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sb:recommended:playstation3 [2015/09/28 16:17] gatotsu2501 |
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* diplo: The intensity and duration of interest surrounding Dark Souls shows that it satisfied some aesthetic and/or interactive need that titles seemingly haven't satisfied very often. Of course, it's much easier to see the game's fumbles today than back in 2011 (it's a very improvable videogame) -- even so, those several-hundred hours I invested don't feel misguided or of-the-moment. Personally the most important and enjoyable game I've played in years, and one of the most successful attempts by a game to turn the often ignored morbidity of videogames into a central, explicable theme. Its level design does a bunch of special things, one being that you'll often preemptively see landmarks and networks which you go on to explore one way or another, lending the sequences of exploration a visually prophetic air. Rare and excellent. | * diplo: The intensity and duration of interest surrounding Dark Souls shows that it satisfied some aesthetic and/or interactive need that titles seemingly haven't satisfied very often. Of course, it's much easier to see the game's fumbles today than back in 2011 (it's a very improvable videogame) -- even so, those several-hundred hours I invested don't feel misguided or of-the-moment. Personally the most important and enjoyable game I've played in years, and one of the most successful attempts by a game to turn the often ignored morbidity of videogames into a central, explicable theme. Its level design does a bunch of special things, one being that you'll often preemptively see landmarks and networks which you go on to explore one way or another, lending the sequences of exploration a visually prophetic air. Rare and excellent. | ||
- | ***//Dark Souls II//** (also on: 360, PC) | + | ***//Dark Souls II//** (also on: 360, PC, PS4, XB1) |
* CubaLibre: it adds some mechanical improvements at the expense of thematic depth. In other words they improved the stuff that I didn't really think needed improving at the expense of the one thing //D'Souls// did better than anyone. It's still a good game, it's just not a great game. You play it through once and you don't feel a whole lot of pull to experience it again. | * CubaLibre: it adds some mechanical improvements at the expense of thematic depth. In other words they improved the stuff that I didn't really think needed improving at the expense of the one thing //D'Souls// did better than anyone. It's still a good game, it's just not a great game. You play it through once and you don't feel a whole lot of pull to experience it again. | ||
* mauve: //DS2// is one step forwards two steps backwards. It does some things really well (the aforementioned mechanical issues, which are unfortunately marred by ridiculous hitbox issues and perhaps an over-nerf of sprinting), but the overall world is simply not as compelling and the level design has fewer moments of greatness. And soul memory is off-putting to playing characters for long periods of time, as you can't simply designate a cut-off point for your character anymore without becoming wildly outclassed in multiplayer.\\ It's still a good game. It's just, well, it's not the //Dark Souls 2// of //Dark Souls//, it's the //Dark Souls 2// of //Dark Souls 2//. It's doing its own thing, and overall it is not as good for it. | * mauve: //DS2// is one step forwards two steps backwards. It does some things really well (the aforementioned mechanical issues, which are unfortunately marred by ridiculous hitbox issues and perhaps an over-nerf of sprinting), but the overall world is simply not as compelling and the level design has fewer moments of greatness. And soul memory is off-putting to playing characters for long periods of time, as you can't simply designate a cut-off point for your character anymore without becoming wildly outclassed in multiplayer.\\ It's still a good game. It's just, well, it's not the //Dark Souls 2// of //Dark Souls//, it's the //Dark Souls 2// of //Dark Souls 2//. It's doing its own thing, and overall it is not as good for it. |