Showing posts with label FromSoftware. Show all posts
Showing posts with label FromSoftware. Show all posts

Feb 6, 2017

Dark Souls: Soul Soup for the Wicked

I've been feeling very nostalgic lately. Strangely, the latest memory jolt wasn't about games from yesteryear, 8/16/32-bit era, but for a much current stock of games. One game called out, above all other titles, from the depths of my psyche to be played again. 

That game is the beloved, and simultaneously hated, Dark Souls.

Much has been said about Dark Souls. The world of Lordran is a very brooding, mysterious and dangerous place for gamers of all walks of life. It is fair to say, that this third-person hack-and-slash adventurer, not only injected new interest into the dusty action-rpg genre, but also swiftly cemented FromSoftware as the kingmaker of ungodly, difficult, impossible to put down, games.

The game is hard, cryptic, and unrelenting in its onslaught to demolish new players wishing to delve into its clutches. This viciously circular curriculum is only possible because of the open world structure of Dark Souls, and its minimalist approach to lore/mechanics and general pointers. Those wishing to learn about the in-game world, must closely examine every nook, found item, while observing the sprawling environment. To progress in DS, is to die! And die and die again!

superadventuresingaming.blogspot.com
The difficulty scaling of DS does not come from the many hard-hitting enemies encountered, but from the game's core design based on dying/reviving/exploring/leveling up:

Dying

No hints are given. Items must be looted, earned, or found. Helpful NPC are hidden throughout the world, and only help at a price. Strangely, the paths a rarely blocked; as if the game is trolling you by saying you are free to go anywhere. And indeed anywhere can be explored, should one wish. Except, an early visit to most places guarantees a swift demise. Many hideous and wild creatures hunt the realm of Lordran: Undead Wraiths, Drakes, Possessed Knights, Hellish Demons and all manner of twisted abominations, such as Bosses and their unsavory breed.

tomsguide.com
Reviving

Death and rebirth is in the design. Upon revival, recovery of lost souls collected from fallen enemies (souls being the currency of DS) is always a possibility. A tricky feat, as DS enemies are prone to violent rng ganking, and the levels are filled with traps, chasms and dead ends filled with OP mobs. The bonfire save points peppered through the realm, provide as safe zone for restoring life-replenishing flasks and leveling up. Each bonfire can be kindled to increase its healing effectiveness by the use of Humanity: a sort of ritual of strengthening which reverses the process of hollowing. Adding another layer of difficulty are the unique NPC and player invasions which can happen while a player is in human form, knee deep in vigorous combat.

To offset this, cooperation with other friendly players is possible, and recommended for those in need of a helping blade. Also, experiencing those whattha fuuuuck/fuuuuck yeah!!! moments is always more fun with another person.

Exploring

Where to go and how best to get there is a staple conundrum in the DS universe. Each area is a part of a bigger whole that makes up the massive open world. Traveling through castle ramparts, ascending dilapidated chapels, looting catacombs, clearing out a wicked fortress, visiting a legendary metropolis, and fighting through the capital of a fallen civilization is all in the day’s work in DS. The genius of level design on display falls in the realm of perfection, as each area is seemingly connected by hidden paths that prompt the urge to explore.

Although the game is six years old, and its graphical limitations are now very visible, the overworld design still holds true. Each level is like a piece of classical painting that will etch its grandeur into player's psyche, stimulating urges to revisit time and time again. [A dedicated patching community crafts many graphical fixes for free download to PC users.]

ncloud.blogspot.com
 Leveling up (true way)

Beating the game, and playing it again is the true way of experiencing DS, as more things will fall into place the second/third time around. Sure, the game is known for many hellishly aggravating spots, but to those resilient players with a keen eye and a knack for memorization, DS becomes a pleasure ride beyond compare. Choosing a proper starting class, selecting and finding the right item from the get-go, and proper distribution of stats, unlocks an incredible meta depth to DS. (Meta which takes form of specific character builds, progression paths, speed-running options, and the like.)


Dark Souls is a rare game resistant to the tides of change in the industry. Its legacy is not carried by popularity or sales or even FormSoftware. Dark Souls lives gorging on the devotion of its fans: the freaks, the instigators, the adventurers, the statisticians, and community curators. What else needs to be said? Just this, in Lordran, eternal is the trail that binds us all together. Salutations to all the Stray Souls, and good hunting!




Mar 18, 2016

Bloodborne: Blood Moon Rising

You awaken in an afflicted city overrun by beasts and frenzied denizens. Shortly after your arrival, you are prompted to create a protagonist using a robust customization tool, and begin “The Hunt.” Blissfully unaware of the fury of the Blood Moon's minions, lurking around every dark corner.

