
Hot off of playing Bloodborne's The Old Hunters DLC, and with Dark Souls III just over the horizon, I thought I'd get myself hyped up by playing through the re-release of Dark Souls II, Scholar of the First Sin. This version of the game is a next-gen enhancement of the original game that was released on the PS3, XBox 360, and PC a year prior, and it includes improved graphics, faster frame rate, and more challenging enemy-placement. It's available on PS4, XBox One, and PC, and is treated as a completely different game as the original version. It's not a DLC or a patch update (though it does include all three of Dark Souls II's DLC content).
Scholar of the First Sin looks much smoother in motion, with higher resolution and framerate.
Lighting and textures are (at best) only marginally improved from the last-gen release.
I was honestly expecting Scholar of the First Sin's graphics to be considerably better than they are. In fact, I honestly don't think the graphics are much better than the last-gen release; I think the only difference is that it displays at full 1080 resolution and plays at a high end of 60 frames per second. Colors are a little more vibrant, and the game doesn't look as washed-out, but models and environments don't seem any more complex, and textures are only maybe slightly more detailed. Unfortunately, darkness still isn't as dark as it needs to be to make the torch as necessary for exploration as it was apparently intended to be. In pre-release demos, darkness was implied to be a complete fade to black that rendered objects within the dark invisible. Simply adjusting the brightness of your TV wouldn't change that. In the released version, darkness doesn't go completely black, so objects are only hidden if your TV brightness is low - lower than the recommended brightness level of the game. Even then, the release game looks brighter, and Scholar of the First Sin does very little to change that.
PREVIEW FOOTAGE showcased greater contrast between light and dark, and more detailed textures and geometry...
This graphical downgrade, the complete failure of FROM or Namco/Bandai to inform the public about it, and the resultant misleading marketing that repeatedly showed demos, screenshots, and footage that wasn't representative of the final product left a huge negative impression on a lot of players - especially those who pre-ordered it. That poor initial taste is probably a huge part of the reason why this game has gotten such a negative reception, even though that negative reception is mostly warranted. Scholar of the First Sin was an opportunity to wash that bad taste out of consumers' mouths and give us the game that was advertised, marketed, and pre-ordered. But Namco and FROM didn't bother.
Darkness is just rarely ever a meaningful component of the gameplay. Darkness may lower the range of target locks though, so even though I could plainly see enemies, I felt like I wasn't able to target lock them as readily as I could in the PS3 version. Even so, there's enough sconces laying around that you can light a sconce, extinguish your torch to fight, then re-light it at the sconce after all the enemies have been dispatched. It ends up just being some extra overhead if you care enough to bother with it, and not an essential element of gameplay.
... FINAL PRODUCT shows low contrast between light and dark, frequent repeated textures, and simplified geometry.
Textures, character models, and world geometry don't look noticeably better. Many areas still have generally blander textures than what was presented in pre-release videos, and the textures noticeably repeat. World geometry also seems less detailed and intricate compared to pre-release videos, which takes away a lot of the personality that these preview areas exhibited. I was expecting Scholar of the First Sin to restore many of these superior textures and models from the previews, and I'm really disappointed that the game doesn't look better than it does.
Darker contrast in previews [LEFT] made real-time shadows more vibrant,
and creatures more threatening and mysterious than in the release build [RIGHT].
The improved textures also don't do much to help the game's generally bland art design. There aren't many visually-appealing locations in the game, as they are all just variations of run-down castles and forest paths. Most of them have pretty sparsely-decorated hallways with simple geometry that has little-to-no personality. There's nothing here that even approaches the ominousness of Demon's Souls' Latria, and the oppressive environments of Bloodborne make Dark Souls II almost serene by comparison. Again, Scholar of the First Sin does little-to-nothing to address this. No Man's Wharf probably remains my favorite location in this game, as it's one of the few locations that takes place in a fairly unique setting that actually utilizes light and dark for gameplay purposes.
