Dark Souls 3

Greek God

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PSN-Name: Greek-God88
Spielt gerade: Cold Steel
#53
Hab ich das richtig verstanden? Das ist das letzte Dark Souls Spiel anschließend neue IP????
Habe letztens gelesen dass Miyazaki als nächstes gerne ein Sci-fi/Ninja Souls machen möchte. Also Das "Souls Genre " wird definitiv von From Software weiter geführt.

War irgendwo auf Neogaf das neue Interview..



What’s the world of Dark Souls III like?

Miyazaki: “The sense of something having ended, or destruction, is stronger.”

Are there any changes to the basic design?

“Dark Souls III follows closely from II, so we kept the handy things from II.”

Regarding actions or weapons

“We’ve expanded the character builder and tactical options without sacrificing the feel of the series. We added new action elements that contribute to the sense of role-playing. For instance, we adopted the concept of rapid fire for the short bow, and the animation between rolling and walking has been smoothed out.

“The speed of the action is slightly increased compared to the previous two games and balanced so you can move intuitively. I don’t think we’re going to employ the idea of agility, otherwise the action would be stressful until you raise your stats.

“There are slightly less maps than Dark Souls II, but each of the maps are on a much larger scale.”
http://gematsu.com/2015/06/dark-souls-iii-fewer-maps-larger-scale
 
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Greek God

Dynamic Entry into Ark Blast
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
PSN-Name: Greek-God88
Spielt gerade: Cold Steel
#55
Ja wäre epic:D
btw noch mehr Infos gefunden
Some infos in GS's impression:
- Miyazaki promises that the torch will be vital to exploring darker areas, though that is a promise we heard regarding Dark Souls 2--a promise that was broken. Based on what I saw, however, the torch was a helpful aid in navigating the blackness.
- The torch will not have limits--you can keep it lit as long as you wish, and can also offer flames to gravestones that you pass.
- the player was ready to show off one of Dark Souls 3’s newest attack skills: the longsword’s “ready” stance. The stance allows you to use two different attacks, one of which breaks an enemy’s shield defenses, a handy skill when so many of the game’s enemies take defensive postures.
- the player did quaff an estus flask, so expect that Dark Souls standby to return in this third game.
- Dual blades make available to you a spin attack, a wonderful move when dogs and other enemies descend upon you in groups.
- Miyazaki says that fluid controls were a major focus for Dark Souls 3, and to that end, not only are the dual blades apparently ultra-responsive to player input, but short-bow attacks can be combined with slashes, allowing you to land shots quickly, even under duress.
Miyazaki gave a 20 minute presentation before the demo started. He said the focus of the game was to increase the sense of scale and immersion, evolve and deepen the concept that the series is known for, and push the apocalyptic world and heroic lore. The game has a very strong visual identity, with Miyazaki using the term "withered beauty" to describe the artistic theme.

That theme becomes immediately apparent once the demo began; the light from the faded sunset coated the entire level, the shrubs on the ground looked like they belonged in California, and there were decaying pillars and rubble everywhere. Personally, I was wowed when we came across a dead dragon; the player controller moved in closer and we saw the ashes of the dragon slowly drifting away, gently being pushed by the wind. I am by no means an expert in graphics, but I think the graphics are pretty close to Bloodborne, with this game edging it out. Since the visual identity is so strong, however, I'm partial to say that it's a beautiful game.

The demo mostly focused on the changes/additions made to combat, but Miyazaki did mention that he was a big fan of interconnected worlds, so he made it a priority to have that implemented. Generally, the combat is very much how you all remember it. However, they did take a page out of Bloodborne and introduced some new moves that you can do with the weapons you acquire throughout the game.

It seems that each weapon type have some "exclusive" moves that you could do. The concept for this was to increase the amount of tools and strategy needed (Miyazaki specifically mentions one-on-one fights). For example, holding the longsword with both hands gives you access to the "ready" stance. In this stance, you're able to strike using a strong swing that breaks a guard and a thrust that has long range.

We were then treated to a greatsword, which gives you a "lunge". Normally, the greatsword are weapons of long range and slow swings, but using the lunge and attack, allows you to do a quick upswing that does massive damage. The player character landed one of these hits on a enemy knight and it was sent flying 15 feet into the air. And I'm not talking about a trash mob enemy; it was one of those aggressive knights that has no problem ripping you to shreds. The downside of using this, however, is that you are very vulnerable if you miss.

Later on, we were able to see the player controller use the short bow, which allows you to shoot bows immediately out of moving and rolling. It looked really cool, being able to shoot and move made it look like the player was Legolas. Finally, the final weapon we saw was the dual wield scimitars. It's similar to the Blades of Mercy with longer range. Its special move was the spin move, which worked great for grouped trash mobs. It didn't look too strong though.

Anyhow, as we were going through the demo, the player ended up on a fork in the path. The bottom path had a formidable knight and a group of lower level mobs throwing projectiles. When the player went towards the upper path, we were greeted by a gigantic fire breathing dragon. Miyazaki described the level that was being demoed was a kingdom that was once guarded by many dragons. One by one, they slowly died off (the withering dragon mentioned above was one of them), and dragon on the upper path was indeed "the last guardian". This is the point in which they demonstrated how we could use the dangers of the world to your advantage. When the player ran away from the dragon and back down to the lower path, the dragon follows and unleashes his breath of fire, incinerating our once powerful enemies and effectively clearing the path.

