As stated in the first post of this blog, my idea was to post in regards to games I had been playing in order to add a filler to my gameplay sessions to keep me interested. As such, a few things happened that prevented me from posting:
I became so absorbed in Skyrim that I forgot to post altogether.
I started playing WoW again and didn't want to fill my blog with general complaint and pissing and moaning.
Then IT happened. SW:TOR came out, and I played it pretty much non-stop until I had to send my laptop in for repairs, and now here I am, on a system that does no justice to TOR or anything else I really fancy playing, bored and alone, and with a blog to account for.
That being said, I can't really play anything on this laptop worth playing and I'm stuck at work for quite a while, so expectations of additional posts are laudable.
Nocturne Gaming
Gamers Taking Back the Night!
Friday, January 6, 2012
Monday, November 14, 2011
The Elder Scrolls V: Skyrim Leveling Tips and Tricks
So, I haven't posted in a while because I was busy playing BF3, then Skyrim came out, and "Oh wow," this game is awesome, it can't be explained in words, or at least few enough that I care to write them all out so just go play it if you haven't. If you're here for the leveling tips and tricks, watch this NocturneGamers video. (If you didn't know, NocturneGamers is my Youtube channel.)
Something I said in the video I feel warrants more explanation.
I make a comment about leveling skills at the trainer that you don't plan to use, and I thought I should explain my thoughts on that matter more thoroughly.
Say you're a Warrior type character, sword and board and heavy armor. In your travels the most likely skills for you to level are: Blocking, Heavy Armor, One Handed Weapons. Once those skills are maxed out, not just your time, but even your probability of leveling up as a whole goes out the window, so starting at level 51 in all of those skill ranks means that you have to stop playing the way you want sooner, and start playing JUST for the level ups. I hope you can understand what I'm getting at here.
The other point was that eventually as you level you start to feel weaker, and I feel that deserves explanation as well.
Certain enemies like Bandits for example, stay weak, eventually you start 1 shotting them. Other enemies however keep scaling, and don't stay weak. If you, say, 1 shot a Bandit Chief, because you're level 10 with 100 one hand weapons skill, you'll feel extremely powerful right? Well Bandit Chiefs continue to scale with your power well into the range of level 25-30, so when you suddenly can't one shot them anymore, because you're level 30 and still only have 100 one handed weapons skill, it just doesn't feel right.
Sure if you level up non-essential skills the enemies will get stronger, but you won't notice yourself becoming relatively weaker in such a way as described above, you WILL start to see yourself become more powerful. Sure you may never get to the point where you one shot bandit chief's this way, but it's probably better to not have had that ability then lose it later in the game.
Onto something you may have seen on the Youtube channel. The giveaway contest! Since I don't have a lot of readers right now, if any, I'm giving away a copy of Dungeon Defenders on STEAM, in a SHAMEFUL DISPLAY in order to entice people to comment and read this blog.
Rules of the contest: Leave a comment below, and tell me your favorite thing in Skyrim compared to Oblivion, or just your favorite thing in Skyrim in general. It can be how cool the talent system is, it can be the way the new leveling system works, it can be that there are FRIGGIN' DRAGONS! Whatever you want. Just tell me your favorite thing about Skyrim, and make sure I can contact you (make sure you don't post as anonymous or something.)
At the end of the month, I'll select a winner and contact them. Make sure to tell your friends if you already own Dungeon Defenders on computer, so they can win a copy and play with you!
The winner will be drawn from a hat with ripped up pieces of paper, the old fashioned way, don't miss your chance at a free game!
Something I said in the video I feel warrants more explanation.
I make a comment about leveling skills at the trainer that you don't plan to use, and I thought I should explain my thoughts on that matter more thoroughly.
Say you're a Warrior type character, sword and board and heavy armor. In your travels the most likely skills for you to level are: Blocking, Heavy Armor, One Handed Weapons. Once those skills are maxed out, not just your time, but even your probability of leveling up as a whole goes out the window, so starting at level 51 in all of those skill ranks means that you have to stop playing the way you want sooner, and start playing JUST for the level ups. I hope you can understand what I'm getting at here.
The other point was that eventually as you level you start to feel weaker, and I feel that deserves explanation as well.
Certain enemies like Bandits for example, stay weak, eventually you start 1 shotting them. Other enemies however keep scaling, and don't stay weak. If you, say, 1 shot a Bandit Chief, because you're level 10 with 100 one hand weapons skill, you'll feel extremely powerful right? Well Bandit Chiefs continue to scale with your power well into the range of level 25-30, so when you suddenly can't one shot them anymore, because you're level 30 and still only have 100 one handed weapons skill, it just doesn't feel right.
