What the fuck were they thinking?

What the fuck were they thinking?

literally the most aesthetic area in the game

something something 'release the game before it's done'

>elite knight armor
>eagle shield
>zweihander
That looks like one of the most noobiest setups. I like it.

what's wrong with it?

Yeah it'd be asthetic if there was something to it.. It's the shortest, most pointless area in the entire game..

"Let's make an awesome, memorable environment with a fun boss"

It's a great area, just short. Looks amazing and the invisible platforms are a cool gimmick. What's your problem?

Level is great.

Seath is shit. Curse is, or at least on release, was so fucking OP and annoying. And none of his attacks are really fun to dodge, it always just turns into a lame DPS race whacking his tentacles.

They ruined the area with those developer messages because they think players are absolutely retarded.

the players are retarded though. I saw posts on Sup Forums still asking what to do even though the screenshot the posted has a fucking message floating in the air.

>think

what does that have to do with it's aesthetic quality

Why did the sequels fail to capture the magic so much? If this level were in DS2 the narrow bridges would be filled with 8 hollow soldiers and something firing projectiles at you, and if it was in DS3 it would be a brown canyon of humanoid enemies leading to a brown swamp. So afraid of imagination, like they forgot the "fantasy" part of dark fantasy.

Because DaS1 was a fluke

I like how this implies that ds2 was better than ds3

lol our game is so hard they won't get this far anyway...prepare to die!!!

I fell off that invisible bridge somehow. Is it that narrow? Use prism stones?

I imagine in DaS2 it would be exactly the same, but there would be absolutely no sound and the skybox would just be a completely black texture

They were thinking they had to rush the game.
>Why did the sequels fail to capture the magic so much?
Because DSII had a horrible fucking development cycle. But the game still has plenty of magic, especially the DLC which tried to elevate Souls gameplay.

DSIII is fucking filled with magic. You're tripping, man.
Aktchually that was all marketing on Bamco's part.

From an imagination standpoint yeah, DS2 is more imaginative than DS3. A lot of original ideas and content. Shame about the execution and the gameplay though.

"git gud"

at least them creatively dumping enemies everywhere made co-op more fun. didn't help the level design though

I'm not sure why this day we pretend each Souls game doesn't borrow from the other, or that each doesn't have their own flair and unique moments. For god's sake, man, Dark Souls takes these things from DeS:
>Patches
>Crestfallen Warrior
>Valley Of Defilement
>False King Allant
>Fog walls
>Crystal lizards
>Various odds and ends of soundbytes
>Fucking voice actors
But Dark Souls does its own spin on each of these things which makes it unique. And then DSII from Dark Souls and Demon's Souls:
>Lord Souls still present
>Velstadt is Garl
>Emerald Herald is Maiden In Black
>The Gutter is Blighttown v2
>The soul absorption sound is from DeS
Fucking etc, man.

kek
nobody played that old shit, grandpa

Doesn't invalidate shit, junior.

You walk in an almost straight line every single time and there are developer messages in case you can't see the call sparkles landing where you can walk. Get good you fucking scrub.

The sound effects make that area cozy, the little twinkling of the crystals.

We didn't pretend. Des was good but Das did it better. Making it all 1 immersive world not levels, it's about linear vs not.

Just stopped playing a second ago after going through the tree to Ash lake.
Fuck the platforming in these games, god damn

>fucking scrub
Jesus christ. You're the reason why dark souls has turned into a meme. fat fuck.

>it's about linear vs not.
This always perplexes me. I know Dark Souls gets much love because of its non-linear connected world (for the first half). When DSII was less linear, but still allowed you to pick multiple paths, it didn't bother me. I've played various Metroid games with this kind of linearity. When DSIII is almost entirely linear, I immediately thought of Castlevania. DSIII is my favorite game for that reason, but I don't decry DaS for being non-linear.

>DaS did nonlinearity better than DeS by being more linear that DeS.
The connected world was a meme and only served to hamper the level design of individual areas.

And then they did the opposite.

Sure they borrow from each other, but I didn't mean things like characters or the setting, I mostly mean environments and enemy design. I'm fine with all of DS3's references and callbacks and shit, in fact I wish DS3 was MORE like DS1. I wish the enemies weren't all variations of a hollow and I wish the landscapes were more imaginative instead of castles or swampy ruins. I wanted more like Smouldering Lake or Profaned Capital, places that actually feel fantastical and preferably have unique enemies.