![]() It did it the very best and it sucks that feeling might not be returning for the sake of convenience. Guess what I just described(the first half of Dark Souls 1). ![]() If the game is designed around no warping at the start, areas will naturally all be connected and have shortcuts that allow getting back to places quickly, and then you throw in a master key that allows the player to skip portions of the game to get back to warping as quickly as possible. But then it goes back to the first playthrough for the answer. Of course Im speaking heavily about a first playthrough here and on subsequent go's this backtracking could be an annoyance. Like others have said BB has excellent individual level design but areas dont greatly connect except for one and you never get the feeling of being in a no turning back situation since you can always leave and go somewhere else. ![]() Its much more than just backtracking for supplies or merchants, it makes the game world feel real large and menacing. A feeling that a place like the Gutter never evoked. Not being able to warp makes the depths or TOG actually feel way underground and not just a level. Getting the lordvessel and being able to warp felt like an actual reward for all the time I spent being marooned in Blighttown. That first playthrough I never found myself complaining about having to backtrack through areas, especially when I had gotten a better understanding of how everything interconnected. As far as I'm concerned, it's a quality of life change.įor me backtracking through areas means becoming much more familiar with the world and gives it a better sense of "place". Excluding warping hurts my experience more than anything, because I won't want backtrack however long it takes to go shopping. Like I said before, generally the only reason I backtrack is for buying items, spells, upgrading weapons, leveling up or doing other mundane tasks. The difference here is the Souls series isn't even a fraction of the size of Fallout 3, and it doesn't have as much of a reason to walk between places because it's a whole lot more linear, so it doesn't seem as big of a deal to exclude warping, but that doesn't mean it isn't a waste of time, though. Imagine Fallout 3 not having a fast travel system and how much a pain in the ass it would be to go back and forth between places. Backtracking through old areas I've been through a few times doesn't really add anything to me, and it never made it cult hit for me since I started with Demon's Souls, which if you think about it, uses a DSII-like warping system as well.
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