2 Mart 2014 Pazar

Dark Souls vs Dark Souls 2


Dark Souls 2 is different than Dark Souls in several fundamental ways. While Dark Souls 2 features the legendary difficulty, exploratory spirit, and trademark epic boss battles of its progenitors, it alters several key game play components which players of the original Dark Souls take for granted.
Video: Making Dark Souls 2

Humanity and Hollowing

Humanity is handled much differently in Dark Souls 2. Humanity is no longer measured by a numeric rating, and need not be expended to kindle Bonfires. Instead, a single death strips a character of his optimized human state, rendering him Hollowed. Each death leading to Hollowing and death after Hollowing reduces a character's maximum HP. This reduction can eventually bottom out at restricting up to 50% of a character's available HP.
The only way to reverse this process and become human again is through consuming a Human Effigy, a fairly rare and precious item. Burning an Effigy immediately restores humanity and resets maximum HP to its optimal status. Note that this change does not actually restore any lost HP, it just resets the maximum, meaning you'll need to rest or heal afterward to enjoy the full benefits.

Leveling Up

Leveling is no longer accomplished at Bonfires. Instead, players visit a single woman who stands near a cliff and Bonfire in Majula. Players can Fast Travel at the begining of the game this time around. It's easy for players to return to this hub point and spend their souls to increase theirAttributes.
This lone woman also grants you an initial Estus Flask, and expands the capacity of Estus Flasks by integrating Estus shard fragments into the original flask. These flasks are still refilled via Bonfire. Later in the game, Estus Flasks can also be permanently improved at Bonfires by burning a consumable item, increasing the amount of HPO they recover in a single use.

Starting Classes

Dark Souls 2 includes eight starting classes, reduced from the ten available in the original Dark Souls. Two of these classes are brand new: The Explorer and the Swordsman.
The Wanderer, Thief, Pyromancer, and Hunter are no longer available as starting classes. Each class is specked and equipped differently to provide a player with a new starting challenge.

WARRIOR

Lives on the battlefield. High strength and dexterity. Starts with a sheild.

KNIGHT

A traveling knight. High vigor and adaptability. No shield to start.

SWORDSMAN

A swordsman that honed his skills. Fights well with a weapon in each hand. Starts with an upgraded scimitar and longsword. 

BANDIT

A ruthless bandit. High dexterity and can use a bow. Can react to both long range and short range threats. Best for players that want to start a dexterity build.

CLERIC

A cleric on pilgrimage. High faith. Has learned a healing miracle from the start.

SORCERER

A wise sorcerer. Can command sorcerey with high intelligence and attunement. Has learned soul arrow and is good at long ranged combat.

EXPLORER

An explorer traveling through many lands. Does not excel in any particular area, but comes equipped with many items, allowing them to fight advantageously from the beginning of the game.

DEPRIVED

A nude person with unknown background. Fights empty-handed. Starts at level 1 with all stats set to 6 and does not receive a starting weapon.

Timed Invasions

Visits to other characters' games are now limited by a timer. [1] Covenants still exist but have undergone some refinement.
Players will still have opportunities to both help or hinder those they visit.

Combat Changes

The AI is in some cases more aggressive. Targeting is refined, and back-stabs are significantly more difficult to land. Some enemies' weapons will embed in surfaces, requiring them to be dragged free and opening them up for counter-attack. [2]

Torches

Torches are now lit at Bonfires. They are a consumable item but may be lit without penalty.

Fast Travel

Fast Travel between Bonfires is now available from the beginning of the game. Players may travel at will between Bonfires without penalty, though doing so causes all enemies to respawn.

Physics

Ragdoll physics are now removed, replaced with much tighter body movement during wound animations and falling. [3]