The gore is still there, but the general plotline came to be very predictable (especially the merging of different timelines and who the antagonist is), and the mysterious
dark feel of the games we got to see in the previous films has been replaced by pointless narrowed - down bloodshed and, sometimes, humor.
Not exact matches
The storyline in negligible, and doesn't really go anywhere, it
feels like if there were four
dark sector books, and then they decided to make a crappy
game adaptation
of the fifth.
But with its technical problems and a lack
of enemy variety,
Dark Void starts to
feel like the
game is getting in the way
of its own universe.
But the
game is flat out relentless and will make most regular 2k fans
feel like they re playing
Dark Souls at first and will leave every
game feeling like a glorified bum with all
of the characters praising you like a blind kid after hes allowed to score a touchdown.
Though I was letdown by the bosses in
Dark Souls 2 which are mostly all re-skins
of bosses from previous
games with slightly different moves.So most the bosses
felt kind
of uninspired except for a few.A little more than half way through the
game I was getting a little bored.
In a week where Capcom gives us a
Dark Arisen that encompasses all
of the original
game — Dragon's Dogma — for a much, much lower asking price, you really can't help but
feel like someone's having a laugh at your expense.
The
game to me, wasnt difficult but too often made me have a «I really wish I werent here right now» type
of feeling every time I progressed in an area rather than a common
feeling that I got in
dark souls 1, 2 and 3, and that
feeling being «I wonder what this place has to offer and not just pain and frustration».
While there is some genuine
dark comedy to be had here, the gameplay itself
feels as tacked on: there is no camera control, shots are basically winging it until you play a few stages over, and most
of the indicators a golf
game would give you are not here.
I don't think every
game needs to be
Dark Souls, but when it seems like any encounter with a pack
of human - sized jackal minions is best solved by button - mashing and hoping I'm hitting dodge and attack with the right ratio to do damage while not getting hit too often, each fight starts to
feel more like a chore than a rewarding challenge.
A Link
game done with his art style could easily be a realistic
dark game or Skyward Sword style
of game or a mix
of all other
game feel.
With each area being cordoned off from the rest
of the stages, the pacing can
feel a little off at times, with environmental transitions happening suddenly after a loading screen rather than dynamically occurring as in the Souls
games, but this more concentrated focus on the levels also allows for condensed, goal based gameplay that is almost impossible to achieve in
Dark Souls, which is certainly welcomed when you're short on time and just want to grind out a twilight mission or two.
I've never played any
Dark Souls or Bloodbourne
games but it's the sort
of title I have a
feeling I'd enjoy.
This
game is great, it's like a kind
of casual
dark souls and will hopefully keep me busy till the dlc drops but... I strongly
feel it could have a little more meat to it i.e. more levels a greater variety
of gear and maybe give an endless mode with leaderboards, with making it the point
of every 10 levels add a boss fight.
While I wouldn \» t
feel confident saying either
of the TimeSplitter
games reached the greatness
of Perfect
Dark, I certainly don \» t think they got left behind.
There's a lot about the Souls series I will absolutely miss, such as the grim beauty
of each
game's locales or the thrill I
felt whenever I defeated a tough boss, but there are admittedly things about the series I won't miss as well, such as the below five locations from
Dark Souls,
Dark Souls II, and
Dark Souls III.
Leaving red ribbons is obviously a bit
of a
game, but it does
feel quite
dark.»
However, humanizing Light ultimately hurts the character's confrontation
of L. Death Note has always been a story that has a lot going on, but most fans» favorite part is the cat - and - mouse
game between Light and the
dark and quirky detective L. Lakeith Stanfield delivers a character that
feels as though it was pulled right from the manga and anime.
I really enjoyed the sense
of exploration afforded to
Dark Souls» method
of traversal so I don't
feel so bad about the
game's return to an earlier form.
Speaking in an interview on the PlayStation Blogcast, Sony's Shuhei Yoshida spoke about
Dark Souls» captivating player - to - player interactions, saying «Lots
of things these
games - Demon's Souls and
Dark Souls - did, like leaving the messages to other people asynchronously so you
feel connected but not really connected at the same time, all
of these things inspired us when we were designing the system features for PS4.»
Explore the otherworldly Giant's Causeway, the positively fairytale
feel of the
Dark Hedges forest, and some historical distilleries and local pubs in and around Belfast and Derry, not to mention some
of the locations where
Game of Thrones was filmed.
Or, if you're
feeling wild, change the rules
of the
game at the
Dark Assembly!
For starters, Nintendo users
felt understandably left out, not knowing if the new
game would be worthy
of investing on a new console, but also the adoption
of a more Western - friendly environment could also lead to a casualization
of the mechanics, instead
of offering the same demanding experience that the fanbase is so familiar with, not too different from
games that base their appeal on their high difficulty, like the
Dark Souls series.
Though it does blink on and off near baddies (pig / human hybrids), I
feel the
game loses some
of the fright factor
of the original because you are never forced to be in the
dark.
A
game like this rides completely on the
feel of the shooting, since that's what you're going to be doing for a large chunk
of the playtime, although the reality
of Dark Raid is that you'll spend the majority
of your time trundling through massive, boring rooms made
of grey metal, looking for a couple
of things to blast before moving on.
