I agree that they went a bit too far with the lack of information. Core parts of the game (such as equipment load, message writing, what covenants do, etc etc) were just completely devoid of information in the game. I made it to about level 60 and roughly halfway through the game before I had to go read a wiki to find out what buff icons on me were, what stats did what, how damage scaling actually worked, etc. I appreciate the very minimalist type of design they went for and even though I'm complaining about it here it was probably one of the things that will stick with me the most (reminded me a lot of old EQ in some ways, in the sense that you just have no idea what is happening). I just think they overdid it a bit, as everyone I know that played it was eventually forced to go wiki things.Obviously over 50% of equipment load!
Anyway I finished the game the other day without much compulsion to play NG+ as I did pretty much all I wanted to do in a single play through (thanks to some ridiculous soul farming in the Painted World - serpent ring, symbol of avarice, wrath of gods and high faith for overkill bonus = 13000+ souls a minute killing the phalanx near the first bonefire while watching tennis...).
I enjoyed the game, but it is hardly playable without massive spoilers (a number of key items are buried under three layers of secrets, quest lines - Siegmeyer of Catarina, Knight Solaire - are mostly impossible to resolve) and the narrative payoffs are very lame. The bleak tone of it all remains pretty unique and fascinating though, the level design remains clever, but I am convinced the game would be better if some things were less obfuscated (there is a number of things you miss or don't try simply because you have no idea wtf they are - and I mean core things like jumping or leaving messages for others, so let's not even mention treating curses or catastrophes... or core narrative elements like the primordial serpent in The Abyss). Covenants also seem like a great idea but poorly executed because of this 'mountain of mystery to hide molehill of content' design policy.
Compared to Demon's Souls I also felt there were less memorable boss fights and less need for equipment versatility (in Dark Souls I used my starting mace turned into a Divine one and then a Black Knight Sword that is ridiculously easy to boost to +5 and voil?).
PS: Killed Gwynn without parry because Solaire tanked like a champ!
I'm playing Demon's Souls right now, and I'm not sure if I can finish it. The way they handle healing items just seems so awful. It's like, if you're doing well and have a build that is working for you you'll have infinite healing items built up and can just spam your way through boss fights. But if you run in to a tough spot or have to try a boss a few times you run yourself out of them and eventually get to a point where you CAN'T try the boss anymore, and are forced to go farm bullshit mobs that drop 6 souls and maybe sometimes weaker healing items.Now here the the sad thing, I don't have a PS3 anymore, and I never beat DS. What could I do to play this game without having to buy a PS3?
Yeah. Its actually kind of funny to play the hell out of a game like Dark Souls when you first get it, waste a ton of hours, then notice people's youtube videos. You watch them and say to yourself "holy shit I am so far away from that". hahaI kind of liked the lack of information because it made me feel like I was traversing a real world instead of just visiting an amusement park. For some reason in any game I play anything I discover that isn't presented in a streamline fashion is always more interesting to me.
And for someone who plays so many RPGs it was just a nice change of pace to studiously go through a game the first time and then find out how much I missed by reading about it.
I'm in exactly the same spot. Loved the hell out of Dark Souls. Around 300 hours played on XBox and PC. I want more before DaS2, so I bought a PS3 and Demon's Souls. It's good, but the healing system feels terribad.It probably wouldn't be such a big deal if I had played it before Dark Souls, but coming from the flask system the grass in Demon's just feels really, really bad.
I couldn't agree more. They probably took it a *little* too far. There are some really basic mechanics that should have been better explained. But the mystery is definitely part of the game's appeal, particularly in combination with the dreary, contemplative atmosphere. The total uncertainty you feel about WTF to do when first starting out reminds me of early EQ. In a good way.I kind of liked the lack of information because it made me feel like I was traversing a real world instead of just visiting an amusement park. For some reason in any game I play anything I discover that isn't presented in a streamline fashion is always more interesting to me.