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Garść stuffu z reddita, Figaro nie może postować, więc poczułem się odpowiedzialny. Pocieszny filmik, krótki tekst i wywiad.
 


 

Secret Bloodborne Stagecoach Level Also Shown at E3

Now that E3 2014 is all wrapped up, I can finally pump out everything I enjoyed and saw at the show. There was actually something I didn’t see that excited me the most and that is Blooborne’s secret stagecoach level showcased to certain people at E3.

As most of you probably know, Bloodborne was shown off at E3 behind closed doors and a few videos showing off some of the leaked gameplay has already surfaced. After watching the gameplay myself, I would have to say that it was my favorite game at E3 (even though they wouldn’t let us play it).

I was later talking about my experience with another gamer (who I will refer to as Q) and told that person how much I enjoyed the game. Q told me that there was another Bloodborne gameplay sequence that was not shown on the main showfloor. Q and others were invited to a small screening that showcased more of Bloodborne. Q described the gameplay as a stagecoach fighting sequence. Q stated that the game’s protagonist stood on top of a moving stagecoach, with hundreds of trees hanging over them while a big moon shined through. Q stated that enemies would jump onto the stagecoach and the main character would fight them while riding through the forest. Q compared the gameplay sequence to the infamous stagecoach fighting scene in the movie Van Helsing. Q said he asked if they would be able to see any menus on the screen and if that particular level would be in the final game and received no answers.

While the person I spoke to is genuine, we have to throw this into the rumor pile. I would love nothing nothing more than to see a level like this in Bloodborne, because it totally fits the game’s dark and dreadful atmosphere.

http://www.junkiemonkeys.com/secret-bloodborne-stagecoach-level-also-shown-at-e3/

 


Miyazaki:
The third concept I mentioned, “new online elements,” is something I can’t talk in detail about right now. The key phrase would be “free sharing of exploration,” but I can’t say any more about it, so please wait for future announcements.

4Gamer:
New online elements, you say?

Miyazaki:
Yes. Just like with Demon’s Souls, we want to do something cool with the network features.

4Gamer:
I wondered this when I first interviewed you about Demon’s Souls, but do you come up with these new network features all by yourself?

Miyazaki:
Yeah. I mean, I like to bounce ideas off trusted members of the team, and I get a low of new ideas by doing that, but when you’re first thinking of network features, it can be very conceptual and abstract, so I spend a lot of time, comparatively, thinking of them by myself. This may apply to all aspects of my games, but especially with the network features, it can be very hard to get other people to understand my ideas (laughs).

4Gamer:
Interesting… So, do you have a pretty deep knowledge of how network services are designed?

Miyazaki:
No, not really.

4Gamer:
But you always come up with features that really use the network features in a good way. In Demon’s Souls, you had the bloodstain system that showed how other players died, and the more seamless cooperative and PvP gameplay. Those types of systems have become more commonplace now, but when Demon’s souls came out, and especially when you were still in the planning stages, I don’t think most people would have been able to come up with those ideas.

Miyazaki:
You’re definitely right that it was hard for people to understand at the time. I have a lot of bitter memories from that time.

4Gamer:
The online multiplayer systems and features of the day tended to come from a much simpler way of thought—like, “this would be much more fun if we could play together!”—but that’s where a lot of those ideas seemed to stop. A lot of games didn’t seem to fully take into account the merits and demerits of those systems.

But you, on the other hand, even a long time ago would say that “playing together is fun, but playing together at the same time can be a pain.” I remember you saying, “There has to be more possibilities with asynchronous mutliplayer gameplay.” Those words left a strong impression on me.

Miyazaki:
Yeah, I remember saying that.

I’m the same way now, but at the time—and this may sound a bit pretentious—I was thinking about network systems in video games from more of a social sciences standpoint.

4Gamer:
Social sciences?

Miyazaki:
Yes. When I was in university and later graduate school, I was interested in studying social sciences on the side. At the time, the Internet had really just entered the world. Looking back, it was a very interesting era—a time that really made me think about a lot of things. Of course, I was always playing video games and wasn’t a very serious student, so I don’t mean to say I’m some kind of expert, but I think I was influenced in a way.

4Gamer:
Interesting. So that formed the backbone for your later work.

Miyazaki:
Nothing so grandiose as that. I just had academic leanings in that direction. I think a lot of people from my generation will know what I’m talking about.

