4/15/2023 0 Comments Dark souls enemies![]() ![]() I’d just fire up the game and do laps: tag the archer, then the guys charging up the stairs, then the spearmen across the way, then the trio hunkering in a room across the bridge, then the guys tossing firebombs off the roof, and so on. The Undead Burg bonfire was basically my home away from home well past the point I should have lingered there, level-wise. Dark Souls‘ instantaneous reboots and numerous bonfires, by contrast, opened up a world of farming possibilities. There was a forced pause to reset things, a farming deterrent premised on those load times coupled with fewer travel points. I ran a search engine query and discovered a bunch of people talking about de-spawning, which is basically how Dark Souls 2 deals with soul farming.ĭemon’s Souls mitigated soul-farming by forcing you to return to its nexus to re-spawn enemies. The hollow soldiers haunting the fire-lit dungeons below a castle tower I’d been plumbing suddenly vanished - first one, then another, then another still. Five hours in, I assumed I’d found a bug. It’s perhaps the most controversial change of all, and I had no idea it was coming. It makes me wish we had a better, less reductive label for games than “games,” though those labels are coming as surely as gaming’s on the verge of being subsumed by technology that’ll bulldoze the sort of arbitrary distinctions we make today, like “genre” and “platform.”īut since this is 2014 and games are still treated as the sum of their mechanics, let’s talk about one that’s changed significantly in Dark Souls 2. It’s an aspect of gaming that gamers tend to gloss over in the conventional obsession with rules and mechanical minutia. ![]() There’s a lot of talk about “placeness” with virtual reality back in the news. And all the keystone From Software themes take their bow: the obscure narrator, the melodramatic auguring, the sense that someone shook a box of Boschian refrigerator sentence-magnets to cobble together what passes for a story. That gothic opening sequence might be a riff on Poe’s House of Usher (only here the protagonist leaps into the tarn-vortex of his own volition, poor fool). So far series newcomers Tomohiro Shibuya and Yui Tanimura have recaptured most of what makes Dark Souls feel like Dark Souls, scaffolding to foundation, the world swathed in plaintive John Barry-ish piano strains, melancholy lighting and baffling alien architecture. That’s also a hallmark of a Souls game: Each encounter feels new, a lesson unto itself instead of other games’ n + 1. As Demon’s Souls to Dark Souls, the latter hasn’t prepared me for all the new challenges on tap here: the hollow soldiers with estoc and shield who assault in teams with brutally efficient and overlapping tactics, the Varangian sailors with devastating four-hit combos, the cyclopean all-reaching ogres whose immensity belies their ability to pancake me lighting-quick. ![]()
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