Monthly Archives: April 2014

The Dark Souls Two - A podcast celebrating Dark Souls II.

Podcast 006 – Dark Souls 2 lore. No Man’s Wharf. Plus Dark Maus!

If you’re enjoying our podcast, consider taking 30 seconds to leave a review on iTunes. I’ll even make it easy for you. Look, here’s the link!

This week’s listener question:

For those that played both, which game did you prefer? Dark Souls 1 or Demon’s Souls? And is your favorite the one you played first?

Show Notes:

Dark Souls 2 calibration 1.04 patch notes.
– Dark Maus screenshot.
Dark Maus weapon attack gif.
www.darkmaus.com.
– Let @DanielMakeGames know how interested you are in Dark Maus.
Don’t Wanna Go Down to Blightown (Music Video)
Dark Souls 1 3D map explorer.
– My accidental Pharros lockstones essay. “Why I think the Pharros lockstones were a poor design choice in Dark Souls 2, and generally cheapen the experience of discovery.”

The Dark Souls Two - A podcast celebrating Dark Souls II.

No Man’s Wharf episode will be up within ~18hrs.

A new ep will be out this week. The Casual Shenanigans recording we did was for their own podcast and wont take the place of our weekly episode.

We recorded all about No Man’s Wharf yesterday and due to it being a four day long weekend in Australia I’m using all of today to cut. New ep should be up in ~18hrs.

The Dark Souls Two - A podcast celebrating Dark Souls II.

The Dark Souls Two guest host on The Casual Shenanigans Podcast… and it was a blast.

So we recently got graciously invited to guest host on The Casual Shenanigan’s podcast. It was an absolute blast talking Souls, guns and politics with the guys and trying to convince the main host that Dark Souls is so much more than just a hard game. If you want to hear the lighter side of us just shooting the shit and talking some Dark Souls with some friendly yanks check it out here:

Download episode 45 here for the audio.

The live cut is available here right now.

The video recording with all our lovely mugs is also now on youtube.

Thanks again @casualshenaniga.

The Dark Souls Two - A podcast celebrating Dark Souls II.

Podcast 005 – Dark Souls 2 lore. Heide’s Tower of Flame. Plus PC footage released!

If you’re enjoying our podcast, consider taking 30 seconds to leave a review on iTunes. I’ll even make it easy for you. Look, here’s the link!

This week’s listener question:

What’s your theory on the Old Dragonslayer? Is it Ornstein or just another being in his armor and have you any evidence to support it?

Show Notes:

Dark Souls 2 PC preview.
The image no one asked for. taboo_’s blurry nipple, it’s all you’ll get.
Unseen Path to Heide – texture glitch image.
Uneen Path to Heide disco glitch.

The Dark Souls Two - A podcast celebrating Dark Souls II.

Why I think the Pharros lockstones were a poor design choice in Dark Souls 2, and generally cheapen the experience of discovery.

Going a little stir crazy at work, while I’d rather just be at home cutting this latest episode for the benefit of all you awesome people, I came up with these thoughts while pondering the next area we’ll be covering next week.

Why I think the Pharros lockstones were a poor design choice in Dark Souls 2, and generally cheapen the experience of discovery.

Aside from them being slightly jarring to look at in most of the environments that they’re found, my first real objection is the logistical side of it all. On a recent episode of the podcast we discussed who Pharros was and where these contraptions may have come from. They’re literally peppered throughout the continent of Drangleic and I was left pondering – “how could one man journey through all these areas, set up shop, and go to town chiselling away into walls and assembling intricate mechanisms? And all the while completely left alone by the otherwise incredibly territorial locals in each area”. We hypothesised that he may have been a god, explaining away how he potentially achieved so much, over so many areas and of varying degrees of complexity. But it just felt a tad “dismissive” of the whole thing.

