The third Great Soul, and the hidden Painted World.
Links:
Jay on "Don't Give Up, Skeleton"
Our friend Qelric with Souls-inspired art
Dark Souls art fan zine
We tackle two of the four endgame branches and recover the great souls of Seath the Scaleless and the Witch of Izalith. Also, scallops, and the Game of Thrones effect.
Two of most memorable levels, Sen's Fortress and Anor Londo, the notorious fight against Ornstein and Smough, and Melissa turning the corner on feeling good at this game.
We spend most of this episode traversing the infamous Blighttown, with its perilous ledges and poison snipers. Also some talk about the approach to learning combat and bosses in this game.
Next episode, in two weeks, should go approximately through the famous boss fight against Ornstein and Smough.
Links:
Game director Miyazaki quote about creature design
A Basilisk. Note the tiny eyes just above the mouth.
As we go from Undead Parish to the Depths, we focus more on the game's levels and early enemies. Also the humanity of rats, and how all games are variants of DDR.
Next episode, in two weeks, should take us through ringing the second Bell or slightly beyond.
We jump into a new game with discussion that focuses mainly on Dark Souls's emotional design and what it's trying to encourage from the player, the opaque nature of its stats and systems, and the introductory areas and bosses.
Discussing the remainder of the game's second act, some of its most notable bosses, and our overall critiques of this level and the game as a whole. And of course, re-announcing our next game!
Finishing Act 1 (again), this time with the secrets that unlock the game's hidden second act, and exploring what the new area looks like.
We explore the remainder of the game's first act, including some hidden areas and items, Alucard's nightmare, and the first "ending" that can be found.
Our initial impressions of Symphony of the Night! Background, basic movement and control, early combat, and exploring the first few areas through Underground Caverns.