From's output is overwhelmingly not Dark Souls/Bloodborne. Those games have a distinctive artstyle, the company does not.
They made this just a few years ago.
FROM Software has 3 main claims to fame: King's Field, Armored Core, and Souls They also made a handful self-owned one-offs, and are well-trusted in the JP game industry to develop games for other IP holders as a dev-for-hire.
Among their self-owned stuff, the Dark Souls art style had a lot in common with Armored Core: intricate, well-worn functional metal and structures. Armored Core even did gross when it came to escaped bio-lab specimens. (Their storytelling styles, controls, and number-heavy systems were extremely similar too). Can't speak to King's Field as I didn't play them. Also barely played their one-offs like Eternal Ring, Metal Wolf Chaos, Frame Glide, etc.
Those Monster Hunter: Felyne Village games are contract work following Capcom's existing aesthetic, not FROM's own, so while they're quite capable of following art direction from other companies, it's not one of their house styles.
I don't know that "well-worn ornate post-apocalypse" is their only house aesthetic, but it's been their aesthetic for 2 of their 3 big-name series and over 20 years. Presuming they exist, going to have to dig deeper for other FROM-owned games that use a different look.
From's output is overwhelmingly not Dark Souls/Bloodborne. Those games have a distinctive artstyle, the company does not.
They made this just a few years ago.
FROM Software has 3 main claims to fame: King's Field, Armored Core, and Souls They also made a handful self-owned one-offs, and are well-trusted in the JP game industry to develop games for other IP holders as a dev-for-hire.
Among their self-owned stuff, the Dark Souls art style had a lot in common with Armored Core: intricate, well-worn functional metal and structures. Armored Core even did gross when it came to escaped bio-lab specimens. (Their storytelling styles, controls, and number-heavy systems were extremely similar too). Can't speak to King's Field as I didn't play them. Also barely played their one-offs like Eternal Ring, Metal Wolf Chaos, Frame Glide, etc.
Those Monster Hunter: Felyne Village games are contract work following Capcom's existing aesthetic, not FROM's own, so while they're quite capable of following art direction from other companies, it's not one of their house styles.
I don't know that "well-worn ornate post-apocalypse" is their only house aesthetic, but it's been their aesthetic for 2 of their 3 big-name series and over 20 years. Presuming they exist, going to have to dig deeper for other FROM-owned games that use a different look.
You are right that there is aesthetic DNA shared with the armored core games, the influence of the king's field games is much more direct and obvious. Look up an LP of the last king's field game (king's field: the lost city in the english release) and it looks, feels, and to some degree plays like a proto-demon's souls. Just without the good action combat yet.
I played the last King's Field just for fun, just to see, and the first NPC you run into is a depressed guy sitting in the starting area, talking about how pointless everything is.
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jungleroomxIt's never too many graves, it's always not enough shovelsRegistered Userregular
From's output is overwhelmingly not Dark Souls/Bloodborne. Those games have a distinctive artstyle, the company does not.
They made this just a few years ago.
FROM Software has 3 main claims to fame: King's Field, Armored Core, and Souls They also made a handful self-owned one-offs, and are well-trusted in the JP game industry to develop games for other IP holders as a dev-for-hire.
Among their self-owned stuff, the Dark Souls art style had a lot in common with Armored Core: intricate, well-worn functional metal and structures. Armored Core even did gross when it came to escaped bio-lab specimens. (Their storytelling styles, controls, and number-heavy systems were extremely similar too). Can't speak to King's Field as I didn't play them. Also barely played their one-offs like Eternal Ring, Metal Wolf Chaos, Frame Glide, etc.
Those Monster Hunter: Felyne Village games are contract work following Capcom's existing aesthetic, not FROM's own, so while they're quite capable of following art direction from other companies, it's not one of their house styles.
I don't know that "well-worn ornate post-apocalypse" is their only house aesthetic, but it's been their aesthetic for 2 of their 3 big-name series and over 20 years. Presuming they exist, going to have to dig deeper for other FROM-owned games that use a different look.