Now the part that I’m truly passionate about however is where I feel FromSoft side-stepped a tonne of exciting potential in favour of these ghoulish faces. The only hurdle to using those often-times very useful devices is “do I have enough lockstones in my inventory to be bothered testing this one?”. I propose that rather than making it a trade off of inventory items, could they not have taken (almost) any of the contraptions and modified them slightly to make it far more about the excitement of discovery? For example take the contraption in No Man’s Wharf. The one that lights up the entire zone and scares the bloathead knocks-offs into hiding. Imagine talking to a friend whose just picked up the game and is having a real hard time dealing with these guys. Now rather than saying to him/her “find that big obvious Pharros-face in the middle of the level and jam a rock in it”, imagine being able to say “Ooo!!! Here’s what you wanna do! Run around and kill all those archers you see until one of them drops a flame arrow. Now with that arrow look toward the roof of the cavern. You might notice a big hanging chandelier. Take your bow and with the fire arrow loose it toward that chandelier. The entire thing will set ablaze and light up the area making those enemies much more manageable”.

Isn’t that cool? Wouldn’t that really suck you into the world and give you a great sense of empowerment as you experimented with the environment and discovered this tiny thing that ends up yielding great changes for the area?

Now, I’m not suggesting throw them all out. Rather take most of those contraptions and put them behind a modest veil of lateral thinking. Things like lighting up an entire wharf with an arrow is the kind of community-made discovery that would get us all praising From for their ingenuity and keep us excited to learn more about this game months after its release. We’re Dark Souls players, we don’t need things handed to us in the form of a face on a wall that magically does things. I want to find illusory walls myself, through exploration, or the aid of orange messages from other worlds. It’s these little hidden nuances in the previous games that kept us excited, kept us together, learning and growing as a community months or even years after their release.

Any time you see one of these contraptions from now on, wonder to yourself, “how would I have slightly modified that to make it less obvious and more impactful?”. See what you come up with. I’m sure anything would be better than sticking a rock into the bottom part of an American power outlet staring at you from it’s rocky abode cut into a wall.

TLDR: Rather than handing you results from sticking a rock in a face, remove the contraption and make it involve lateral thinking to make inflict a change to the world instead.

Discuss.

The Dark Souls Two - A podcast celebrating Dark Souls II.

Heide’s Tower of Flames episode is now recorded and will be up within 32hrs.

Due to Church buying his first home last week he’s understandably been a little busy with all of that. I managed to pin him down for a few hours last night and we recorded all our thoughts on Heide’s. I’m yet to cut it but personally I feel it’s been our best conversation yet.

I’ll hopefully have it all cut and up late tonight. Worst case, early tomorrow. Yay!

The Dark Souls Two - A podcast celebrating Dark Souls II.

Podcast 004 – Dark Souls 2 lore. Forest of Fallen Giants. Plus patch discussion!

If you’re enjoying our podcast, consider taking 30 seconds to leave a review on iTunes. I’ll even make it easy for you. Look, here’s the link!

This week’s listener question:

What is your theory on the women in the statue standing over the Cardinal Tower bonfire? As seen in this image.

Show Notes:

– Dark Souls 2, 1.03 patch:

– Successful Online coop with white / small sigh stone will now revive you back to human
– Bug where entrance door to Drangleic Castle did not open has been fixed
– failing to create multiplayer session no longer disables use of online items such as white soap stone
– starting boss fight with Mirror Knight while summoning coop player no longer fails / cancel summoning process
– death match error at the undead purgatory has been fixed
– you will no longer be able to take off Covenant related rings while being summoned
– bug which dropped items were not be able to picked up again due to the ‘inventory is full ‘ message has been fixed
– dialogue will now pop up when you enter the coffin at the Things Betwixt
– fixed bug where at certain areas blood stains, illusions and messages were not displayed
– bug which location of object and item were reset has been fixed
– display response time at character making has been improved
– bug where angle of the tattoo chosen at the character making screen did not display correctly has been fixed
– response time of start menu / bonfire menu has been improved
– certain items not being available at the shops in NG+ and later has been fixed
– summoned players no longer fall under the ground at Earthen Peak
– bug which caused souls to be lost while equipping life protection ring has been fixed
– bug which caused face icon displayed at the summon sign to be of different player has been fixed
– Trophy icon for the Guardian of Fort(?) fixed
– Controller now vibrate when guarding
– equip menu info on dark magic has been fixed
– bug which caused player to fall through elevator while using binoculars and casting spell has been fixed

– Image of enormous statues guarding over the ocean at the Cardinal Tower.   Also, we’re still fine tuning our setup. It’s not bad, but audio quality will improve next episode.
Nature’s Goatse.