Inspired by Lovecraft and Bram Stalker lore, Bloodborne takes place in a fictional Gothic city of Yharnam: A sprawling metropolis filled with murderous beast and the occult; a perfect backdrop for a third-person hack-and-slash game.

Hope you got your monster slayer garb ready, because this game will bust you up.

The nature of the affliction slowly reveals itself as you progress deeper into the mystery that is Yharnam and The Hunt. Bloodborne is one of those games that encourages exploration and trial from the get go: not much is given in the form of a tutorial, with numerous tricks of the trade remaining out of sight. This may be frustrating to some players, yet gels seemingly within the massive world that invites exploration.


forbes.com
Visually, Bloodborne is stunning. All its Gothic structures are greatly detailed, spooky, and quickly capture the eye with brooding, massive vistas. Spacious courtyards, spiraling staircases, church steeples, gargoyle-adorned rooftops, unsettling statues/coffins, creepy basements, a dusty creaky library, and a spooky castle – all the horror backdrops are present and accounted for, draped with a layer of creepiness unseen since the first Silent Hill game.

Naturally, certain areas need longer loading times, thus adding, much despised hangups between revival times and monster slaying – meaning you'll have a bit longer to reconsider your failing approach. To ease progress, every main area is interconnected by elevators, gates, or portals. Which is great, because in a hardcore game such as this one, skipping tricky parts after completing them is a blessing, and saves much hustle when backtracking or grinding in specific areas.

Some of the levels do fall into repetitive patterns from time to time, blending many of the richly detailed backgrounds into scrolling panoramas of dark perversion. This limited colour palette creates a very foreboding atmosphere fitting a game such as this one, and the sheer variety of locations trumps any noticeable repetitive visual nuances  encountered in some of the levels. The random generated side-quest dungeons provide an additional challenge to glory seekers, and a spiffy online mode allows other players to join and hinder, or help, in your adventure. Mint. 


reddit.com
I hear you whisper, "What are grandiose vistas without crawling critters of the night?" Well, you're in muck, if there was such a thing as a mad-house filled with numerically marked cells housing all manner of horrific beast, Bloodborne's designers have the key. And they forgot to lock the gate! Anyone who had the [dis]pleasure of playing the excellent board game Arkham Horror, will find Blodborne's brood familiar (if not similar). You want details? Not gonna happen, my frenzy buildup is at its maximum from overexposure to creepy things from beyond...

Many weapons can be utilized and equipped in either hand. Not only is this dual-wielding feature wicked, it has purpose, as most enemies can be countered mid-move with a well-placed bullet, leaving a opening to a gruesome finisher, or a flurry of attacks. Luck favours the prepared, therefore sticking with a fave weapon is recommended. And sensible, since weapons, just like the protagonist him/herself, require the use of specific gathered skillpoints/items to level up. The drawback being, you need to main only a couple of weapons, at about the halfway point of the game.


pastemagazine.com
The game's developers have a bit of a twisted humour too, allowing you only one save slot and setting the game to auto save at all times (no redoes here). And – my fave – no pause! (Really amusing when my four-month-old decides to wake up for a late night feeding.) The game is no mere walk in the moonlight. Studying and memorising attack patters needs to become second nature, as every piece of ground gained tests nerves and patience. Luckily, the control is responsive and never cumbersome. If you die (and you will), it's because your reflexes failed you. Or you may need to pick a better slaying tool for the task ahead.

Barbaric instinct? Grab an axe/flack-cannon.
Speed's the game? Equip a sword/rapier.
Is trickery and deception your way? How about a whip-cane!


Bloodborne absorbs many tired-and-true tropes from numerous titles of yore and blends 'em all seamlessly:sprawling levels, monstrous enemies, inventive bosses, mysterious trinkets, and strategic approach to combat. The game's atmosphere pulls you into a rich tapestry of Lovecraftian universe infused with a unique Gothic spell. And embraces you with a symphonic soundtrack adding another layer of magic, absorbing you farther into an already captivating work of memorable gamecraft.


Unrelenting in its onslaught and wickedness; hardcore players rejoice, this title will engulf you. Be on guard, the gaping maw of the abyss is always greedy for new flesh. I wish you many quick revives.

Bloodborne gets five blood vials out of ... ! ... YEARGHHHHHHHHH! Hhh ... ... ...

“We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.” -- The Horror in Clay, H. P. Lovecraft


Bloodborne.wikia.com