You are right that there is aesthetic DNA shared with the armored core games, the influence of the king's field games is much more direct and obvious. Look up an LP of the last king's field game (king's field: the lost city in the english release) and it looks, feels, and to some degree plays like a proto-demon's souls. Just without the good action combat yet.
Also it has the MLGS
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MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
edited July 2021
They also, uh, did eleven Tenchu games so that definitely deserves a mention.
edit: Oh wait they only published them. They only made one.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
From's output is overwhelmingly not Dark Souls/Bloodborne. Those games have a distinctive artstyle, the company does not.
They made this just a few years ago.
FROM Software has 3 main claims to fame: King's Field, Armored Core, and Souls They also made a handful self-owned one-offs, and are well-trusted in the JP game industry to develop games for other IP holders as a dev-for-hire.
Among their self-owned stuff, the Dark Souls art style had a lot in common with Armored Core: intricate, well-worn functional metal and structures. Armored Core even did gross when it came to escaped bio-lab specimens. (Their storytelling styles, controls, and number-heavy systems were extremely similar too). Can't speak to King's Field as I didn't play them. Also barely played their one-offs like Eternal Ring, Metal Wolf Chaos, Frame Glide, etc.
Those Monster Hunter: Felyne Village games are contract work following Capcom's existing aesthetic, not FROM's own, so while they're quite capable of following art direction from other companies, it's not one of their house styles.
I don't know that "well-worn ornate post-apocalypse" is their only house aesthetic, but it's been their aesthetic for 2 of their 3 big-name series and over 20 years. Presuming they exist, going to have to dig deeper for other FROM-owned games that use a different look.
You are right that there is aesthetic DNA shared with the armored core games, the influence of the king's field games is much more direct and obvious. Look up an LP of the last king's field game (king's field: the lost city in the english release) and it looks, feels, and to some degree plays like a proto-demon's souls. Just without the good action combat yet.
Some conjecture here on why they might have done this:
By shrinking the world around him instead, they didn't have to create higher-res textures for normal Ornstein to avoid blurring with being scaled up.
If both versions of the boss are the same model, then I believe it was just to avoid blurry textures with the camera in so close for a watermark scene.
If they're separate models, then we have the question: why not start with a shrunken Super Ornstein that scales back up? What makes sense to me would be time savings. Regular Ornstein was already featured in the duo boss intro, so that model is already rigged for scenes by necessity. The back half of Dark Souls suffered an obvious time crunch, so reusing existing animation rig work could amount to a solid time savings.
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
That puts me in mind of the ancient Shadows of the Empire which had a large flooded level and player has to pump the water out to progress. Something about the water made it extremely difficult to move, so instead they just moved the entire level upwards out of the water.
Some conjecture here on why they might have done this:
By shrinking the world around him instead, they didn't have to create higher-res textures for normal Ornstein to avoid blurring with being scaled up.
If both versions of the boss are the same model, then I believe it was just to avoid blurry textures with the camera in so close for a watermark scene.
If they're separate models, then we have the question: why not start with a shrunken Super Ornstein that scales back up? What makes sense to me would be time savings. Regular Ornstein was already featured in the duo boss intro, so that model is already rigged for scenes by necessity. The back half of Dark Souls suffered an obvious time crunch, so reusing existing animation rig work could amount to a solid time savings.
My thoughts were that it might have had something to do with the rigging on Ornstein. Scaling him up might have potentially messed with that or been tricky to do. So better to just scale down the things that are static.
Another guess would be the fire effect around him might have behaved or looked weird if it had been scaled up.
My last thought is that From Software has a weird sense of humor and they thought it was funny.
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jungleroomxIt's never too many graves, it's always not enough shovelsRegistered Userregular
edited July 2021
I love the fact the MLGS is also in Ninja Blade, which came out with Demon's Souls
I also love the fact Iron Pineapple recorded the segment with the MLGS in a clown suit
Some conjecture here on why they might have done this:
By shrinking the world around him instead, they didn't have to create higher-res textures for normal Ornstein to avoid blurring with being scaled up.
