History Videogame / DarkSouls

27th May '16 9:10:28 AM LordSpy
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* BossSubtitles: Downplayed and not shown as an introduction, but most bosses (and NPC invaders) who are established characters have a title added to their names atop their health bars. For example: Dragonslayer Ornstein; Mytha, the Baneful Queen; [[NamesToRunAwayFromReallyFast Aldrich, Devourer of Gods]].
** This also applies to various [[AllThereInTheManual formal names of NPCs]. Sometimes it's something as simple as their origin (eg. Oscar of Astora), but several more descriptive ones such as "Kingseeker Frampt" or "Big Hat Logan".
26th May '16 11:18:12 AM ashlay
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''Dark Souls'' is a series of HackAndSlash ActionRPG games developed by Creator/FROMSoftware and published in the United States by Creator/NamcoBandai.

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''Dark Souls'' is a series of HackAndSlash ActionRPG games developed by Creator/FROMSoftware and published in the United States by Creator/NamcoBandai.
24th May '16 1:31:14 PM Lord_Chespin
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See also ''{{VideoGame/Bloodborne}}'', another FROM title with similar themes and gameplay.

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See also ''{{VideoGame/Bloodborne}}'', another FROM title with similar themes and gameplay.gameplay, and ''VideoGame/SaltAndSanctuary'', a 2D {{Metroidvania}} SpiritualSuccessor to the series.
17th May '16 1:23:00 AM DarthWalrus
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* CriticalResearchFailure: For some reason, all the shields in the series are held as if they were bucklers, in one's hand by a single grip, as opposed to strapping it onto one's forearm. [[http://press2reset.com/wp-content/uploads/2014/04/DarkSoulsIIScreen1.jpg Normally well-hidden by camera angles, but extremely disconcerting when seen clearly]].
13th May '16 12:54:28 PM DarkHunter
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* AbsurdlyHighLevelCap: Each time a stat is raised by one point, a level goes up. Since each stat caps at 99, the maximum level in these games is around the mid 700's to low 800's (depending on the specific game). Since actually reaching that level cap takes ''forever'', most players intentionally limit themselves, at least as far as [=PvP=] is concerned: Western players tend to stick around level 120 - 130, Japanese players somewhere in the 300's.

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* AbsurdlyHighLevelCap: Each time a stat is raised by one point, a level goes up. Since each stat caps at 99, the maximum level in these games is around the mid 700's to low 800's (depending on the specific game). Typically speaking, one can easily defeat the FinalBoss at around level 100. Since actually reaching that level cap takes ''forever'', most players intentionally limit themselves, at least as far as [=PvP=] is concerned: Western players tend to stick around level 120 - 130, Japanese players somewhere in the 300's.
10th May '16 1:31:36 AM Wymar
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* StealthPun: Catarina's distinctive armor would make its wearer a [[VideoGame/FinalFantasyIII Onion Knight]].

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* StealthPun: Catarina's distinctive armor would make its wearer a [[VideoGame/FinalFantasyIII Onion Knight]]. And given the situations its wearers tend to be in, that makes them [[spoiler:pickled onions]].
3rd May '16 2:59:03 AM DarkHunter
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* VancianMagic: Spells have a set number of uses. Items will partially restore uses while resting at a bonfire restores them in full. There are also pieces of equipment that increase the number of uses.

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* VancianMagic: VancianMagic:
**
Spells have a set number of uses. Items will partially restore uses while resting at a bonfire restores them in full. There are also pieces of equipment that increase the number of uses.


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** The third game opted to [[AvertedTrope do away with this entirely]] and just had a ManaMeter.
1st May '16 8:13:58 PM thatother1dude
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** In ''VideoGame/DarkSoulsIII'', armor is heavily revamped compared to the previous games. The biggest change is that, instead of armor and natural defense adding together, various stats add Defense (flat damage reduction) and armor adds Absorption (reduces percentage of damage after Defense is subtracted[[labelnote:*]]Although there's a penalty to Defense if you wear ''nothing'' in a given armor slot, even wearing tattered rags gets rid of it.[[/labelnote]]). The difference in Absorption between medium and heavy armor is so small that it doesn't justify the extra points in Vitality itself, but Vitality also raises Physical Defense, and the penalties for higher Weight Ratio aren't nearly so severe (no difference in stamina regeneration and fairly little difference in roll invincibility) as long as you're below 100%. Poise has also been revamped once again, and will no longer protect you from getting stunned during normal movement even as little as it did in Dark Souls 2. However, poise now gives you greater [[ImmuneToFlinching Hyper-Armor]], a term used to describe your resistance to being broken out of attack animations. As such, heavy weapons now compliment heavy armor, but everyone else will usually be fine with whatever looks best.