Sure if you level up non-essential skills the enemies will get stronger, but you won't notice yourself becoming relatively weaker in such a way as described above, you WILL start to see yourself become more powerful. Sure you may never get to the point where you one shot bandit chief's this way, but it's probably better to not have had that ability then lose it later in the game.
Onto something you may have seen on the Youtube channel. The giveaway contest! Since I don't have a lot of readers right now, if any, I'm giving away a copy of Dungeon Defenders on STEAM, in a SHAMEFUL DISPLAY in order to entice people to comment and read this blog.
Rules of the contest: Leave a comment below, and tell me your favorite thing in Skyrim compared to Oblivion, or just your favorite thing in Skyrim in general. It can be how cool the talent system is, it can be the way the new leveling system works, it can be that there are FRIGGIN' DRAGONS! Whatever you want. Just tell me your favorite thing about Skyrim, and make sure I can contact you (make sure you don't post as anonymous or something.)
At the end of the month, I'll select a winner and contact them. Make sure to tell your friends if you already own Dungeon Defenders on computer, so they can win a copy and play with you!
The winner will be drawn from a hat with ripped up pieces of paper, the old fashioned way, don't miss your chance at a free game!
Tuesday, October 25, 2011
Payday: The Heist
I recently gifted a friend a copy of Worms: Ultimate Mayhem on Steam, and was kindly gifted a copy of Payday: The Heist in return.
Payday: The Heist is about just that, pulling off heists and raking in the cash. From stealing valuable diamonds to robbing banks, Payday has a few missions to get you off to a great start in your life of crime. I say a few missions because Payday only has six missions, until they add in the obligatory DLC missions of course.
Payday's first mission is a bank robbery. The mission starts out with you walking calmly into the bank and finding the bank manager. Then you put on your mask, tell him what you think of his ugly suit and take his key so you can get into the server room. In the server room an "insider" has left you a cache, including two containers of thermite, to be used to melt a hole in the roof of the bank vault, and a drill to drill out the lock and make your way into the inner workings of the bank to the room above the vault. You must then use the drill to actually drill out the lock, periodically restarting it as it tends to jam rather often, and you do all this while shooting out cameras along the way and putting many hard working innocent civilians, bank guards, and police officers into body bags.
The police show up about a minute after you arrive, followed by a S.W.A.T. assault team a minute or so after that. When I say police, I don't mean like four squad cars pull up and start talking you down. I mean literally the entire police force of whatever major city you're robbing the bank in shows up to turn you into something resembling Swiss cheese. They constantly press inwards into the bank, looking for civilians to save, in addition to looking to put a bullet in your ass that is.
Every once in a while, an "Assault" will start, and pretty much every police officer that has spawned drops what they're doing, clearing rooms, looking for civvies to save, etc. and they all head to essentially anywhere you were most recently seen en-masse in an attempt to get vengeance for their other fallen police brethren, and your job is to literally gun down enough of them that they back off and give you room to work on whatever your objective is.
This all sounds like some kind of horrible tragedy waiting to happen. Next thing you know somebody will try to rob a bank, and the media and the poor mother of whatever stupid SOB tried to rob said bank, will be publicly outing video games again, Payday the center of attention because "he figured all he had to do was get a mask and a gun like in the game," and blah blah blah. I'd just like to preemptively go ahead and tell said mother and the media that they're stupid and full of crap. First of all, robbing banks and killing cops isn't something that gaming is doing as a first. Your kids have been doing it since you bought them a toy gun (or didn't, and they resorted to the classic finger gun,) and they started playing cops and robbers as children. It's also been the main point in countless films. I'd just like to say this before it happens: gaming is not at fault. Media as a whole and bad parenting are. Moving right along though...
In Payday, you play as one of four characters, and complete missions for money. The game is pretty much the bank robbing version of Left 4 Dead.
First of all, it's much more fun playing with other people, as you might expect given that it's a co-op based game.
Second of all, it's got the same "downed, bleeding out" system that we've all entered a love/hate relationship with in co-op FPS games lately, that mode where you lie on the floor and shoot everything in sight with the last of your pistol ammo hoping someone helps you to your feet, which somehow makes you all better again.
Third, there are "special" police officers. There's a guy with a riot shield that makes him invlunerable to frontal assault, there's a "Bulldozer" a guy in super-heavy armor that can only be killed via multiple headshots, and there's a guy with heavy armor and a tazer who must have been what the smoker evolved from. He pretty much shoots you once with the tazer and you're stuck getting tazed until you either pass out or someone shoots him.
Fourth it's got that end game "safe room" kind of deal going on. You know, that room one guy stands in while the other two go back for the derpy friend of yours who always gets killed on the way in, and shuts the door and literally leaves the others for dead? Yeah that room! Only there's no door on it for you to close to keep the tank from making you his bitch.