4Gamer:
Hmmm…

Miyazaki:
I find network systems to be very interesting, both in general and when applied to games. Whether it’s an experience in a game or some kind of value, it can be expanded across a multitude of layers. This may sound a bit dramatic, but I feel that I’m very lucky to be able to create games in an era like this.

4Gamer:
Well, I don’t know what kind of network systems we’ll find in Bloodborne, but in terms of it being a new challenge for you, you certainly have me excited.

Creating Something Special

4Gamer:
Another question I had was if the teams working on Bloodborne and Dark Souls II are completely different or not.

Miyazaki:
They are totally separate teams.

At From Software, we have the development resources to work on two so-called “high-end” games simultaneously. Bloodborne is one of those titles, and we’ve been working on it in parallel with Dark Souls II.

4Gamer:
In terms of games being developed domestically in Japan, I feel that Bloodborne is definitely one of the bigger projects. At the same time, people are always talking about how Japan has a tough time competing head-on with the so-called triple-A game studios overseas, and that Japanese developers have to approach things from a slightly different angle. Are you conscious of that at all when developing games?

Miyazaki:
That’s a tricky topic.

Speaking strictly about Bloodborne, the project has become quite large, but at the same time, I think that our particular style is still very much intact.

It’s not so much a conscious decision that we keep our unique style intact, but more that it just happens naturally. Either way, the result is that we probably do end up approaching things somewhat differently.

4Gamer:
When you say it naturally ends up that way, is that because the development team structure ultimately has you making the decisions?

Miyazaki:
That’s not necessarily always the reason, but it may be one.

When it comes to game design, our style is to not have a “lead designer,” but instead have the director work directly with the individual designers.

That, of course, has both a good and bad side. The good side is that you don’t lose sight of what you set out to make, and it’s easier to make your unique style shine through, but on the other hand, there are physical limitations. For as much as the structure allows you to you really stay on target, it’s also easy to become immobilized.

4Gamer:
It also heavily depends on who is the director.

Miyazaki:
That’s right. In the end, you have to find the right team structure for the people creating the game. For example, we adopted different styles for Bloodborne and Dark Souls II.

However, regardless of all that, for us at From Software, the base premise is always to make a good game--we all want to make something special. We’re always conscious of that.

You can call that our unique style, or being “From-like,” but whatever it is, it comes down to being something special. I don’t intend to define what “something special” means, but I think it’s something that has value, and I want From Software to continue being a company that has it.

Staying Involved in Game Development

4Gamer:
There’s another thing that’s been on my mind that I’d like to ask you about. Recently, it was announced that you would be taking on the position of president at From Software.

Miyazaki:
Yes, that’s correct…

4Gamer:
So I think there’s a bit of concern, or should I say "worry," among fans about just how much you can be involved in the day-to-day development while also serving as the president of the company. You are definitely the director on Bloodborne, right? Not a producer or anything?

Miyazaki:
Yes. On Bloodborne, I am 100% the director.

4Gamer:
Oh, that sure is a relief! But are you able to keep up your presidential duties at the same time?

Miyazaki:
Yeah, I’m getting by. I learned a lot from developing Dark Souls, so I have another person at the director level supporting me on this project, and I’m finding a way to make things work.

Since this interview is about Bloodborne, I’d rather not talk too much about my role as president of From Software, but simply put, one of my conditions for taking on the role of president was that I would be able to remain involved in the day-to-day game development.

4Gamer:
Conditions?

Miyazaki:
Yes. It might not have been the best idea to set conditions when they were offering me the position of president, but my personal goal has always been to create games.

4Gamer:
I think I understand how you feel.

Miyazaki:
The previous president, Jin, was really understanding in this regard. Anyway, I am definitely the director of Bloodborne, and my becoming president will not lessen my involvement in any way.

4Gamer:
This is a bit of a tangent, but your first project to work as a director was Armored Core 4, right?

Miyazaki:
That’s right. I started as the lead planner on the project, but became the director mid-way through the prototype phase. As the lead planner, I was in charge of the setting, story, design, and the game systems. One of the more distinctive features I worked on was the Quick Boost mechanic.

4Gamer:
Oh, really? I remember feeling that Armored Core 4 and the sequel Armored Core for Answer felt even more video gamey than previous Armored Core titles, so I guess that was due to your involvement.

