Well, notably, the control mechanics. As the topic of this thread entails.weirdo8977 said:what areas might that be?
Or, as one poster put it:
BiH-Kira said:I have to agree. While I like both games and I've spent a lot of time in them and plan spending even more, I have to say the port is a disaster.Chris Tian said:I just finished DS2 on PC and while I think its not as good as DS1 I had lots of fun. Its just that the PC Port is, like with DS1, a freaking disaster.
No, I think it's obvious they didn't test it.Chris Tian said:Did they even test the PC Version at all? Because I can hardly belive that nobody noticed that your character stands there like a dear in the headlights for a second until he decides to raise his shield.
First of all, they locked almost everything to the framerate. This is a disaster on it's own. Anyone who has played the game on a console and then on the PC with 60 FPS will tell you that the PC version is much harder. Thanks to things being tied to the framerate and not to the system time, you literally have a 2 times smaller dodge and parry window than on consoles.
Adding to the smaller parry window the double click shit, parrying with the default settings is almost impossible. It's pure luck.
DaS1 port, while also being a disaster had at least a better button mapping options. You could map literally everything to the keyboard and emulate a consoler. That's impossible on DaS2 without mods.
The low weapon durability was a good decision going wrong. Weapon durability was a non-issue in DaS1. It took you 1-20 souls to repair and was more annoying than anything else.Chris Tian said:There are a few design decisions in DS2 i don't understand. For example: Why are my weapons made from wet tissue paper now and get magically repaired when I reach a bonfire?
They tried to make weapon durability a important factor, but then they overdid it. They balanced the weapon durability so badly that it's just stupid. Hitting a corps will take away 4 times more durability points than hitting a living enemy and 2 times more than hitting a wall. Yup, you read it right. Hitting a dead body will damage your weapon 2 times more than hitting a brickwall.
Oh, remember the things tied in to the framerate? Well, it's here as well. So if you have a solid 60 FPS, your weapon will melt like butter in Iron Keep because the game takes into account the amount of frames your weapon is inside a dead body! Awesome, right?
Remember how Wipes were useless in DaS1? Hey, From fixed them. They are now great. Except that you need 4 of them in order to mover from one bonfire to another.
EDIT:
I don't see how "designed with controller in mind" is a excuse. It's not a excuse, it's bullshit.
Just the left side of the keyboard has over 47 keys plus shift, ctrl, alt and tab. That's 47*5 or 235 keys/key combination (just 2 keys combinations, adding 3 would drastically increase the number).
Now even the most basic mouse has 2 side buttons.
There is literally no excuse that From didn't allow to bind keys to all those buttons. It's literally inexcusable.
Dark Souls isn't some unique game with controlled deeper than any other game ever made. If a fucking MMO like WoW, with tons of different spells can have a playable control layout, there is no excuse that anyone game with less commands can't have good KB&M controls.
The bad KB&M control layout and inability to customize it is pure laziness on From's side. The fact that they didn't bother to change the tutorial signs based on your control scheme just proves it. The game already has memorized your controls, making it show the key binding is literally one line of code. The game only needs to read you the control layout, find the right key and show it on display rather than just displaying the 360 controller buttons.
This is some of the most basic things. If you buy a PC game, you expect a fucking PC game.
It doesn't change the "fundamental" design of the game. I didn't say that. But it does show a lack of attention to detail in some respects - or rather a lack of forethought on how the game might function on a different platform. Perhaps I should have changed my verbage to "game planning" instead of "game design".and this is the fault of Porting how? I don't see how porting a game changes it's fundamental design.
The other thing is, if part of the core experience of the game is predicated on a number of game-mechanics and systems working in tandem, and one of those systems isn't functioning properly, the player will have their experience tainted.
Indeed. And more power to you, I say. Play to your hearts content. Honestly, I'm happy for the fans that they have the chance to play the games on their platform of choice.This I completely 100% agree with. It's not gonna stop me from playing it without a controller though. it's funny tough cause I remember when the Original came out for PC and people where saying that the fans where elitist's for asking for the port let alone for it to be PLAYABLE. Ah how times have changed
And while I'll never lambast someone for liking the series - and I'd even support the fans if anyone did so - I can't really get behind this rational that, because the console version of the game was built around the use of a controller, From are excused from adding proper keyboard/mouse control on the PC build.
That's not an excuse as much as it is an indictment of From being haphazard or careless with the PC port of the game.
If something similar had happened with almost any other game series, most posters here would be up in arms about it.
All that said, in most regards Dark Souls 2 is a drastically improved PC port than it's predecessor. It's certainly not a "bad game", as some would put it, by any stretch.