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Dark Souls: Prepare to Die Edition Preview

Nick_Tan By:
Nick_Tan
08/15/12
PRINTER FRIENDLY VERSION
EMAIL TO A FRIEND
GENRE Action RPG 
PLAYERS 1- 4 
PUBLISHER Namco Bandai 
DEVELOPER FromSoftware 
RELEASE DATE Out Now
M What do these ratings mean?

Hope of the best and prepare for death.


Last I saw Dark Souls: Prepare to Die Edition was at Namco Bandai's Global Gamers Day back in April, during a time when From Software had a tighter lip than a White House press secretary. All we really got out of the session was a few pieces of boss artwork and the vague notion that this edition would have “10 to 20 per cent” more content than the original with several extra bosses, locations, and NPCs. Now, Namco Bandai has finally let us into that white, foggy light.

The developers decided not to reveal how the player enters the new area, but they did start me off by beginning in a tunnel covered in vines. A bonfire lay at the bottom of the tunnel while its entrance dared me to traverse the light just beyond. Through the barrier, I was placed into a wide, circular marsh coated with a thin layer of water. In the middle stood a ferocious chimera-like beast that could shoot lightning projectiles, fly through the air and pounce on me unsuspectingly, and poison me if I got too close to its tail. Suffice it to say, I died... twice... before I got a lucky strike on its tail, severing it, and played conservatively with the 50 Divine Blessing the devs gave me.



After picking up the soul drop from the beast, I carefully walked into the Oolacile Sanctuary, a forest alcove with moss-covered headstones set in concentric circles and a giant talking mushroom. It addresses herself as a sorceress of Oolacile and godmother to Princess Dusk and weaves a story of Knight Artorias who attempted to save her but became tainted with darkness. It becomes clear that the player is travelling through time, and that Knight Artorias was probably waiting for me in the colosseum near the end of the forest.

Before that, though, I had to traverse through the dark woods by slaying live scarecrows and several gargantuan stone guardians. Not even my Dragon Greatsword, Balder Shield, and Armor of the Glorious could save me from their large clubs so I chose to run. Eventually, I found a pit within an abandoned fort and, in a stroke of genius, decided to lure them into the trap... it worked. This cleared the way so that I could face Knight Artorias one-on-one, even though it wasn't a particularly fair fight with his extremely long reach and triple-flip sword smash.



After defeating Knight Artorias and earning his battle armor, players will then be granted access to the haunted town area and, more importantly, the new PvP arenas, which can be up to 2 vs. 2 or 4-player deathmatch. There weren't yet any online servers for me to test them all out, but I'm sure this fan-requested feature will be a sure-fire hit.

Dark Souls: Prepare to Die Edition will be available on Steam and Games for Windows for $39.99 on August 24 and the DLC portions will be available later for Xbox 360 and PlayStation 3 this winter.
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Comments
  • drathbone
    drathbone

    Joined: May 2011
    Posted: Aug 15th, 2012 at 11:53 am
    I didn't know they were releasing this as DLC on consoles. Good to hear!
  • Jonathan_Leack
    Jonathan_Leack

    Joined: Jan 2012
    Posted: Aug 15th, 2012 at 12:32 pm
    Any thoughts on the 30 fps and 720p cap?
  • PeeDeeJay
    PeeDeeJay

    Joined: Oct 2011
    Posted: Aug 15th, 2012 at 12:41 pm
    Yeah is there any reason--other than the extra content--to buy this version if you already have the game?
  • Bras
    Bras

    Joined: Jul 2008
    Posted: Aug 15th, 2012 at 7:19 pm
    Yes please.
  • whytenoiz
    whytenoiz

    Joined: Feb 2011
    Posted: Aug 15th, 2012 at 7:54 pm
    I can't say for sure, but I know there sometimes are development issues with performance consistency if the system is using more power to pushing a high frame rate and for it to drop suddenly. If you think of blighttown for instance, where you are very high, have a huge sight distance and millions of breakable objects, and you come from a rather opposite sewer, to go from a higher framerate (say 60 fps) to 10 has potential to lock a game all together. Honestly, I feel like people wouldnt miss all the breakable objects that are rare to yield anything anyways, and are just there for aesthetic purposes. If they made most of those solid pieces of the environment, I feel like they would see an improvement in a game that is constantly generating all of those objects within sight lines in a constantly moving environment. But maybe I am over-analyzing.

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