So while the visual upgrade doesn't really add much to the game, the higher framerate definitely does make a noticeable difference. The PS4 doesn't seem to maintain a full 60-fps at all times, but it seems to always run better and smoother than the 20-30 fps of the PS3 version. Animations are much smoother, and ambient effects (such as foliage swaying in the wind) look much better. I admittedly had to spend some time re-adjusting to the game's speed. After coming back from the rapid pace of Bloodborne, this game almost seemed to be moving in slow motion, and the higher framerate probably contributed greatly to that sensation. That's not necessarily a bad thing; it's just a stylistic difference. Scholar of the First Sin plays smoothly (on the PS4), and it looks decent (even though it should have looked better)... [More]
ac8d6f88-ca6d-4def-983d-10eea4ed035b|2|4.0
Tags:Dark Souls II: Scholar of the First Sin, Dark Souls II, Dark Souls, From Software, online, PvP, co-op, covenants, summon, invader, invasion, phantom, shade, soapstone, covenant, torch, DLC, Crown of the Sunken King, Crown of the Old Iron King, Crown of the Ivory King

Even though the player character in Dark Souls can be in a "hollow" state, the player never truly goes hollow. At least, not in the sense that NPCs and enemies have gone hollow.
According to Dark Souls' mythology, the undead are condemned to repeatedly wander Lordran in search of a cure, being unable to permanently die. But for virtually all such undead, this quest is futile. An undead can temporarily stave off hallowing by absorbing souls or infusing themselves with the humanity of someone else. Eventually, an undead dies one too many times, or is worn down by the daily grind of collecting souls, and loses the will to go on -- or is simply unable to continue collecting souls and humanity. When this happens, that undead becomes hollow, loses his sanity and free will, and continues to wander the world as a mindless zombie attacking any un-hollowed that it encounters on sight.
It is unknown how many "Chosen Undead" are brought to Lordran or the Undead Asyulm, but the Crestfallen Warrior at Firelink tells us that many have come before you. Is it possible that all hollows in Lordran were at some point "Chosen Undead", tasked by Frampt to retrieve the Lordvessel and re-kindle the dying flame?
Probably not.
A great deal of the hollows that you encounter in the game were likely former residents of Lordran, and there was no need to select a "Chosen Undead" until Gwyn's power faded to a "cinder", and the fire began to die. This presumably took a very long time - a whole "age".
The Crestfallen Warrior informs us that we are not the first "chosen undead",
and suspects that we won't be the last either.
Avoiding hollowness with purpose
Many undead adventurers wandered into Lordran (or were abducted and taken there), and they struggle to hold onto their precious humanity for as long as possible, fighting for their lives in the fear that they, too will go hollow. Some, like the Crestfallen Warrior, resign themselves to the inevitability of hollowness, and find a sense of purpose in warning other new arrivals that they, too, are doomed. Others pursue some seemingly impossible goal or objective in the hopes that the journey will provide them with the sense of purpose necessary to avoid (or at least delay) hollowing. And yet others have taken up crafts or vocations such as blacksmithing, vending, or guarding something in order to keep them focused and avoid hollowing (and to exchange goods or services for the very souls that they need to stave off the hollowing). Keeping such a goal may help keep an undead partially lucid, but they also seem to begin to forget everything else, and only the knowledge of their quest or craft remains. Perhaps, the undead guarding various areas of the game were, at one point, tasked with protecting that place (or something within that place), but have long since lost their mind, and only that compulsion to defend has remained.
Going on "one final quest" seems to provide adventurers with enough focus to hold back hollowing.
But hollowing isn't just a thematic element reserved for non-player characters; hollowing is also a mechanic in the game that affects the player. Whenever the player character dies, you are reborn at the last bonfire in a hollowed state, unable to summon help from allies until you restore your humanity through the consumption of someone else's humanity. In Dark Souls II, hollowing further handicaps the player by cummulatively reducing your total health each time you die, and only restoring your humanity can refill your health meter. In both these cases, the player is not truly hollow; you are only in a state of partial hollowing.
