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Posted by IGN Mar 21 2012 10:39 GMT
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Namco Bandai has teased a Dark Souls announcement on the game's Facebook page and on the back page of an Australian PC magazine, PC PowerPlay - and reports are claiming that this points towards a long-hoped-for PC version with new content...

Posted by Kotaku Mar 21 2012 04:59 GMT
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#rumor In January, publisher Namco Bandai said that a petition to have cult hit Dark Souls ported to the PC had its "attention". Now, an Australian PC magazine is teasing something a little more substantial. More »

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Posted by Rock, Paper, Shotgun Mar 12 2012 09:29 GMT
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Masanori Takeuchi, head of R&D at From Software, spoke to Gametrailers at GDC and, among his lust for cleverphone development, he did find time to acknowledge the existence of a much-signed petition for a PC version of Dark Souls.

“That’s going to be a decision left up to the publisher, Bandai Namco, but yes, we have seen the comments and we do know of the desire for a PC version.”

Namco need to understand how easy this whole process could be and how much I would love them if they could only work things out.

(more…)


Posted by IGN Mar 09 2012 18:10 GMT
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From Software head of R&D Masanori Takeuchi and executive producer Eiichi Nakajima have spoken out about the future of the franchise...

Posted by Kotaku Mar 05 2012 22:30 GMT
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#rogerebert Roger Ebert is a very smart man and a very sharp and entertaining writer who just happens to think very, very poorly of video games. More »

Posted by Kotaku Mar 02 2012 21:00 GMT
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#opinion You wanna know a really good way to piss people off? You could try telling them that 100-hour video games are a waste of time. If you do that, expect what you might call an editorial beat-down from one Jason Killingsworth. More »

Posted by Kotaku Feb 28 2012 23:30 GMT
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#darksouls It's tough to play games and not sometimes feel like you're wasting your time. Whether you're grinding for levels or fighting endless waves of random enemies, it can be difficult to reconcile with sections of game that feel like padding. More »

Posted by Kotaku Feb 01 2012 11:30 GMT
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#darksouls Role-playing game Dark Souls was, for many players, the best game of last year. Yet, like many titles, there were bugs and frame-rate issues. From Software, the game's developer sure sounds unhappy about that. More »

Posted by Rock, Paper, Shotgun Jan 14 2012 11:07 GMT
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The original community manager who posted about Dark Souls needing public support to make it to PC has posted again, saying:

I honestly wasn’t expecting such a massive support. My boss(es) even came to talk to me about this, after it explodes all around the world. If you wanted to have the attention of Namco Bandai Games, now you have it. The future is in your hands, and I hope you will keep supporting this. I make a personal objective to make sure every relevant people in Namco Bandai Games is in touch with this formidable effort. Great Thanks!

Our PR contact at Namco reports that they are hoping to get an official comment soon. The petition is at almost 72k signatures at the time of writing.


Posted by Kotaku Jan 13 2012 17:30 GMT
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#darksouls Internet petitions are normally as effective in bringing about a desired result as closing your eyes and wishing really hard, but with more than 66.000 signatures accrued in just one week the petition for Namco Bandai to release uber-challenging dungeon crawler Dark Souls on PC seems to have gotten the company's attention. More »

Posted by IGN Jan 11 2012 11:21 GMT
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From Software is planning downloadable content for Dark Souls despite earlier claims of the opposite, according to EGM. A source close to the game revealed that additional game content is currently being finalised and that we could see it at some point in the next three months...

Posted by Rock, Paper, Shotgun Jan 11 2012 08:27 GMT
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Following this story in which I condescendingly suggested that Namco could convert a couple of its better games to PC, 59,900 people have so far signed an online petition to bring the game to the one true format. Is that enough to change the publisher’s mind? Hard to say, but we’re expecting Namco to make an official statement about this at some point soon. Might as well throw your name down if you want another hardcore melee combat RPG on the PC, eh?