Miyazaki:
But with Armored Core for Answer, we were working on that in parallel with Demon’s Souls, so there were quite a few challenges. When Demon’s Souls was in the initial planning stages, and right around the time it was entering the prototype phase, I came on as the director, and at the time, it was a completely different and very difficult project compared to what it ended up becoming.

4Gamer:
Is that so?

Miyazaki:
Yes. One thing I remember was that the camera perspective was completely different.

At the time, the plan was to make it first-person, or more specifically, a game in which you switched between first and third-person perspectives.

4Gamer:
Wow, really?

Miyazaki:
Yeah. At the time, The Elder Scrolls IV: Oblivion was a really big deal, and I think SCE wanted a game similar to that.

From my perspective, though, I didn’t think we could compete by taking the same approach as Oblivion, so I wanted to focus more on gameplay elements like battles and exploration, and had to do a lot to convince everyone that a third-person camera was the way to go.

4Gamer:
What did you say to convince them?

Miyazaki:
I started by explaining the direction of the game. I just mentioned the focus on battles and exploration, and in order to facilitate those, I knew that a locked third-person camera was the best way to go, so I explained my logic.

Whether you take the environment layout, the object and enemy placement, or the back-and-forth action in battle, I knew we couldn’t do our best work unless the camera perspective was set. Even talking about the multiplayer elements and other facets of gameplay, I believed a third-person perspective was best. I said a lot of stuff like that, and whatever came to mind to convince them (laughs).

Making It Exciting

4Gamer:
I think we’re running out of time, but is there anything you’d like to say to our readers and your fans?

Miyazaki:
Sure. To kind of summarize what we’ve talked about, I’d like to say that Bloodborne is a game that’s been full of challenges for us—it’s an all-new game that we’re developing on new hardware.

However, the underlying philosophy of the game is the same as the projects we’ve worked on up until now—we want to make games with satisfying gameplay that are fun for people who like games, for example.

4Gamer:
Being able to talk to you today, and seeing the game in motion has really put some of my fears to rest.

Miyazaki:
I can only hope that fans will also rest at ease, but at the same time get excited for all of the new stuff we have in the game.

4Gamer:
I feel like there aren’t a lot of games these days that people can get excited about just from reading about them, but I think people might be quite excited for this game!

Miyazaki:
If that’s true, I couldn’t be happier. As a gamer myself, I love getting excited for games.

4Gamer:
Just to be completely sure, allow me to ask one final time, but your becoming president of From Software won’t have any negative effect on Bloodborne, right?

Miyazaki:
Definitely not. Even when Jin was in charge, From Software was never a company where the president couldn’t be involved in game development.

4Gamer:
So I guess the roles of president and game director aren’t entirely conflicting then. Perhaps that’s especially true at From Software.

Miyazaki:
That’s right. Of course, there are duties I need to take care of as president, but everything comes back to making a good product and a good game. If that’s the case, then of course it’s also a good thing for me as a game creator.

4Gamer:
Is that the case?

Miyazaki:
It sure hope so (laughs)!

Anyway, although the release is still a ways out, I hope everyone will look forward to Bloodborne. Thanks for your time today.

4Gamer:
Thank you!

 

- tłumaczenie z japońskiego wywiadu

Edytowane przez mate5
Odnośnik do komentarza

ciekawie brzmią teksty że bloodporn ma być dla DS tym czym był DS dla kings field, bo przepaść między KF a DS jest ogromna, więc jeśli teraz też miało by dojść do takiego skoku jakości to powinniśmy już ogłaszać GOTG

 

oczywiście pewnie przesadzają, ale nadal liczę na świetną gre i być może powód do kupna PS4

 

w sumie jedyne co mnie troche dziwi to że mowią caly czas o tym że jakieś miasto będzie głównym polem gry, patrząc na DS gdzie lokacji było sporo i były różnorodne to brzmi troche dziwnie, mimo że miasto może być spore i zapewne będą jakieś podziemia, jakieś kanały, jakaś duża posiadłość itp, to jednak brzmi mniej różnorodnie niż DS1 i DS2

 

 

druga sprawa to troche sie boje że gra będzie zbyt ciemna, w DS1i2 zawsze mnie wkurzały te najciemniejsze lokacje (zwłaszcza gdy grałem w dzień a nie w nocy i światło z okien powodowało że nic nie widać na TV), bardzo za to lubiłem jasne i piękne lokacje, które wg mnie wcale nie psuły mrocznego klimatu, w takiej grze nawet jasna lokacja może być "mroczna"

Edytowane przez Yano
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Artykuł z 19 czerwca, ale ja wcześniej nie widziałem, więc może wy też nie. Tłumaczenie artykułu z famitsu

 

 

The game is set in the 19th century under the reign of Victoria. The “Ancient City of Yharnam” is positioned on the border of a huge valley.