If both versions of the boss are the same model, then I believe it was just to avoid blurry textures with the camera in so close for a watermark scene.
If they're separate models, then we have the question: why not start with a shrunken Super Ornstein that scales back up? What makes sense to me would be time savings. Regular Ornstein was already featured in the duo boss intro, so that model is already rigged for scenes by necessity. The back half of Dark Souls suffered an obvious time crunch, so reusing existing animation rig work could amount to a solid time savings.
My thoughts were that it might have had something to do with the rigging on Ornstein. Scaling him up might have potentially messed with that or been tricky to do. So better to just scale down the things that are static.
Another guess would be the fire effect around him might have behaved or looked weird if it had been scaled up.
My last thought is that From Software has a weird sense of humor and they thought it was funny.
something with the particle effect not scaling nicely is my guess out of those options, scaling the rigging and textures should be a non-issue unless the dark souls engine is programmed really unusually. For example, it doesn't screw up the textures on the rest of the room and Smough's corpse when they shrink.
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MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
I jumped back into my first BB playthrough and thought hard about platinum.
It turns out I'm 1 weapon away from old hunter essence trophy. That's in the research hall, and I'm at the start of NG+.
I'm also halfway through the very last Chalice (I started that today) so that's another trophy.
After that I just need two endings I never take (cos why would I not fight more bosses?).
I reckon I could do this thing.
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
It would probably be the same model either way, it doesn't appear to change aside from the size, and scaling models is usually trivial in 3d engines.
Again I would guess it's either the particle system for the gold glow on ornstein looking weird if it gets scaled or being unable to as trivially change size as the model; or it could just be arbitrary, since in the end one object growing larger or everything but that object growing smaller are the same if you have no other reference points.
Doing a DS2 run (yes I am going through the games to try and slake my thirst for Elden Ring) I remembered why I never used great weapons in it.
The aiming sucks
What aiming?
The fact that focus/targeting does not determine where a great weapon will hit is a gameplay style I just cannot abide
Hmmm? Leave the movement stick neutral when you attack. It will aim automatically like normal weapons with lockon. The aiming is a manual choice by holding the left stick in a direction when you press attack.
It's a learning curve, but doesn't take too long. You don't need to be moving when you attack after all.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
Doing a DS2 run (yes I am going through the games to try and slake my thirst for Elden Ring) I remembered why I never used great weapons in it.
The aiming sucks
What aiming?
The fact that focus/targeting does not determine where a great weapon will hit is a gameplay style I just cannot abide
certain weapons have certain tolerances
i like one-handed great axes with vertical swings as they can be manually aimed almost in a full circle
some of the vertical hit greatswords can't be manually aimed outside of about a 45 degree angle and they feel kinda shit to play
I don’t like the manual aim. I use the lock on to pick my targets in DS2 and my movement to get them in place and missing a shot because I was moving back and to the left feels really bad.
Posts
This becomes incredibly clear when you see the Demon's Souls remake and realize it looks NOTHING like a Fromsoft game.
Their art style is raggedy and everything looks jagged and rough or wet and gross. Shit looks used up, decayed, and also intricate and ornate as fuck.
I want to see that translated into rainbows and teddy bears so bad.
They made this just a few years ago.
https://www.youtube.com/watch?v=7rG_B_NL6ZE
I dunno that's pretty god damned horrifying
i just wanna fight a giant colossus that is made of the various parts of teletubbies, carebears and pokemon.
https://youtu.be/GMr8mwr_UbM
edit: In other news
How to Beat Dark Souls 2 without Talking 52:36
https://youtu.be/3zD7rBcgduw
This will be here until I receive an apology or Weedlordvegeta get any consequences for being a bully
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
If it could handle Tenchu, probably
https://www.youtube.com/watch?v=7dbuXFZS1eE
Among their self-owned stuff, the Dark Souls art style had a lot in common with Armored Core: intricate, well-worn functional metal and structures. Armored Core even did gross when it came to escaped bio-lab specimens. (Their storytelling styles, controls, and number-heavy systems were extremely similar too). Can't speak to King's Field as I didn't play them. Also barely played their one-offs like Eternal Ring, Metal Wolf Chaos, Frame Glide, etc.