Going forward, we were eventually treated to a mini-boss that was formed from a group of lower level mobs. I can't even describe what it looked like. It was some sort of tentacle, bug-like, slithery thing? Needless to say, it killed the player controller. Miyazaki mentioned earlier in the presentation that the E3 demo was more lenient in difficulty, but the enemies had no problem killing the player. I think he died three times total in that 30 minute total. Afterwards, time was running short so they rushed to get to the boss of the level.

We were given a preview of the boss of the level, "Dancer of the Frigid Alley" (might not be the correct name, as that's what I scribbled in my notes). This particular boss drew inspiration from middle eastern dancers; she had a long, slender body with light armor and a ghostly blue veil. She reminded me of Vicar Amelia from Bloodborne, but I definitely liked the look of this boss more (especially that veil). The boss in the game uses different moves depending on the amount of health it has, and we were supposed to see the second set of moves from the boss, but the player died before he could get there. And of course, we ran out of time from the demo.

A couple of miscellaneous notes: it was played on PC with the XB1 controller, and the build was 30 fps with minor hitches here and there. Miyazaki wanted to return to the fantasy theme after working on the Lovecraftian theme in Bloodborne and joined the DS3 production team once prototyping began. DS3 was planned before Miyazaki became president of From Software and it's now been in development for 2 years. He was able to work on Bloodborne and DS3 at the same time because From is now large enough to have multiple directors working in their studio.
[ame]http://www.youtube.com/watch?v=rE5v5ALZeyk[/ame]
 
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systems, systems
PSN-Name: Chris-ger-
#57
Ich hab kein interesse an MGSV etc.
Ich hab mit der Soul Reihe am meisten Spass wie in keinem anderen Spiel. Was ich mir halt nur Wünschen würde wäre, dass es mehr Inhalt gibt als in Bloodborne. Es sollten mehr NpCs auftauchen und deren story quest sollte laenger sein. So wie viele Dark Souls 3 beschreiben soll es sich wie Dark Souls 1 anfühlen. Ich hoffe das genau der standard von damals hier uebernommen wird, was den Inhalt betrifft. Das Combat sollte auch auf dem standard von bloodborne liegen. Jetzt keine dashes etc. sondern die attacken und aktionen sollten flüssiger und besser in einander übergehen. Ich waer auch nicht davon abgeneigt, dass die das wieder so aendern, dass man nicht immer sterben muss um zu verstehen sondern, dass man wie in Dark Souls immer eine möglichkeit besitzt die situation vorauszusehen indem man sich die umgebung anschaut. In Dk2 wird man einfach ueberrant oder tot gekloppt von 13674 Seiten. In jedem Teil konnte ich meine Tode verstehen und lernte was dazu aber im zweiten teil ist es extrem Fragwürdig. Dann auch noch übertriebene neue invasions in Sotfs, die sogar nacheinander ohne pause auftreten von NpCs. Manchmal hatte ich da meine zweifel am Design.
 
PSN-Name: krazzo
#58
Miyazaki: "Spielwelt-Design in Dark Souls III ähnelt Bloodborne"
07.07.15 - "Das Design der Spielwelt in Dark Souls III (PS4, Xbox One) wird ähnlich sein wie in Bloodborne (PS4)", sagt Hidetaka Miyazaki, der Director des Action RPGs bei From Software, in der neuesten EDGE.

Auch aus dem ersten Dark Souls (PS3, Xbox 360) will sich das Entwickler-Team einige Design-Aspekte abschauen. Derweil erhält Miyazaki Unterstützung dabei, verschiedene Elemente aus Dark Souls II (PS4, Xbox One, PS3, Xbox 360) nach Dark Souls III zu übertragen.

"Yui Tanimura, der Co-Director von Dark Souls II, hilft mir beim Aufbau und Gestalten der Karten in Dark Souls III. Außerdem berät er unser Team, wie wir verschiedene Elemente aus Dark Souls II in den dritten Teil übertragen können", erklärt Miyazaki.

"Da ich bei Dark Souls II als Supervisor nur die Aufsicht über das Projekt hatte, weil ich mich etwas zurückhalten wollte, sind seine Ratschläge jetzt sehr wertvoll für mich." Release: Frühjahr 2016 (Europa)
 
PSN-Name: krazzo
#59
Erste "Ermüdungserscheinungen"?!
Miyazaki: "Einige Bosse in Dark Souls III können bekanntes Kampfverhalten haben"

09.07.15 - In Dark Souls III (PS4, Xbox One) kann der Spieler durchaus auf einige Bosse treffen, deren Verhalten im Kampf ihm aus den Vorgängern vielleicht bekannt vorkommen könnte. Das sagte Hidetaka Miyazaki, der Director des Action RPGs bei From Software, in der aktuellen Ausgabe der EDGE.

"Einige Bosse wenden Kampftechniken an, die dem Spieler vielleicht vertraut vorkommen", sagt Miyazaki auf ein Duell mit einem Drachen angesprochen. "Das bedeutet aber nicht, dass wir bestimmte Eigenheiten der Bosse wiederholen. Selbst wenn ein Boss einen ganz bestimmten Kampfstil vertritt, müssen wir daraus einen beeindruckenden Kampf entwerfen, der weiterentwickelt ist als ähnliche Duelle zuvor." Release: Frühjahr 2016 (Europa)
 
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