No.
The point was that it looked like one. Authorial intent is worth jack in the modern world because he's dead anyway.
Because I seem to have been misappropriated. Graphically, Darkses did not need any refinement or improvement, it was sufficient. Graphics should always be subordinate to every other possible aspect in a game like this. As long as it's clear what is happening at a given moment in gameplay, it's perfect. But there are a lot of other problems that I was talking about. The bridge hellkite resets when you move from one chunk to another so when you run under it, which is really easy, it disappears. Then when you come back, it won't fly back out unless you follow the same path you had to the first time because of where it notices you. So, you can effectively defeat one of the toughest early game enemies by running past it. Activating the elevator in the Undead Burg does the same thing to any enemy. You just don't usually look at it. If an enemy is following you get to see him go *poof*. There are also safe zones against all enemies where one chunk meets the next because you can cross the area bounds but enemies can't. All of these things destroy any possible open world feel you might have because the programming makes it obvious that you're moving from one enclosure to the next and creates a feeling of separation. It's also exploitable. But there are other things that bug me about the execution, too. The magnitude vector of the plane of your character's feet will always be normal to the ground, even when it looks like you're sporting two vaporized ankles. Dead enemies have a startling tendency to fall through the floor, especially that first rat. So that's a lot of lost item drops. You can see ghosts poking out through walls in New Londo and walk basically right up to them without causing aggro. The AI will sometimes run into a few... issues. The Capra Demon's pathfinding is so bad that it will blindly swing into a wall because it can't tell that you're ten feet off the ground. I can't tell if it's a flaw or intentional, but in Sen's Funhouse the rock delivery unit will automatically go to preset directions as you progress through the level even after you've manually moved it. Also, the run animation looks lame. Yeah... it's not game breakingly bad issues, but you gotta admit, a lot of these things should have been dealt with or at least hidden better, like in its predecessor. Also, the menus are fine. There are no immediately noticeable flaws.
It means it feels kind of buggy and unfinished.
Tell her what, ShadowJak?
BURNING THROUGH THE SKYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYEAH!
HIGH!
You high, bro?
Gen 1 had a racist caricature. SET THAT BAR HIGH!
Then why'd you bother posting it?
I'm not watching them because I have too much work to set aside contiguous time to watch anything at the moment, not because I don't know they're online.
I accidentally deleted the part where I said, "No, but it doesn't matter." Apologies. Also, I've seen the rest of the series. The supposedly good eps are the only ones I've missed.
To give an analog, if you get straight D's for three years in high school and you suddenly pull straight A's your senior year, you're still gonna be a D student overall.
Just take the transfer function of it and apply a step input.
I've been sorta following it and the overall body of it is still, basically, garbage. So I think you guys should continue on as you are.
referring* Phone?
It's gonna be just another night.
He's friends with all the hooligans.
Welp, sucks to be evil.
In a game that requires no precision or dexterity to play, does this matter?