Those Monster Hunter: Felyne Village games are contract work following Capcom's existing aesthetic, not FROM's own, so while they're quite capable of following art direction from other companies, it's not one of their house styles.
I don't know that "well-worn ornate post-apocalypse" is their only house aesthetic, but it's been their aesthetic for 2 of their 3 big-name series and over 20 years. Presuming they exist, going to have to dig deeper for other FROM-owned games that use a different look.
PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
Nah not at all, it's just trying to evoke that era's aesthetic rather than be faithful to the real hardware limitations.
You are right that there is aesthetic DNA shared with the armored core games, the influence of the king's field games is much more direct and obvious. Look up an LP of the last king's field game (king's field: the lost city in the english release) and it looks, feels, and to some degree plays like a proto-demon's souls. Just without the good action combat yet.
Also it has the MLGS
edit: Oh wait they only published them. They only made one.
This reminds me of Nightmare Creatures, except with better color, light and framerate.
"Armored core, or king's field?"
"Yes"
https://youtu.be/lV_9wQWWLjc
This will be here until I receive an apology or Weedlordvegeta get any consequences for being a bully
I love this stuff.
By shrinking the world around him instead, they didn't have to create higher-res textures for normal Ornstein to avoid blurring with being scaled up.
If both versions of the boss are the same model, then I believe it was just to avoid blurry textures with the camera in so close for a watermark scene.
If they're separate models, then we have the question: why not start with a shrunken Super Ornstein that scales back up? What makes sense to me would be time savings. Regular Ornstein was already featured in the duo boss intro, so that model is already rigged for scenes by necessity. The back half of Dark Souls suffered an obvious time crunch, so reusing existing animation rig work could amount to a solid time savings.
PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
My thoughts were that it might have had something to do with the rigging on Ornstein. Scaling him up might have potentially messed with that or been tricky to do. So better to just scale down the things that are static.
Another guess would be the fire effect around him might have behaved or looked weird if it had been scaled up.
My last thought is that From Software has a weird sense of humor and they thought it was funny.
I also love the fact Iron Pineapple recorded the segment with the MLGS in a clown suit
something with the particle effect not scaling nicely is my guess out of those options, scaling the rigging and textures should be a non-issue unless the dark souls engine is programmed really unusually. For example, it doesn't screw up the textures on the rest of the room and Smough's corpse when they shrink.
It turns out I'm 1 weapon away from old hunter essence trophy. That's in the research hall, and I'm at the start of NG+.
I'm also halfway through the very last Chalice (I started that today) so that's another trophy.
After that I just need two endings I never take (cos why would I not fight more bosses?).
I reckon I could do this thing.
Again I would guess it's either the particle system for the gold glow on ornstein looking weird if it gets scaled or being unable to as trivially change size as the model; or it could just be arbitrary, since in the end one object growing larger or everything but that object growing smaller are the same if you have no other reference points.
The aiming sucks
My guess is a floating point rounding issue. They shrink to keep everything closer to 0.0 and preserve the highest range of precision.
Maybe when the model scaled up they noticed Z fighting in certain places.
What aiming?
The fact that focus/targeting does not determine where a great weapon will hit is a gameplay style I just cannot abide
https://youtu.be/cuXKv5qqgtM
I didn't know that the Wet Nurse was supposed to be a succubus
This will be here until I receive an apology or Weedlordvegeta get any consequences for being a bully
Hmmm? Leave the movement stick neutral when you attack. It will aim automatically like normal weapons with lockon. The aiming is a manual choice by holding the left stick in a direction when you press attack.
It's a learning curve, but doesn't take too long. You don't need to be moving when you attack after all.
i like one-handed great axes with vertical swings as they can be manually aimed almost in a full circle
some of the vertical hit greatswords can't be manually aimed outside of about a 45 degree angle and they feel kinda shit to play
I don’t like the manual aim. I use the lock on to pick my targets in DS2 and my movement to get them in place and missing a shot because I was moving back and to the left feels really bad.