The small-scale level design of individual areas

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Posted by Emilylowes from the Agriculture category at 29 Jan 2024 01:41:12 am.
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Its world is divided into dead end paths, each its own corner cut off from the rest. A now infamous elevator from the top of a tower in the middle of a valley inexplicably takes you into the heart of a volcano. Fast travel is introduced from the start, too, removing that sense of isolation and making it so that no journey ever feels like one of the original's monumental undertakings. Home is only ever a loading screen away.

Much has been said of Dark Souls 2's troubled production, and that it shows the scars of that is no surprise, but what is surprising is just how many ideas it still manages to pull off. There are places like a misty forest full of invisible foes, a set of islands above the clouds inhabited by dragons and time travelling trips to the past through fallen giant's memories. Regardless, for many people who'd been so enamoured with the first game, this was a big step down.
While the small-scale level design of individual areas, with shortcuts and hidden routes that send you in a loop, can be found in plenty of its imitators, Dark Souls' impeccable approach to world design is singular. Even FromSoft's own sequels and spiritual successors, whether that's Bloodborne or Sekiro: Shadows Die Twice, don't have such a coherent world. It's not hard to imagine why, because even Dark Souls itself struggles to pull it all together. Late game area Lost Izalith, for instance, is full of recycled enemies and a barely functional boss fight involving some truly terrible platforming the game wasn't built for, and shows the cracks in the games ambitious design.

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