My gaming spark got extinguished dis gen, ps2 era
of gaming was weyyy more fun 4 me everything jus
felt same old to me dis gen wit d exception
of titles like MGS4, demon /
dark souls, dead space 1 & 2 & RDR...
games i had high hopes 4 were ruined like ff, RE, socom, recent R&C titles SC5 & NGS3 as well, i can't judge gms like halos, gears, forza & fable since im nt a 360 owner bt i loved d 1st halo bac on original xbox.
The opening
of the
game's primary story that focuses on Artyom and the
Dark Ones is strong, but then it vanishes for a large
of the chunk
of the
game, only to re-emerge later in powerful fashion before fizzling out once again with a weak final third
of the campaign and endings (there's two available) that will likely leave quite a lot
of people
feeling a little unsatisfied, something which is becoming horribly common in
games these days, although others may quite enjoy it — it's a hard call to make.
Exposition is still there, as that's how we learn about the world and narrative
of Cave Story, but it's never inane, trite, or obtrusive to the
game, as the story is layered and
feels meaningful as it quickly puts forth a mystery
of what's happening and why, and sets up a
dark tone to the proceedings that contrast quite heavily with what many may see as cute visuals.
The horror
of Conarium comes from the uneasiness you
feel when walking through the
dark corridors and dimly lit caverns
of the
game.
I would remember the
feelings I had as I traversed the
dark, gloomy landscape and recall the wonderful music that would create an atmosphere quite unlike any other
game of the time.
This lends both
games a lighthearted
feel, which makes the incredibly
dark stories
feel more palatable for players
of all ages.
Yes, the
games are hard, they're cryptic, and not easy to get into, but the difficulty is just one component
of what makes each
Dark Souls
game so cohesive and intriguing, a buttress for the
feeling of embarking on a long journey.
On that note, it does seem there will be more
of a survival
feel to some
of the third - person parts
of the
game than before - as Jim will be exploring uncharted territory, he'll be scouting out various Akrid - infested interiors full
of claustrophobic corridors and
dark, icy caves.
So yeah, for a
game that's pretty
dark and moody most
of the time, Snowpeak was one
of the few locations in Twilight Princess that
felt lighthearted and genuinely funny.
In Salt and Sanctuary, everything is
dark and gloomy with the muted colours imparting the
game with a sense
of mystery and make you
feel like you are stepping into a dreary, unexplored world.
Dark Souls was such a good
game, and even though it took almost every aspect
of Demon's souls, it still
felt like its own thing completely.
The key aspect
of the series (and in fact any
game about The
Dark Knight) should be, does playing as Batman make you
feel like a bad - ass?
It
felt like a mature title at the time, even featuring the
Dark Knight tossing the Joker off the side
of a building at the end
of the
game.
The combat
feels brutal in a way that will tickle series veterans, but its meaty strategic core is likely to attract fans
of games like Bloodborne and
Dark Souls too.
Although it
feels like more than a mere movie tie - in, Transformers: Rise
of the
Dark Spark still isn't a good enough
game to stand on its own.
The
game has this fantastic
dark atmosphere, I just wish they did more to really flesh it out and make it
feel like a place to explore, rather than just a backdrop for an endless torrent
of white knuckle action.
It's more
of a bite - size edition
of the
game that manages to capture the
feel of the
Dark Souls series, but not the essence.
Gears
of War, in my opinion was always the franchise that offered the best non-traditional looking weapons for a
game with a
feel about them that was
dark, gothic and yet futuristic all at the same time.
However, the release
of the
game was rather unexpected as fans
felt that From would take their time with this one, considering Bloodborne was released just over a year back and
Dark Souls 2 before it in 2014.
As I said, narratively it does
feel like things are back to square one a little with any character growth Rufus achieved in the first
game getting reset and Goal spending a lot
of the time as three different people, but there's some genuinely great moments between them, as well as some fairly
dark moments later in the story that contrasted the otherwise lively and bright humor
of the
game nicely.
We
felt the best way to represent this overlap
of light and dark, and to represent the changes between them, was to use the same slanted top - down view used in the original The Legend Of Zelda game.&raqu
of light and
dark, and to represent the changes between them, was to use the same slanted top - down view used in the original The Legend
Of Zelda game.&raqu
Of Zelda
game.»
When you add in the
game's dodge mechanic, the combat takes on an arcadey,
Dark Souls - lite (very) type
of feel.
Those that are a fan
of the
Dark Souls
games will
feel right at home here.
Compare this with
Dark Souls II: instead
of carefully planned enemy encounters and environments, it almost
feels as if half the
game is comprised
of cheap shots coming from around corners on narrow walkways.
Stylish retro graphics, Metroidvania
game design, a mysterious sci - fi setting, and a
dark, thumping soundtrack inspired by the
games of yesteryear combined to give me the same kind
of warm and fuzzy
feelings I remember experiencing the first time I saw last year's instant retro - classic, Shovel Knight, in action.
I gave the
game a shot because I had finished
Dark Souls 3 last year and missed that
feeling of ecstasy you get after beating bosses.