how it moves before I attack.
Turns to
>An enemy! Run up to it and mash R1!
It's a similar problem with the size of enemy Hollows. A giant enemy is intimidating. But every single mob being a head taller than you just makes you feel like the player is an alien in their own world.
TLDR Miyazaki thinks something that worked once is going to work 100 times in a row.
>But if every single enemy moves like that, it all just blurs together.
That's exactly how I feel about roll catching attacks
Every enemy in ds3 has a rollcatch attack thats really fucking slow, as well as their near instant 8 frame attacks.
Its annoying and it makes it into an aggressive thoughtless hack and slash because you really can't be bothered to deal with that shit on every single enemy, especially when they can just as easily do a super quick attack that has the same startup animations.
Powerful entities in mythology and religion are often attributed a giant stature. Herodotus wrote that the Spartans disinterred the hero Orestes to find that he was 9 feet tall. Giants figure in the Old Testament. Art from around the world and across history represents important figures with sizes relative to their power. "There were giants on the Earth in those days."
Since this is a recurring theme in mythology, associated with deep, deep past and forgotten power, the size differences in DaS make the world seem more ancient and menacing. The same is true of the cyclopean architecture you find throughout the world, which theme Lovecraft includes in some stores for the same reasons: chiefly, to communicate that humans don't belong there, that they weren't even really human when it was built. One of the things I love about this series is that it feels more like mythology than regular old fantasy, more mystical than magical, if you get my meaning.
Just the peasants? Why is it that the main character is a noodleman out of a CLAMP comic book then, user?
Honestly I want the other way around we have enough dark stuff.
Retextured Bloodbourne models.
AWAY! AWAY!
I want a noblebright Souls game where things are pleasant and the people are warm and cheery. I want to see what Catarina is like, a swamp kingdom, like some weird medieval New Orleans, where knights dress like onions and know how to party. I want to see Astora, and what they put in the water to make everyone so friendly. I wanted to talk to that creep from Carim that invented the Shotel, Arstor.
But I know I won't get it because one, it's more just flavor text than something that's been developed, and two, people look at Dark Souls and think "difficult and full of despair" rather than the warm bonfire and you sit at and who you're sitting with.
If bosses and enemies were the same size at the player it would be too hard to tell their moves since their model would be obfuscated by the player due to the camera angle
I guess some enemies are meant to not be seen, just like the devs putting enemies behind corners or places you can't see