Dirty Hipsters said:
Dalisclock said:
evilthecat said:
hanselthecaretaker said:
At the end of the day these are games, and I try not to think into them too much as futile as it may be. Or, toss a few grains of salt on all the "wtf's" and force out a good chuckle. Or, if my curiosity and thirst for logic and reason still hasn't been satiated, I'll turn to google in hopes of finding something like this [https://fextralife.com/iron-keep-a-castle-in-the-right-spot/] which might put my mind at relative ease.
I'm actually very interested in this kind of growing revisionist sentiment towards DS2's level design, because I think intentional or not it does have an interesting effect. I described the game as having a dreamlike quality earlier, and I stand by that. Dranglaic, unlike Lordran, doesn't really feel like a
real place, and I think while it's easy to understand the backlash to that there's a value in it, accidental or not.
I mean, did you notice that Bloodborne's old hunters DLC actually did the same thing? You climb up a clocktower, walk out and suddenly you're in the fishing hamlet. If this was a real, contiguous space, the research hall and the hunters nightmare would be underwater, but we know it isn't real space. Noone complained about this because they understood immediately that they were in a place where physical laws didn't always apply. The problem with the Earthen peak elevator isn't that it doesn't make sense, it's that it doesn't make
so little sense that the player cottons on immediately that it isn't supposed to.
Ironic you should say that because in BB if you look into the water at the start of the fishing village you can actually see Yarnham below the surface. You can also see the wrecks ships from the finishing village from the Nightmare Frontier if you look in the right place.
I've read that article before and while I really don't think it was intentional(It feels more like they ran out of time and started stitching the working parts together), you're right it does create a weird dreamlike quality. It is worth mentioning that Drangleic is a place you entered by throwing yourself into a magical whirlpool because a creepy old lady told you to.
And then there's the weird theory that Drangleic is lordran but centuries or millennia down the road(depending on how many cycles), which is supported by a few rather vague points(supposedly the lost Bastille is the undead asylum from DS1, despite being out in the ocean and looking nothing like it) and completely falls apart when you realize that none of the geography matches up.
To me I always felt like Drangleic in Dark Souls 2 is supposed to be a whole kingdom, and every area transition is actually you walking for days to reach the next area. That's why some of the transitions don't really make sense, because they aren't actually back to back but are supposed to be days apart. Your character is starting to succumb to the undead curse, their memory is lapsing, they're forgetting how they got to the next area and how much time it took.
See, as cool as the world of Dark Souls 1 is with all of its inter-connectivity, it's never really made sense to me. You're telling me that all of Lordran is roughly 2 square miles? The entirety of the history of this world took place in areas separated by 800 meters of straight running? Izalith was abandoned because of a demon infestation and they decided to build the Undead Burg 100 feet away? The scale is just too small. You learn the world very intimately, and I appreciated that, but at the same time it makes the world feel tiny.
For all of its problems at least the world of Dark Souls 2 feels much bigger. It feels like you're traversing a country rather than just running over the same spots over and over.
After watching some of the new Vaati videos, it did stir some thoughts about DS2. While I haven't gotten to DS3 yet, I know that there's an ongoing theme of contraction and that as the world comes to it's final end, time and space become even more warped, causing numerous kingdoms which shouldn't be anywhere near each other(in space or time) to compress and slide into each other(leading to the Dreg Heap and the Ringed City).
With that in mind, the wierdass world layout in DS2 actually makes a bit more sense. Especially since one could argue that not only are these locations obviously nowhere near each other, but some of them probably shouldn't exist anymore. It's all supposed to be the kingdom of drangleic but then you come to areas like the Iron Keep which feels like a separate kingdom that should have been long conquered by Vendrick. Almost like it belongs to the past rather then the present. That's not even getting into the DLC areas which feel even more bizarre in comparison to the main game as far as how they connect to drangleic.
The intro movie seems to hint that this might be possible, both with the implication Drangleic has long since fallen to ruin("Long ago in the North...") and the fact you enter it through a magical whirlpool in some really wierdass ruins(The reflection the lake shows a building in it's prime, as opposed to the ruins it's reflecting). At least, that's my guess considering the intro movie is as clear as mud as far as worldbuilding goes.
As opposed to DS1, where the "Time is convoluted in Lordran" seems to justify game mechanics like summoning and spawning then being expressed in the game world(barring the possibility of turning off the sun in Anor Londo but the rest of the game world is unaffected).