It's unclear whether non-player characters are able to die and restore their humanity, or if deaths contribute to an irreversible progression towards hollowness. There are, after all, apparently hollowed NPCs such as the undead merchant in the Undead Burg and blacksmith Lenigrast in Majula who are sane enough to have kept their shops open. The presence of NPC summon signs hints at the possibility that they, too, are capable of restoring their own humanity through the same mechanisms that you can, but the game itself justifies this with ambiguous appeals to "time distortion" and hypothetical parallel realities that obfuscates the matter - particularly where Solaire and Lautrec are concerned.
Summoned NPCs may recover humanity as you do, or they're from another time or dimension, or both.
Solaire's dialogue refers to "heroes centuries old phasing in and out.". Solaire may be using the words "world" and "time" interchangeably. This seems to be the game's justification for how summoning works: you may be literally summoning someone from a bygone era into your own time period. Anytime, you are summoned to someone else's world, you are also being transported to another time (past or future, depending on whether or not you finish the game). Solaire and Lautrec seem to somehow come from another time or dimension, but other characters definitely seem to exist within your world and time: Andre, the Crestfallen Warrior, Rhea and her companions, Big Hat Logan and his apprentice, and so on are all undead who have seen many other "Chosen Undead" come to Lordran seeking their destiny.
In any case, it's not until an undead "gives up" that the hollowing process becomes complete. What do we mean by "giving up"? For an NPC, it means that they gave up on life and went hollow, and the player typically ends up putting them down. For the player, it means that you stop playing the game. As long as you continue to play the game, then your character will continue to hold onto a sliver of humanity and maintain his or her sanity for a little while longer. When you put down your controller for the last time, you have condemned your character avatar to finally succumbing to hollowness, whether you recognize it or not... [More]
ce0263eb-66fa-4c8b-b624-2655b7809cd6|3|4.7
Tags:Dark Souls, Dark Souls II, Scholar of the First Sin, Demon's Souls, From Software, undead, Lordran, Drangleic, hollow, hollowing, humanity, souls, zombie, Solaire, Lautrec, Blacksmith Lenigrast, Crestfallen Warrior, Andre of Astora, Rhea of Thorolund, Seigmeyer of Catarina, Big Hat Logan, Gwyn, Sunlight Maggot, God of War, covenant, Warrior of Sunlight, Gravelord Servant, vagrant, perma-death, NPC, lore, Dragon's Dogma, pawn, online, multiplayer, PSN, XBox Live, Steam, emergent narrative
The DLC level for Bloodborne is considerably easier to access than the DLC of the first Dark Souls. You only have to beat a mid-game boss, and the items that you need to access the DLC are literally just handed to you next time you visit the Hunter's Dream. Unfortunately, if you don't read the pop-up text that tells you where to go to access the DLC level, then you might be in trouble, as there's no other indication in the game of where to go. Not even in the item description of the trinket that grants access. In typical FROMSoft fashion, accessing the DLC is fairly obscure and un-intuitive. In fact, it's even more obscure than Dark Souls because it isn't something that the player is likely to accidentally stumble upon. It requires players to do something that they might actively avoid attempting to do because it's something that probably got them killed in the base game. Granted, there is one other situation in the base game in which you are teleported to an optional location by this same method, so it's not entirely unprecedented, but it still feels contrived. Look FROMSoft, if you have to explicitly tell the player where to go in a text prompt, rather than allowing the player to infer it based on textual or environmental clues, that's probably a sign that you made it too esoteric...
The DLC doesn't require players to jump through as many hoops as Artorias of the Abyss required,
but the actual entry-point into the DLC is even more obscure and counter-intuitive.
