It seemed more similar to the charge attacks in Bloodborne. These were special moves beyond the simple strong attacks you could do in other Souls games. The newest combat feature is called the Ready Stance, which allows players to utilize devastating special abilities, like a powerful slash attack or an upward thrust that sends enemies flying into the air. During the course of the demo, he also found and used a Greatsword, a long and short bow, and a set of dual-wielded blades called Legion Scimitars. I saw the player, wielding a longsword, parry and riposte an enemy, backstab another, and stun opponents that were blocking. The sword and shield combo is back, but you can still two-hand weapons as well. It’s hard to say how the combat feels without actually getting a chance to play, but your options are mostly the same. It reminded me a bit of Voldo from Soul Calibur, but instead of claws it wielded a long, narrow fire sword that set the boss room aflame with every swing.Īccording to Miyazaki, bosses have multiple stages where their movesets change, but our demonstrator didn’t make it to the second level of the fight.ĭespite getting slaughtered by the boss, the person demoing the game for us did get lots of melee combat in with Lodoleth’s lesser enemies. The boss at the end was called Dancer of the Frigid Valley, a huge, spindly, dancer-like creature that moved like smoke from a candle a graceful but unpredictable rhythm. The most mysterious enemy was a seemingly normal hollow among a praying group up on a roof, who without warning transformed into some kind of horrible tar-like creature that devastated all surrounding enemies and eventually the player. A dragon even made an appearance, swooping in to blow fire at a horde of undead below. Some of these emaciated undeads came in the form of hostiles, while others kneeled and prayed at the faded sun above. “Having an interconnected map is my favorite.”Įnemies encountered during the demo ranged from hostile undeads to unrelenting knights with greatshields and spears. “Areas are interconnected just like in the first Dark Souls,” said Miyazaki. From the bonfire at the start to the boss room at the end, you got the sense that paths branched and overlapped that there was more to the level than might immediately be apparent. Cobbled bridges, basements, and walkways both vast and dangerously narrow made up the interwoven environment. The level demonstrated was called Wall of Lodoleth, a crumbling stone fortress similar to the first game’s Undead Parish. Much of what I saw at the preview event was the same old Dark Souls that fans of the first know and love.
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