Just keep on chugging.
Shinmai got dropped, all it’s good for is just for images and there’s really no need to have more of it when it isn’t really needed. The two harems remain but mostly for comparison and to see if any of these show something interesting later on, as is usually the case for light novels. The rest I’ve enjoyed remain the same.
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Keep on trucking
Not much to report other than I’m slightly enjoying what I’m seeing and how I missed the feeling of having some new to entertain me each week. Shinmai has been dropped since it’s been just a drag to watch and Rakudai and Asterisk only survive because I still have the need to torture myself. The rest are entertaining though, so I’m at least enjoying more than I’m allowing myself to suffer.
So other than more critiques, let’s talk about a decent fight in DSII. The Executioner’s Chariot is one of the few “gimmick” bosses in the game as in previous entries, gimmick bosses were somewhat common place. The Chariot’s fight presents you with a choice, although the most immediate problem the player must deal with is that the majority of the arena is unsafe as the titular Chariot rides down the corridor with its bladed wheels that trample anything it comes into contact with. You can hide in the alcoves but 2 necromancers keep an eternal stock of skeletons on your ass if you don’t take them out and you can decide to play this out in two ways. First, you can go the farthest end of the track you’re facing and pull a lever down, eliminating the Executioner himself while the demonic mount fights you. The alternative however has you stay in the alcove, completely safe and strafe the beast from afar. If the Chariot takes enough damage, then you’ll find it absent in its next lap over the arena and peering over the deep end shows you that it is hanging for dear life and a single hit will do it in.
Busy week ahead for me so expect pictures to be added in at a later time. Let’s get rolling
Also, I apologize, I completely forgot to post this last week so two weeks got bundled. Let’s get this rolling before I forget anything else. Go go go
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Late on both ends
Was busy until this Wednesday so this is a day late. Couple with that, I completely forgot I didn’t post the Week 3 recaps so I might as well release it bundled with Week 4 by the end of this week. Been playing way more DotA 2 lately which is what was taking a lot more of my time, the weekend is almost so let’s get to it.
This week’s theme is the first of the “Old Ones” if you follow the game’s regular progression. Past the sprawling Bastille and the invasion heavy Belfry Luna, you enter Sinner’s Rise which is somewhat funny since you actually go down a tower to a flooded area. Past the floodgate however is a sizable tower (remember, this is somehow underneath the previous tower) with two stairs leading to its side doors while the front door holds the fog gate. If the Gargoyles were beaten before, the area past them holds the key to both the sides where you can light a torch to light the boss area. The boss is called the Lost Sinner and before the fight begins, you see a familiar looking insect enter her mask’s eye socket, prompting the host to react and lift her sword. The fight itself was significantly nerfed as apparently, people found her pretty hard. Honestly, she’s just another agile boss with sword and while she isn’t bad, she’s a bit underwhelming. If the fire wasn’t lit, the darkness adds to the fight since you can’t maintain lock on her. If it is, the fight is even easier. The Lost Sinner in successive NG’s reveals she inherited the Old Witch Soul, the exact same witch that became the Bed of Chaos and the Lordsoul offered to the Lordvessel. Apparently, great souls like hers simply do not diminish and remain in the world being taken up by powerful vessels. The callbacks are interesting but I really think they overdid it which strengthens my gripes at how Dark Souls II tries to be like and refer to Dark Souls 1 too much to be considered its own game.
So finally got the weekly recap out and I guess all of them will be released every Saturday or Sunday as the weeks go by. It feels good to be back talking about stuff again, even if half of them are just there for me to make fun about. I’m somewhat close to dropping a few of them and it will be so if it becomes that unbearable for me to watch but we’ll see how it goes.
Getting back into DotA 2, ooooooooooh boy.
Anyways, it’s time for this week’s theme. There was a reason why I didn’t post this particular theme as it not only found in Dark Souls II but a near carbon-copy of the track is found in the same boss fight in Dark Souls II. One of the more infamous locations in Dark Souls II is the Belfry Luna, a large bell-tower seemingly integrated in the middle of a large prison complex known as the Bastille. Not only is it filled with creepy little doll enemies that do an obscene amount of damage but it is the equivalent of the Darkroot Forest in terms of online play as any and all who step into the bell tower is quickly invaded by the members of the tower’s own covenant. Not even member of the covenant are safe and a large majority of early online play occurs here, which is beneficial since it is the easiest way to farm Titanite Chunks. The Undead Parish’s boss fight, the Belfry Gargoyles took place beneath the titular bell tower where the first Bell of Awakening is while in 2, the Belfry Gargoyles are a lot less lore emphasized in terms of whatever they’re guarding. Nonetheless, the exact same theme plays for both. In the first game, there were only 2 gargoyles, in 2 however, there’s around 6. Once again with the flawed design philosophy regarding adding more stuff into boss fights to make it tougher, not the biggest fan. One last thing however, which I find really cool, is that if you go ignore the Belfry Luna and move on through the Bastille to Sinner’s Rise, you will hear a gargoyle fly near the Bastille and roar, prompting to you that there might be more to explore if the Belfry Luna wasn’t discovered yet.
Picture-less since I’m having a tough time keeping up with other duties getting in the way but hey, time to finally break the monotony of music posts. My “taste” in shows have rarely changed but realize that at least half the series here are being watched so I can enjoy tearing them apart later when the season comes to a close.
I said picture-less but I will update as the week goes by so until then, here we go.
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The season has landed
Not all the series I plan on talking about have had their first episodes out so for right now, I’m waiting for them to get out so I can just do a weekly roundup style of posts that I frequently do. So be assured, less half-assed posts are coming your way. But until then, you guys who still stick around just get more Dark Souls
This week’s theme is that of the Ruin Sentinels and the Smelter Demon. Each game in the series has that “Wake Up” boss fight that usually prove a nightmare to beginning players. Demon’s Souls had Flamelurker who proved a decent challenge but could be easily kited by magic. Dark Souls had the Capra Demon to which I still cannot, to this day, believe people had trouble with. In Dark Souls II, the title is shared between the Ruin Sentinels and the Smelter Demon. The Smelter Demon fits the role fine as it is extremely durable and deals fire based damage, something not too many players will have good defenses against without prior knowledge. Ruin Sentinels are only difficult as they are fought as a trio, but even then, you get to kill the first one on its own while the two join in if you take too long. I’ve mentioned this before but the design philosophy behind most of DS2 was not smart enemy placements or smart enemies in general, rather, to improve difficulty and live up to the marketing name of “hardest game ever” (which it really isn’t) adding more enemies just added to it, albeit negatively. So here you go, this theme is actually one of my favorites.