Although the townspeople have grown to be prejudiced due the natives beliefs of the gloomy town, there are an ancient and unique ways of medical learning in the city.

Everyone knows of the dreadful endemic disease known as “The Beasts Disease” and also of a certain cursed area.

Every night in Yharnam an event known as the “Beast Hunt” happens, where the town’s streets are full of the smell of Beasts, blood and most of all death.

The mob of “Hunters” who wander the city begin to look and act strangely all of a sudden and go into an uncontrolled frenzy. The frenzied men then grip onto their weapons whilst the light of the Torches can be seen in their murky melted pupils.

“Hunters” hold a Torch in one hand and a weapon in the other. The beasts are great in strength and fast on foot. It is best to watch the beasts movements and think of the best strategy of how to take them on.

There are those that burn the bodies of huge beasts. A cruel feast unfolds under the beautiful moon, but what do these people have in common with the beasts? That answer is unknown at this very time.

Many bizarre secrets are hidden within the dark depths of the Ancient City of Yharnam. The “Hunters” who hunt the beasts all have very unique and special weapons to chase down the beasts.

There are people who hunt down the beasts for a living, and they are called “Hunters.” Their equipment includes a unique weapon that has the shape of a Saw mixed with a hatchet as well as a Shotgun to take down the Beasts.

Armor is obsolete and so Hunters use a different battle technique to fight their battles. The shotgun is used for far away encounters whilst their unique weapon is used for up close battles. This is how the Hunters fight. When the time comes to overcome dangerous situation, they must persevere to stay alive in many life and death struggles.

A despair filled battle of life and death begins against grotesque enemies.

Terrifying-looking enemies will suddenly attack the Hunters. Giant enemies as far as the eyes can see with extremely sharp claws.

Giant enemies will be speedier than you ever thought they would be, and you will need to be alert in order to take them on.

From here on out, bet your life as your ghastly battle for your life will begin…

Bloodborne_Famitsu_Scan_01-813x1024.jpg?

Bloodborne_Famitsu_Scan_02-815x1024.jpg?

http://www.dualshockers.com/2014/06/19/ps4-exclusive-bloodborne-gets-more-story-information-bizarre-secrets-teased-new-famitsu-scans-inside/

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Bloodborne releasing "early 2015", to be playable at gamescom

 

Bloodborne will be released early next year and will be playable for the first time at gamescom.

 

From Software's gothic action adventure, helmed by Dark Souls director Hidetaka Miyazaki, will be available to the public at the German expo in August.

 

bloodborne-2.jpg

© Sony

"We're really working flat out to get this game out for early 2015," producer Jun Yoshino told Digital Spy and other attendees at a recent PlayStation event in London.

 

"We're going to be there at all upcoming major game shows like gamescom, where we'll have our first hands-on demo on pods on the showfloor. There we can gauge first hand the reaction to the game."

 

Leaked earlier this year as 'Project Beast', it was formally revealed at E3 2014 as a Sony-published PS4 exclusive.

 

Miyazaki has confirmed that the game's world is not connected to PS3 game Demon's Souls.

http://www.digitalspy.co.uk/gaming/news/a582777/bloodborne-releasing-early-2015-to-be-playable-at-gamescom.html#~oJqTCkxq11ttZB

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  • 3 tygodnie później...
Gość mate5

Pewnie bullshit napisany przez kogoś kto ma za dużo czasu, ale wkleję:

 

 

Met with Miyazaki at From Software HQ in Japan. Got some cool swag (Bloodborne t-shirt worn by the devs at E3, Dark Souls II Mirror Knight statue (only given out in contests and to developers) and the Japanese Collector's Edition (the one with the shield/weapon replicas).

 

Photos of merch

http://imgur.com/a/LMzcI

 

Saw gameplay demonstration of Bloodborne. Build shown at E3 was several months old. TGS demo was an entire year old. Game looks and performs much better. Will be playable publicly at Gamescom in Cologne this year. Lots of media coming in.