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** In ''VideoGame/DarkSoulsIII'', armor is heavily revamped compared to the previous games. The biggest change is that, instead of armor and natural defense adding together, various stats add Defense (flat damage reduction) and armor adds Absorption (reduces percentage of damage after Defense is subtracted[[labelnote:*]]Although there's a penalty to Defense if you wear ''nothing'' in a given armor slot, even wearing tattered rags gets rid of it.[[/labelnote]]). The difference in Absorption between medium and heavy armor is so small that it doesn't justify the extra points in Vitality itself, but Vitality also raises Physical Defense, and the penalties for higher Weight Ratio aren't nearly so severe (no difference in stamina regeneration and fairly little difference in roll invincibility) as long as you're below 100%. [[TheComputerIsALyingBastard Despite being listed as an in-game stat]], Poise has also been revamped once again, and will no longer protect doesn't actually do anything[[labelnote:*]]Certain attacks gain Hyper Armor only if you from getting stunned during normal movement even as little as it did in Dark Souls 2. However, poise now have ''some'' Poise value besides 0. Almost every armor set (even very light ones made of cloth) gives you greater the one-tenth of a point needed, so this essentially doesn't matter.[[/labelnote]]; hitstun resistance comes purely from attacks with [[ImmuneToFlinching Hyper-Armor]], a term used to describe your resistance to being broken out of attack animations. As such, heavy weapons now compliment heavy armor, but everyone else will usually be fine with whatever looks best.Hyper Armor]].
30th Apr '16 7:03:26 PM thatother1dude
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** In ''VideoGame/DarkSoulsIII'', armor is heavily revamped compared to the previous games. The biggest change is that armor now offers a flat damage reduction in addition to the usual percent-based protection, but every armor (even ragged pieces of cloth) offers the exact same flat reduction. Since the percentage-based protection very quickly starts giving diminishing returns, it means that while armor in itself isn't useless, it often doesn't matter what armor you have as long as you're wearing something. Poise has also been revamped once again, and will no longer protect you from getting stunned during normal movement even as little as it did in Dark Souls 2. However, poise now gives you greater [[ImmuneToFlinching Hyper-Armor]], a term used to describe your resistance to being broken out of attack animations. As such, heavy weapons now compliment heavy armor, but everyone else will usually be fine with whatever looks best. And while heavy armor will raise Weight Ratio or require investing points in Vitality, the penalties for high Weight Ratio below 70% aren't too severe (slower roll but with little difference in invincibility, no stamina regeneration loss) and Vitality will also increase your flat damage reduction from physical attacks.

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** In ''VideoGame/DarkSoulsIII'', armor is heavily revamped compared to the previous games. The biggest change is that that, instead of armor now offers a flat and natural defense adding together, various stats add Defense (flat damage reduction in addition to the usual percent-based protection, but every reduction) and armor (even ragged pieces adds Absorption (reduces percentage of cloth) offers the exact same flat reduction. Since the percentage-based protection very quickly starts giving diminishing returns, it means that while damage after Defense is subtracted[[labelnote:*]]Although there's a penalty to Defense if you wear ''nothing'' in a given armor slot, even wearing tattered rags gets rid of it.[[/labelnote]]). The difference in itself isn't useless, Absorption between medium and heavy armor is so small that it often doesn't matter what armor you have justify the extra points in Vitality itself, but Vitality also raises Physical Defense, and the penalties for higher Weight Ratio aren't nearly so severe (no difference in stamina regeneration and fairly little difference in roll invincibility) as long as you're wearing something.below 100%. Poise has also been revamped once again, and will no longer protect you from getting stunned during normal movement even as little as it did in Dark Souls 2. However, poise now gives you greater [[ImmuneToFlinching Hyper-Armor]], a term used to describe your resistance to being broken out of attack animations. As such, heavy weapons now compliment heavy armor, but everyone else will usually be fine with whatever looks best. And while heavy armor will raise Weight Ratio or require investing points in Vitality, the penalties for high Weight Ratio below 70% aren't too severe (slower roll but with little difference in invincibility, no stamina regeneration loss) and Vitality will also increase your flat damage reduction from physical attacks.
28th Apr '16 1:26:19 PM Dragoon321
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* {{Speedrun}}: The speedrun community in Dark Souls is still going strong. The game even has a class seemingly designed just for quickly and efficiently traversing levels: The Assassin. The class comes packaged with Spook which negates fall damage and allows speed runners to completely bypass massive sections of many levels.
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