Once you're in the DLC's "Hunter's Nightmare" area, you'll be provided with a seemingly much more technical challenge than Dark Souls' Artorias of the Abyss DLC. While Artorias DLC threw a lot of magic-casting enemies at me that required me to cheese my way through the levels by using ranged weapons or mob-baiting tactics to cut down enemies one-by-one while staying out of range of the casters, Bloodborne's The Old Hunters DLC instead pits me in more one-on-one battles with fellow hunters that require more careful technique in order to vanquish. In fact, these encounters kind of subvert one of the common criticisms of the Souls games, which is that enemies are too easy to bait, and fighting one-on-one trivializes most fights. The mob monsters in the Hunter's Nightmare actually back away from you as if they're scared, and the other hunter enemies will actually kill those monsters for you, setting the stage for these one-on-one fights. I hope you've been practicing parrying, visceral attacks, and dashing towards enemies in the base game, because this DLC will test those skills. They aren't as obscenely difficult as the NPC hunters that you can find in the chapel of the Unseen Village or in the courtyard on the side of the Grand Cathedral (opposite the path to the Forbidden Woods), but they can easily destroy you if you overreach or get arrogant.
Or at least, most of the hunters aren't that difficult. There are a few notable hunters that posed quite a challenge. One pair of hostile church agents caused me quite a bit of trouble with the camera and target lock, since one was a ranged spell-caster, and the other was an in-your-face swordsman. These issues were exacerbated by the presence of environmental decorations that kept getting between my character and the camera, and thus blocking my view of the action. It always annoys me when game designers put challenges in the game that the mechanics are ill-equipped to deal with. It's something that Bloodborne and the Souls games rarely fell victim to (other than the occasional tight-roping and platforming), so it's really noticeable when it does happen.
This wheelchair enemy would sometimes wind up on the moving stairs and turn invisible.
There was also a recurring glitch ... [More]
4e2bcc7f-ea9e-450f-a108-f054dad07aa4|1|5.0
Tags:Bloodborne, the Old Hunters, From Software, PS4, Sony, PSN, DLC, expansion, hunters, insight, Yharnam, whirligig saw, gatling gun, weapon, league, covenant, co-op, H.P. Lovecraft
Every year, the beasts of Yharnam multiply, leaving hundreds of poor, homeless monsters wandering the streets of Yharnam during the night of the hunt. Many of these poor beasts go un-adopted on account of they would violently rip their owners to shreds. But it doesn't have to be this way. Always remember to spay or neuter your Bloodborne beasts.
PSA: Please remember to spay or neuter your Bloodborne beasts.
"It's a dirty job, but somebody has to do it."
This has been a public service announcement by MegaBearsFan. [More]

I am absolutely loving Bloodborne! But now that I've already thrown heaps of praise at it in my review, I thought I'd take a bit of time to provide some constructive criticism. As much as I love the game, it does still have flaws and annoyances. With the load screen complaints being addressed via a patch that made them shorter and gave players something to read, there aren't many major flaws left in the game. Most of what remains are fairly nitpicky and trivial, and none of them are game-breaking by any stretch.
This post may contain explicit complaints and suggestions about mid and late-game levels, story, bosses, and items that could be considered spoilers if you haven't played that far into the game. Consider yourself warned...
It would make sense for reading
lore documents to provide insight.
Before I get into suggestions for fixing things that I see as gameplay flaws, my first suggestion is going to be more of a thematic suggestion.
I think that reading the various lore notes scattered throughout the game should provide insight to the character. This provides incentive to read the documents (even on repeat playthroughs), and rewards players who actively explore the game's lore.
It also makes sense within the internal context of the game world, since reading the document does provide the character with insight into the world and its history. The character (in addition to the player) is learning something about the world, and so that should be mechanically enforced with the receipt of insight. In fact, I would even propose that reading the notes could even provide two insight.
If this suggestion were to be implemented, then I can definitely see a need to relocate the first lore documents ... [More]
634b483b-9d63-4813-8bef-118d49b426a3|0|.0
Tags:Bloodborne, wishlist, From Software, Sony Computer Entertainment, PlayStation, PS4, PSN, trophies, insight, lore, blood vials, bullet, gun, NPC, co-op, blood-starved beast, artificial intelligence
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