Posted by Kotaku Jan 10 2012 01:00 GMT
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#darksouls The first and sometimes the only thing people say about Dark Souls is that it's hard—really hard, migraine hard, ready-to-shoot-yourself challenging. The players say it ("I can't take this!"). The people who are scared to play it, say it: "Wait, that's the one that's really hard, right?" More »

Posted by Kotaku Jan 08 2012 21:00 GMT
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#darksouls "Internet petitions" rank right up there with "zillion dollar Xbox Live DLC" on my list of favorite subjects. We could spend all day writing about them, and they're still worth the paper they are printed on*. That said, a drive to get Dark Souls ported to the PC has traction, thanks to a Namco Bandai representative's comment to the community. More »

Posted by Rock, Paper, Shotgun Jan 06 2012 12:07 GMT
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Quite a few people have sent me this link to a forum post in which a Namco employee suggests that has to be “demand” for a PC version of acclaimed console RPG Dark Souls, if it is to show up on the one true format. It seems to me that Namco decided there wasn’t demand, of course, because the game has so far only turned up on the TV boxes. That strikes me as a little strange, especially when you consider that historically-speaking PC gamers are VERY interested in making armoured men hit fantasy enemies with swords and sharp sticks. Underpin that with unforgiving RPG mechanics and that DOES sound like our kind of game. But I suppose there are only thirty million or so Steam accounts, and hundreds of millions of better-than-360-spec PCs worldwide… What possible market could there be for such a game on the age old Windows machine? Eh? Oh, and Namco, while you are converting Dark Souls to PC you might as well do Enslaved too? I mean it can’t possibly hurt. Thanksmuch!

[I've contacted Namco for an official statement on the Dark Souls PC situation. Hands up if you want a PC version!]


Posted by IGN Dec 28 2011 18:00 GMT
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What is a "pure" game? In a time where every other game bills itself as a "cinematic experience" with Hollywood quality production values, it's increasingly rare to find a game that offers solid gaming and interactivity that you simply can't get in any other medium. As games continually try to ape t...

Posted by IGN Nov 23 2011 13:26 GMT
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The latest patch for From Software's masterpiece is available to US and PAL 360 and PS3 owners. In true Dark Souls style, what it gives with one hand - raising the base equipment burden stat and increasing item discovery via Humanity - it takes away with the other - reducing the effectiveness of the Pyro Glove and nerfing several items of equipment...

Posted by Kotaku Nov 10 2011 12:40 GMT
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From Software, the studio behind Armored Core and Dark Souls, is currently working on a Gundam Unicorn game. It is a PS3 exclusive, and it will be out next spring. More info in the link. [Mecha Damashii] More »

Posted by Kotaku Nov 10 2011 09:00 GMT
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#cosplay Spotted on a Japanese train platform, here's a knight wearing Armor of the Sun. If you thought Dark Souls was hard, try Tokyo rush hour. More »

Posted by Kotaku Nov 09 2011 01:30 GMT
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#darksouls "Sure," Dark Souls whispers to you in the dark, "you've got your Modern Warfare and your Legend of Zelda. But I'm not going anywhere." This game is designed to be played, mastered, and played again far after its launch date. More »

YouTube
Posted by Kotaku Nov 08 2011 20:40 GMT
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#darksouls Choices mean the difference between life and death in most video games. And, in the case of Dark Souls, who you choose and how you play them means the difference between a little death and a lot of death. Nevertheless, this class trailer shows off the various weapons and spells warrior/wizard hybrid in Namco Bandai's hit title. Or, it just may make you more scared of what lies in the Northern Realms. More »

Posted by IGN Nov 08 2011 17:11 GMT
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Hidetaka Miyazaki is not a man who particularly likes being interviewed. He's perfectly personable, but also quiet and pretty intense, and he really doesn't like cameras. This wasn't much of a problem before Demon's Souls came out, when he was the director of a minor Asia-only game shooting for mode...

Posted by IGN Nov 02 2011 18:42 GMT
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According to a report on Andriasang, Namco Bandai and From Software have found a commercial hit with Dark Souls, the spiritual successor to the PlayStation 3-exclusive RPG Demon's Souls. Today, the publisher and developer announced that the gruelingly-difficult game has now shipped 1.5 million units worldwide...