Fifth, the game seems to have a "director" similar to Left 4 Dead, in that when you're doing really well it spices up the amount of enemies it throws at you, or it really seems to anyways.
Finally, the game has that same rage inducing AI from Left 4 Dead. That AI that refuses to pick you up, or go a certain path because it just doesn't know how, and sits around being useless half the time, and the other half of the time is busy cheating and reviving you through walls, or halfway across the level, or while defending itself.
In Payday as you hit milestones you'll gain level ups. At any time before you level up you can press the Tab key to view what reward you'll receive in one of three classes, Assault, Sharpshooter, and Support, then you can choose which class you'd like to level up by pressing the corresponding labeled number key (1,2,3 respectively.) For example, if you and your team find that you're dying far too often and can't complete the mission, you can level your characters up in the support class and gain access to a "Medic Bag" which you can drop whenever you want and let your team heal up.
The unfortunate downside to Payday's leveling system is that you only get money (experience) for completing objectives, or if you do get money from killing, it's rather negligible. This encourages you to play it safe and complete the easy missions, or pretty much never play with other people who you think might slow you down. That and the fact that you only start with a pistol and the basic assault rifle, neither of which are exactly the most exciting weapons in the game, really makes leveling up feel like a chore. It's not like "Yes! I got a new gun!" either, it's like, great, now I got a new gun that unlocked on the way to getting the weapons I actually wanted...
Overall, the game is still rather fun, as you get to experience the thrill of the heist first hand, and the missions have a fair amount of replayability, thanks to the Left 4 Dead style director. One thing that would be especially nice for them to add in would be what Left 4 Dead has that unfortunately Payday doesn't, which is Vs. mode, where people get to play on the cops' side and try to stop you. Some serious balance adjustments would be required, but it would be a nice touch to take this game from fun to an instant classic.
One good thing that can't be disputed about Payday is it's price. The game costs $19.99 ($15.00 on consoles so I hear.) Not a bad price to pay for six missions. Left 4 Dead had what, four missions with four levels in each as a full priced game? Payday has 6 compared to 16 at a third of the cost. Sounds like smart buying to me, assuming you can get into the whole bank robbery thing.
Payday: The Heist is about just that, pulling off heists and raking in the cash. From stealing valuable diamonds to robbing banks, Payday has a few missions to get you off to a great start in your life of crime. I say a few missions because Payday only has six missions, until they add in the obligatory DLC missions of course.
Payday's first mission is a bank robbery. The mission starts out with you walking calmly into the bank and finding the bank manager. Then you put on your mask, tell him what you think of his ugly suit and take his key so you can get into the server room. In the server room an "insider" has left you a cache, including two containers of thermite, to be used to melt a hole in the roof of the bank vault, and a drill to drill out the lock and make your way into the inner workings of the bank to the room above the vault. You must then use the drill to actually drill out the lock, periodically restarting it as it tends to jam rather often, and you do all this while shooting out cameras along the way and putting many hard working innocent civilians, bank guards, and police officers into body bags.
The police show up about a minute after you arrive, followed by a S.W.A.T. assault team a minute or so after that. When I say police, I don't mean like four squad cars pull up and start talking you down. I mean literally the entire police force of whatever major city you're robbing the bank in shows up to turn you into something resembling Swiss cheese. They constantly press inwards into the bank, looking for civilians to save, in addition to looking to put a bullet in your ass that is.
Every once in a while, an "Assault" will start, and pretty much every police officer that has spawned drops what they're doing, clearing rooms, looking for civvies to save, etc. and they all head to essentially anywhere you were most recently seen en-masse in an attempt to get vengeance for their other fallen police brethren, and your job is to literally gun down enough of them that they back off and give you room to work on whatever your objective is.
This all sounds like some kind of horrible tragedy waiting to happen. Next thing you know somebody will try to rob a bank, and the media and the poor mother of whatever stupid SOB tried to rob said bank, will be publicly outing video games again, Payday the center of attention because "he figured all he had to do was get a mask and a gun like in the game," and blah blah blah. I'd just like to preemptively go ahead and tell said mother and the media that they're stupid and full of crap. First of all, robbing banks and killing cops isn't something that gaming is doing as a first. Your kids have been doing it since you bought them a toy gun (or didn't, and they resorted to the classic finger gun,) and they started playing cops and robbers as children. It's also been the main point in countless films. I'd just like to say this before it happens: gaming is not at fault. Media as a whole and bad parenting are. Moving right along though...
In Payday, you play as one of four characters, and complete missions for money. The game is pretty much the bank robbing version of Left 4 Dead.
First of all, it's much more fun playing with other people, as you might expect given that it's a co-op based game.
