![]() ![]() Tanimura: As a player you feel anxious about being cast into this eerie place, but you see a house in the distance with warm light spilling out over the threshold, and it alleviates that somewhat. Satake: Those old women are mean, the way they talk just makes me want to shout ’Shut up you old hag’. We wanted to make a warm little space in this otherwise dark and gloomy world. If you think about it the simple fact there there is a house with people living in it is something that didn’t exist in the first Dark Souls. Tomari: That was done on purpose to immediately distinguish it from the previous game. The house itself features some wonderful detail, it really feels ‘lived in’. The undead you encounter past the house are those who became forever lost in the space betwixt. Tanimura: In the design it’s written that very few people actually make it out of that cave alive. We worked very hard to craft a world that lives up to those expectations. It makes you wonder what could be stretching out on the other side. Satake: I’m actually very fond of that detail. I was immediately drawn towards it, it’s a little glimpse of hope. It’s a complex feeling, a mixture of excitement of the journey ahead and dread of the hardships to come. In the opening grass-filled area you hear that faint rustling and think ‘here we go again’. When we took another look at the area during the re-design some elements were changed, but we still wanted the player to have that feeling that they were embarking on something amazing, plunging headlong into the dark unknown. Of course we wanted the experience to get off to a strong start so we added these elements, but there are also those players who didn’t play the first game, and also in terms of tempo it just didn’t work. Then after advancing a short distance you’d be faced with this great dragon. You were plunged into a pitch black world, as if you had instantly been flung into the original game’s Tomb of the Giants, all but the most hardened player will start to loose hope being faced with that right off the bat. Satake: For the players who had been eagerly awaiting this new entry we wanted to place them in an exciting new world and immediately let them know that the adventure had begun anew, but I feel like our original design was overdoing it a bit. It was our way of saying welcome back to people who played the first Dark Souls. On top of that, attacking one will attract all the surrounding enemies granting you with a spectacular first death. Tonaki: There are small enemies hidden in the grass which you can attack, but you do so little damage that you can’t hope to defeat them. When thinking how we could re-purpose the area we struck upon the idea of making it a tutorial map. But, during the re-design the dragon disappeared leaving only the empty cave behind. The player would then be tasked with working out how to overcome this seemingly impossible situation. Tomari: While the concept art doesn’t appear in this book, in the initial design you were going start in the depths of a dark cave and immediately be faced with a gigantic dragon, but you had yet to procure any weapons and were powerless against it. How about starting at the beginning, in Things Betwixt. Next I’d like to talk about the various locations in the game in a bit more detail. If you missed part 1 you can read it HERE
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