I did say that about FF13. (too bad they went in the opposite direction to where they should have gone, in FF13-2)
FM3 - So I head back to the Glorious Land of Nippon and romg there is martial law declared and Macho Man Randy Savage's Dad has been declared leader of a coup! But secretly he isn't! Upon hearing that his homeland is being taken over by the military, his family and friends are under threat and his country is turning into a corrupt fascist dictatorship Macho Man Randy Savage has this to say "FUCK YOU DAD".
So I figured while I was playing some Torchlight 2 I would watch a no deaths run of Dark Souls to try and understand it and to see what it seems Fenrir has determined as what is required to be "good" at Dark Souls. This I could not find (thought there was supposed to be one floating around?), but what I did find was a wiki to wikiwalk through to still try and understand you guys.
I still don't get it. It is like Vagrant Story with more obtuse systems and a whole ton more dick punching and no direction through the city. Does not compute. I love Vagrant Story. I hate dick punching. I don't understand the joy you get from receiving dick punching, but please never change.
(Try to ignore my blatant LUST for Dark souls)
You can't really get Dark Souls by seeing a a no death run done by a pro, like you can't really get Super Mario Brothers by seing a tool assisted speedrun. Death is not necessarily a major point of the game, but danger and risk are, and it's something you can't really appreciate here. (It's about learning from your mistakes the first time too)
You don't need that much to be good at the game, mostly: learning how bosses attack and when/how to block/dodge and when to attack, taking things slowly, learning the environment. I'm only good at the third one.
There is a ton of stuff in this game, but it's all mostly easy to understand. There is no terribly obtuse system like blacksmithing in Vagrant Story/Legend of Mana/Unlimited Saga. You can forge your Axe+1 so it becomes an Axe+2. Then you can forge it so it becomes an Axe+3. On +5 and +10 you can add an element.
So basically: There are tons of weapons, try each to get a feel of how they handle. Put your stones and money into your favourite so it becomes better. Maybe make it fire elemental at +5.
Covenants all work under the same way: Do what they want you to do, and you'll get 2 or 3 items unique to that covenant.
The lack of direction and maps actually work here, because the level design delivers. Explore and you'll naturally make a mental image of the in game world in your head without effort. I can actually imagine the entire game world inside my head easily, and it's not something I can do (or even come close to) with any other 3d game. You get a large non linear world, with no need to check a map constantly. It is the exact opposite philosophy of GTA, Assassin's Creed or Metroid 1, where the areas are larger but not distinct and you absolutely need a map.(except Metroid 1 doesn't have a map) The game doesn't really have that many true dick moves. I count 2 kinds. (when the floor crumbles under your feet in Lost Izalith, + the first mimic/slime you encounter) Maybe Anor Londo archers.
(Dick moves are still great fun. Drakkhen rocks)
There aren't surprises or dick punches left for me in Dark Souls, but I still play it because there are tons of builds and different weapons that handle differently. For example your approach against any enemy can be very different with a regular sword (regular), or a 2h sword (high damage and range, slow as fuck), or a halberd (not hitting leaves you more vulnerable than other weapons), or fists (very low range), or a whip (slow with nearly no stunlocking power, but allright against multiple enemies IIRC)
Gameplay is better in Dark Souls because Vagrant Story is pretty much straight up RPG with QTEs, like Shadow Hearts or Legend of Dragoon. There aren't really any mechanical differences between fighting with a spear or your fists with Vagrant Story, because range largely doesn't matter. Dark Souls is a more active game where most encounters need to be treated in different ways and death is around every corner (death not being a source of frustration, since it's better integrated than in any other game), while in Vagrant Story you just run up, punch people and try not to get your RISK too high and never really die. There is no masochistic desire in me for wanting to play a difficult game like Dark Souls, just the same desire for something that requires constant attention you get from DMC or God Hand.
Oh god.
Anyway I beat Ornstein and Smough. My damage was terrible against Ornstein, but he's a human, he can bleed. The claw has terrible range and a slowish animation, so the only way I actually beat them was tanking with full Havel + Wolf Ring. I wish I could actually use huge armor for the entire game, but the walking animation is just too slow for me.
Bleed damage has actually been surprisingly invaluable. There's that fight, the asylum demon, drakes, capra demons, minotaurs, harpies... I don't really except bleed to carry on for much longer, so I've been pumping all my stat points into strength for the Dragon Fist Bone. At +4 and with 35 strength, it is still shit.
I also got the Dark Hand, which is useless as a weapon and awful as a shield. Yay! It's the only shield I have, but I haven't really used it seriously at any point yet. The biggest advantage it provides are:
1) Cool distorsion effects
2) My character looks like she's constantly mashing berries in her left hand.
I also just betrayed Shiva for the DWGR. Currently doing ninja flips in Velka's armor set and holding two claws.