Posted by IGN Nov 02 2011 13:02 GMT
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If you've bought the majestically sadistic Dark Souls in the past month, you're far from alone. Andriasang is reporting that Namco Bandai and From Software have announced that 1.5 million copies of the game have shipped worldwide...

Posted by Joystiq Oct 30 2011 16:30 GMT
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Look, just because it's Halloween season doesn't mean everything has to be Halloween oriented, okay? We love costumes and candy as much as the next website, but if we see the word "spooktacular" one more time we're going to straight-up gouge our own brains out.

Amazon, at least, has the common courtesy to run a non-festive, yet entirely excellent buy 2, get 1 free sale in lieu of the expected, ghoulish sales promotions extended by other corporations. The sale applies to a boat-load of fresh hotness like Batman: Arkham City, Dark Souls and The ICO and Shadow of the Colossus Collection, so check it out if you'd rather spend $120 on new games rather than new cavities.

Posted by Kotaku Oct 27 2011 05:00 GMT
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#darksouls You end up spending a lot of your time in Dark Souls dying. Being stabbed, burned, crushed, bludgeoned, whatever. So this custom rig for the game, built out of a coffin, seems wonderfully apt. More »

YouTube
Posted by Kotaku Oct 21 2011 22:40 GMT
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#darksouls Dark Souls is a phenomenally difficult, often frustrating game. I'm sure that many of the people who have played it have given up at some point, unable to deal with the constant punishment the game puts players through. And when they did so, they probably just paused, looked down at their controller, said "*crag* this noise," and went to the store to pick up Arkham City. More »

YouTube
Posted by Kotaku Oct 20 2011 16:40 GMT
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#darksouls Dark Souls has a bit of a reputation for being a difficult game. More »


Posted by Kotaku Oct 19 2011 18:00 GMT
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#darksouls Some of the fun of playing Dark Souls, and Demon's Souls before it, is the spectacle of the game and the sheer confusion you might feel when you first drop into the unforgiving world created by From Software. More »

Posted by Giant Bomb Oct 17 2011 21:43 GMT
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With the new "favorites" tab, switching between magic/sword/shield combos is very easy.

If I walked up the stairs, there was an screen-filling demon happy to stomp my face in. If I walked down the stairs, a stone creature with a banana-shaped hammer would do the same thing. For an hour, I would die, die some more, then ask Twitter for help, die a dozen times trying out their help, finally figure it out, sigh with relief, and reluctantly move on.

So goes Dark Souls. In pursuit of trying to understand From Software’s unique RPG tick, I’ve been playing the sequel to Demon's Souls. I just so happened to be doing that the night before playing three straight hours of a very different RPG, The Elder Scrolls V: Skyrim.

If you read my story about a conflicted relationship with fantasy, you either understand where I’m coming from (simply not finding fantasy very appealing) or were left wondering why those stories are on the front page (a bunch of you!). The reason I felt compelled to write that story was working through a paradox: if I don’t like fantasy, how come Skyrim is my most anticipated game this year? Because of Bethesda Game Studios. After 100 hours inside Fallout 3, I’ll play whatever that studio decides to put out.

Keep that in mind. My impressions rooted in spending days in Fallout 3 but less than an hour with The Elder Scrolls IV: Oblivion. I was in college at the time, so my aversion to fantasy, combined with a heavy interest in going to bars and acting like an idiot, got in the way. That said, if you are coming from Fallout 3 or Fallout: New Vegas, Skyrim feels lovingly familiar.

Skyrim feels like Fallout 3 in two respects, neither of which should scare Oblivion fans. On a superficial level, Skyrim has adopted the cinematic kills from Fallout 3, seemingly triggered by the last strike on an enemy. The camera moves from first to third person, followed by a satisfying finishing animation. More importantly, Skyrim combines the leveling structures of both Fallout 3 and Oblivion, rewarding players for investing in specific skills while also having diverse skill trees for perk points.