There's still magic and pyromancies. Enemies are much more aggressive, hiding in shadows and exploiting that. Very intelligent AI unlike the hallow soldiers.

 

Exclusive info

Most importantly, the targeted 30FPS is for a completely stable frame rate. No Blighttown equivalents. There will be an option for a variable frame rate and if possible, they might be able to do 60FPS due to the ICE Team's recent optimization developments going into the Playstation 4's development kit later this year. Since this is a Sony Japan/From Software collaboration, they have the resources of Sony and Sony wants to really show off what the PS4 is capable with this game. Either way, it looks great and runs way better than the E3 demo and the TGS "leaked trailer".

 

Rolling system is totally different. Lock-on circle button press perform a swift "dodge" movement, like really really fast. A circle press without lock-on performs a roll as seen in the DeS/DaS games.

Sawcleaver transformation weapon is really cool, guns are unique mechanic wise since they're not made to kill. I saw another "transformable weapon". It was a scythe (like the Grim Reaper/Angel of Death), acts like the scythe that you get from the Brotherhood of Blood vendor in DaSII that transforms and becomes a short range blade that does slashing damage.

 

Just because it's a dark fantasy game doesn't rule anything out that you've seen from previous Souls games. The atmosphere is very dark, sinister and bloody but there's still magic. There's still miracles. There's still factions of sorts but it isn't clear what role they play.

 

Open world gameplay. Follows a story in the same way that DeS/DaS did. Lots of exploring to do. Lots of diverse areas (saw a farm/village-like area, city, cathedral and an area that reminded me of the sewers in the original Dark Souls. Lots of coal. Lots of machinery, reminds me of Amnesia: A Machine For Pigs but better atmospherically.

 

Fast travel is OUT but shortcuts as seen in Dark Souls 1 are back in. The world from what I saw was big but it was compact and it reminded me of the way the world connected in the original game.

 

Dynamic lighting from DaSII pre-release is back and better than ever. Isn't necessary but if you don't use a torch, you'll miss out on a lot but you're leaving yourself open to damage since you won't be able to use a gun. Luckily you can drop the torch in combat and pick it up. No timer either, just logic based. Don't roll around in water and it'll last a good amount of time. You can pick up torches off the walls and there's plenty in darker areas of the game.

 

Difficulty isn't a focus in this game but it is definitely difficult. Miyazaki said he'd rather have an enjoyable game than a difficult game for the sake of being difficult. He's said that it's going to be challenging but it is fair.

 

Player vs Player is in but not in the ways that the Souls game did it. It still has that Souls-like singleplayer/multiplayer-hybrid thing going on but it's done differently. I don't exactly know how and he didn't go into details but there will be a emphasis on co-op along with PVP, more-so than it was in any of the Souls game.

 

No soul memory systems or equivalents but will be something there to prevent SL1 twinking. Instead, they're going for a tigher leveling cap that will force players to pick a play-style that has its strengths and weaknesses. No more havels with ten attunement slots fast rolling around using hexes/pyromancies/miracles while dual weilding the heaviest items in the game.

 

NG+ is confirmed with incentive to go through it multiple times. Different enemies. Different placements. Different items. All that good stuff. Players can expect a solid story and play the games as they have done with the Souls games before it, beginning middle and end but it can keep going if you're that kind of player. There is an end-game and the game is being designed to accommodate hardcore players.

 

They want to keep players coming back so there was talk of a world event system that would add content outside of a DLC distribution method. Probably similar to how Destiny is treating world events but I'm not sure.

Odnośnik do komentarza

 

the targeted 30FPS is for a completely stable frame rate. No Blighttown equivalent

Witam, po co powoływać się ciągle na Blightown, które było pojedynczą anomalią skoro w reszczie gry animacja skakała jak głupia? Prawie w każdej walce z bossem były zjazdy do mniej niż 20 FPS co było mocno denerwujące. Mowa o Dark, bo Demon był bardzo płynny. Jęczenie na Blightown zasłania techniczą ułomność deva w reszczie gry.

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Gość mate5

 

the targeted 30FPS is for a completely stable frame rate. No Blighttown equivalent

Witam, po co powoływać się ciągle na Blightown, które było pojedynczą anomalią skoro w reszczie gry animacja skakała jak głupia? Prawie w każdej walce z bossem były zjazdy do mniej niż 20 FPS co było mocno denerwujące. Mowa o Dark, bo Demon był bardzo płynny. Jęczenie na Blightown zasłania techniczą ułomność deva w reszczie gry.

