![]() ![]() But at the same time, we need to find ways to build those loops. “That gives us some leeway to have the player not be too surprised by the level of rearrangement they’re coming across. ![]() Then, we need to come up with a lore explanation, which we did early on for why the world would suddenly be in a whole new configuration, with a few brand new areas mixed in there – and that's also established early on.” One, which I won't spoil, really messes with the high-level geometry of the world. There are a few tricks we can use to get around that. Certainly something that feels more like Dark Souls, in inter-connectivity terms, rather than something that really sprawls outward, like Dark Souls 2. “The first goal for us was to try to rebuild a new version of that. ![]() "Particularly when it comes to the vertical loops – like the Undead Parish back down to Firelink Shrine and so on, and the way Blighttown and Valley of the Drakes sit connected to many things as well." “When it comes to the inter-connectivity of Dark Souls’ map, there's been a lot of discussion about how FromSoftware were technologically constrained in a way that led them to do it that way," continues Grimrukh. ![]()
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