The only reason I left Four Kings for last was because I really don't like the New Londo Ruins. Between the Depths, Blighttown, The Catacombs and Tomb of the Giants, Dark Souls has taught me to rue the dark, claustrophobic areas. Plus, the friggin' ghosts are a pain in the ass! As for the Kings themselves; I think I'm tank-y enough and my +5 BK Halberd is hitting pretty hard; I'm hoping to put the hurt on them; might put a couple more levels into my STR just for peace of mind...Seishisha said:Congrants on seethe, just one more and your pretty much at the end, though you maybe have chosen the most difficult till last, four kings realy is a DPS check if such a thing exists in dark souls, advice wise i'd say make sure you've got some green moss for stamina recovery on your quick bar, two hand your weapon and just keep up your attacks, estus when you need to obviously, you wanna hug the kings to avoid most of the damage from the sword but do watch out for the grab attack it's pretty fatal, also keep hitting the kings even after death, you can get some extra damage on them as they disipate. Also despite the name being four kings you can infact end up facing more than four because of how the shared health of the boss works.
If your stuggling you might want to consider changing to heavier armor, even if it makes you fat roll, tanking through the bosses damage on regular new game is a totaly valid tactic. As for what armor you wear, personaly i did it in elite knight, but i know havels is very popular for that fight.
I don't dislike the voice acting on the whole, just at certain points, lines and characters, it feels "off." And I'll disagree on the laughter; I think it makes their motivations almost TOO obvious. With rare exception, pretty much every NPC that laughs ends up having a sinister bent.Seishisha said:Personaly i like the voice acting, i never found it bad, probably just personal preferance but i always liked the fact the most of the npcs laugh at the end of dialouge, it makes some of their motivations less obvious and gives them a eerie feeling like somthing just isnt quite right about them.
Thanks to the insights in this here thread, I'm more than aware that the "chosen" isn't what they'd have you believe; I meant that sarcastically; I was just setting up my disappointment that the NPCs seem to have no interaction in the world at all. Like watching the mosquitos and fire spitting thingies in Blighttown walk right past Siegmeyer to attack me or the skeletons from the graveyard chasing me around the bonfire with literally no interest in the Crestfallen Warrior or Lautrec, just makes it seem like this epic tale of fates entangled with a changing of the Ages is kinda... phoney? And I see where you're coming from where it might be a design choice to keep players from cheesing NPC by kiting enemies into them, but I think there might have been a way around that; I mean, we're all pre-hollow undead, right? Couldn't they have been scripted to fight back and if they died, maybe they come back 3 times, hollow on the third hence closing off their storyline and aptly punishing the player?Seishisha said:Without getting too spoilery i suppose this is realy a matter of debate, but being the chosen undead in dark souls realy is a lie, i'd read the description on the big key you get after tutorial demon it may give you a small glimmer of insight into what i mean.
As for the static npcs and so on is a fairly common problem is pretty much any game, sure they could have given npcs more active ai when in town but that 'might' lead to cheesing enemies into npcs and whittling them down to make easy kills. Not realy a problem as there are plenty of ways to cheese the ai already.
I agree they only add to the variety, I just think aesthetically, they don't fit; they look silly. Conversely, could you see something like the Gaping Dragon in a Super Mario game? I understand the purpose the Mimics serve; they're brilliant and sum up the Darks Souls experience fairly succinctly, but the tongue is just too much; it's something straight out of Looney Tunes. It's personal preference, but I'd have preferred something more vicious looking.Seishisha said:These last two honestly i don't have a problem with it, the world is already populated with outlandish monsters, demons, giant mosquitoes and leeches, dragons, fire breathing spider things, half people half spiders, giants, litteral stone gargoyles that to come to life, hydras and so many more things that the primordial serpants, mushroom people and mimics just dont realy seem that special or out of place to me.[li]Then there?s Frampt and Kaathe; they just look silly and out of place in a world inhabited by grave atrocities like demons and dragons; what place is there for goofy, snoring phallic symbols with floppy jowls and bucked teeth? Granted, I?ve never seen a ?real? primordial serpent and that might be exactly what they look like, but their design looks like something better served in a kids? game[/li]
[li]I love the variety of enemy types throughout the game, but the two that make no sense to me are the Mushroom Parents/Children and the Mimics. Who decided Dark Souls needed Goombas and a lanky, cackling treasure chest with a slapstick tongue hanging out of it? Similar to the primordial serpents, they just look silly and out of place with the tone of the game.[/li]
From a gameplay consideration it's obvious why mimics were added, to fuck the player over and to teach players observation. As im sure you know mimics do have a different appearance to regular chests, easily spotted when you know what to look for. From soft is always giving players the chance to learn, either about enemies or the enviroment all you have todo is stop and look around, you will spot somthing 'important' either that or see somthing shiney and be ambushed as a result of going to loot it.