 

Wow, od półtora roku mam demon's souls, taki niewielki drop rate, ale wreszcie się udało - znalazłem pure bladestone.

 

Cześć btw. Nie chciałbym bronić płynności dark souls na konsolach, ale nie wydaję mi się żeby fps spadało podczas walk z bossami w porównaniu do reszty gry.

Odnośnik do komentarza

Jeśli chodzi o płynność w demonie to powiem tylko, że obecnie jak sobie gram w kopalniach to widocznie zwalnia w miejscu gdzie pierwszy raz spotyka się żuczki i są to spore zwolnienia, szczególnie gdy na ekranie jest jeden z większych żuczków. Mnie to tam wcale nie przeszkadza (nie jest to blighttown level) ale fakt faktem, tak płynniutko nie jest.

 Wczoraj jednak w tej samej lokacji coś się ostro zbugowało bo podchodząc pod sam kraniec jednej z kładek gdzie była już przepaść i kończył się level coś tak się spierdzieliło, że gra dostała dropa do 3-4 klatek (tak, tak wolno, że można było je liczyć) i to tak trwało i trwało, i nie pomogło nawet gdy z trudem doczłapałem się do wąskich tuneli gdzie mało jest grafiki (dopiero ewakuacja do nexusa naprawiła framerate). To w sumie drugi poważniejszy bug a gram w to dopiero 20h (w ds1 i 2 nie przypominam sobie tego typu bugów uniemożliwiających grę), no ale to nie temat o tym ;v.

Edytowane przez CheeseOfTheDay
Odnośnik do komentarza

 

Wow, od półtora roku mam demon's souls, taki niewielki drop rate, ale wreszcie się udało - znalazłem pure bladestone.

Hehe, mogę ci dać, bo mam 2. Spadły mi oba w przeciągu 15 minut - jakieś z 20 prób :blum1: . 68 soul level, wersja US

 

 

Jeśli chodzi o płynność w demonie to powiem tylko, że obecnie jak sobie gram w kopalniach to widocznie zwalnia w miejscu gdzie pierwszy raz spotyka się żuczki i są to spore zwolnienia

Faktycznie, zapomniałem o tym, ale do niskich poziomów kopalni nawet nie trzeba było schodzić. Za to reszta gry działa wzorowo. Twoich bugów nie spotkałem mimo, że skończyłem 5 razy.

 

 

Na xie podczas walk z bossami nie chrupało

Na PS3 na pierwszy rzut oka było w porządku, ale jak Seath walił ogonami na przemian to animacja spadała, że nie wiedziałem co się dzieje. Przez to cięzko było mu odciąć ogon, ataki kryształami też muliły - ta walka to porażka. Kiedy grubas w Anor Londo walił młotem w kolumny to też było chruuuup. Takich kwiatków było dużo więcej.  Mi po ograniu Demona to kłuło w oczy za każdym razem. Dobrze, że dwójka ponoć płynna.

 

 

Żeby nie offtopować zbytnio - czy ktoś stąd wybiera się na Gamescom i ogra Bloodborne? 

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  • 3 tygodnie później...

 

 

Na xie podczas walk z bossami nie chrupało

Na PS3 na pierwszy rzut oka było w porządku, ale jak Seath walił ogonami na przemian to animacja spadała, że nie wiedziałem co się dzieje. Przez to cięzko było mu odciąć ogon, ataki kryształami też muliły - ta walka to porażka. Kiedy grubas w Anor Londo walił młotem w kolumny to też było chruuuup. Takich kwiatków było dużo więcej.  Mi po ograniu Demona to kłuło w oczy za każdym razem. Dobrze, że dwójka ponoć płynna.

 

Zaraz, bo ja się zgubiłem. Mowa o Demon's czy Dark Soulsie? 

W ramach odrobienia zaległości postanowiłem sięgnąć po ten tytuł, ale nie będę ukrywał że dławiący się framerate bardzo skutecznie obrzydza mi dobre gry (np. zwolnienia podczas konnej jazdy na terenach zabudowanych w RDR). Dużo jest takich momentów, gdzie Demon's zauważalnie gubi klatki? 

 

 

 

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