The two systems feed into one another. If you want to unlock a blocking perk, you’ll have to start blocking. You’re not allowed to access certain perks until each skill has been leveled to the point the perk has become unlocked. This both rewards players for performing certain actions, while also encouraging them to avoid dumping perk after perk into the same paths. You don’t have to spend a perk point when you level up, so if you’d like to save them for later, go right ahead.

It's not clear in this shot, but fighting through a blizzard in Skyrim is tense, your vision completely skewered.

But let’s back up. While I was allowed to play more or less the first three hours of Skyrim, my save skipped the intro. I was able to pick a character, class and customize my look, but as for how the game really opens up, I have no idea. Bethesda told me I was starting about 45 minutes into the game.

Everything started by leaving a cave, which felt quite a bit like exiting the Vault in Fallout 3. This meant quickly encountering a scary, sprawling world directly in front of me, and while there were markers pointing me in directions that would progress the story, if I wanted to head left, there was nothing stopping me. This proved to be both an absorbing and terrifying feeling at the same time. All around me, other writers were playing the same game, and it felt like a thousand eyes were judging at once. To keep calm, I decided to load up the inventory and figure out what life was like without a Pipboy to help me out.

One of the best parts of any Bethesda game is trying to break the world. Why not kill this dude?

The interface is much improved, but I can only speak for how it worked on an Xbox 360, as that’s what Bethesda had me playing on. By far, my favorite new addition is actually called favorites. When you pick up a weapon, item, scroll--basically anything that could be useful in the heat of battle--you have the option to assign it as a “favorite.” By tapping up or down on the d-pad, the favorites list comes up and combat pauses. You can then scroll through your preferred list of combat options and equip as the battle requires. Tap LT to equip on the left, tap LT for the right.

This proved especially useful in situations where I’d used up all my available magic points, and needed to quickly start blocking a small army of incoming skeletons with my shield.

One of the combat memes from both Fallout 3 and Oblivion seems to be walking backwards, waiting for meters to recharge. That appears true in Skyrim, but my combat abilities were so limited in the three hours that I’d hardly consider that a settled statement, especially since I had not been able to unlock my first dragon shout, which would allow me to push enemies back.

And boy, and do those skeletons (and everything else) look good this time around, too. This was punctuated early on by the impressive weather effects. While pursing an early side quest picked up in the game’s first town, I started up a nearby mountain. In the town itself, all was calm--it was a gorgeous day in Skyrim. As I began to scale the mountain, heading higher and higher up, the piles of snow began to build, and the wind started to pick up. Soon, I was tossing fireballs and swinging a sword through a full-on blizzard, and I actually found myself squinting to see better. It adds a noteworthy dynamic to even the simplest of battles, as you’re not only focused on employing proper tactics, you’re fighting through the (virtual) elements, too.

This immersion extends from the atmosphere that's literally swirling around you to the tiniest, seemingly insignificant, and easily avoidable details. While wandering around the game’s first major city, Whiterun, I encountered a table adorned with a map. Said map was littered with little markers that were examinable, but like so many things in a Bethesda open world game, I figured this was an object I could steal for no good reason. Instead, examining the markers actually added those details to my own map, filling out parts of the world that I probably wouldn’t come across hours from now.

If you can see it, you can probably walk there, even if you probably shouldn't.

That’s the biggest takeaway from three hours with Skyrim: the little details. Bethesda has spent decades building these games, and no one does it better. Even the annoying quirks on the lowest rungs are getting worked out, such as acquiring a quest item ahead of getting the quest itself and not having the game acknowledge how weird that is. Now, the quest givers will actually compliment you for being so proactive.

And then there’s how the NPCs chat with one another more realistically, how some of the perks sound incredibly useful (convincing police to forget about a crime you just committed), exploring dungeons with legitimately interesting environmental puzzles to suss out, missed spells leaving marks around the world, much improved local maps that make getting around much easier--the list goes on and on.

Have I really made it this far without talking about fighting a god damn dragon? Well, fighting and losing--three times. But that's only because I rushed to fight it as the clock wound down, and Bethesda was warning me my time was almost up. I didn't even care about fighting the dragon--I just wanted to keep exploring.