Second of all, it's got the same "downed, bleeding out" system that we've all entered a love/hate relationship with in co-op FPS games lately, that mode where you lie on the floor and shoot everything in sight with the last of your pistol ammo hoping someone helps you to your feet, which somehow makes you all better again.
Third, there are "special" police officers. There's a guy with a riot shield that makes him invlunerable to frontal assault, there's a "Bulldozer" a guy in super-heavy armor that can only be killed via multiple headshots, and there's a guy with heavy armor and a tazer who must have been what the smoker evolved from. He pretty much shoots you once with the tazer and you're stuck getting tazed until you either pass out or someone shoots him.
Fourth it's got that end game "safe room" kind of deal going on. You know, that room one guy stands in while the other two go back for the derpy friend of yours who always gets killed on the way in, and shuts the door and literally leaves the others for dead? Yeah that room! Only there's no door on it for you to close to keep the tank from making you his bitch.
Fifth, the game seems to have a "director" similar to Left 4 Dead, in that when you're doing really well it spices up the amount of enemies it throws at you, or it really seems to anyways.
Finally, the game has that same rage inducing AI from Left 4 Dead. That AI that refuses to pick you up, or go a certain path because it just doesn't know how, and sits around being useless half the time, and the other half of the time is busy cheating and reviving you through walls, or halfway across the level, or while defending itself.
In Payday as you hit milestones you'll gain level ups. At any time before you level up you can press the Tab key to view what reward you'll receive in one of three classes, Assault, Sharpshooter, and Support, then you can choose which class you'd like to level up by pressing the corresponding labeled number key (1,2,3 respectively.) For example, if you and your team find that you're dying far too often and can't complete the mission, you can level your characters up in the support class and gain access to a "Medic Bag" which you can drop whenever you want and let your team heal up.
The unfortunate downside to Payday's leveling system is that you only get money (experience) for completing objectives, or if you do get money from killing, it's rather negligible. This encourages you to play it safe and complete the easy missions, or pretty much never play with other people who you think might slow you down. That and the fact that you only start with a pistol and the basic assault rifle, neither of which are exactly the most exciting weapons in the game, really makes leveling up feel like a chore. It's not like "Yes! I got a new gun!" either, it's like, great, now I got a new gun that unlocked on the way to getting the weapons I actually wanted...
Overall, the game is still rather fun, as you get to experience the thrill of the heist first hand, and the missions have a fair amount of replayability, thanks to the Left 4 Dead style director. One thing that would be especially nice for them to add in would be what Left 4 Dead has that unfortunately Payday doesn't, which is Vs. mode, where people get to play on the cops' side and try to stop you. Some serious balance adjustments would be required, but it would be a nice touch to take this game from fun to an instant classic.
One good thing that can't be disputed about Payday is it's price. The game costs $19.99 ($15.00 on consoles so I hear.) Not a bad price to pay for six missions. Left 4 Dead had what, four missions with four levels in each as a full priced game? Payday has 6 compared to 16 at a third of the cost. Sounds like smart buying to me, assuming you can get into the whole bank robbery thing.
Thursday, October 20, 2011
Dungeon Defenders
Dungeon Defenders is a game about, well, defending parts of your castle from invading monsters, be it the dungeon or the throne room. The game shapes up as one part tower defense, one part RPG, two parts explosions.
The tower defense isn't entirely what some may be used to if you come from the Warcraft/Starcraft Custom Game crowd. Towers aren't invulnerable, nor can you maze with them, instead, walling is encouraged, because the enemies can kill not only your towers but you as well.
Your selection of towers is limited to five per character, and each unlocks as you level that character up. The mage for example starts off with a "Magic Missile," tower, then quickly unlocks magical barriers to erect to prevent enemies from moving forward. Afterwards he unlocks a splash fireball tower, a chain lightning tower, and finally everyone's favorite tower. You know what I mean, that one that is in every tower defense ever that has enough range to give a sniper a run for their money and enough damage to put a head-on collision between two trains to shame but takes three years to reload? Yeah that one!
The cool thing is, is that between waves you can switch to being any of your characters that you've leveled up in order to place their towers. This gives my mage for example, access to a much more powerful blocking tower courtesy of the knight, the "Spiked Barrier," which has more health, covers slightly more area, and deals damage when enemies walk into it or try to attack it in melee. I can also switch to the monk character who specializes in placeable buff/debuff auras that take up no space and cannot be attacked by enemies, but therefore can't block enemies.
In addition to the tower defense elements of the game come the RPG elements. You play as a hero who can develop their fighting prowess and take on monsters themselves, collecting loot like it's Hurricane Katrina all over again and frantically placing towers to prevent the monsters from destroying your precious crystal. The loot system is great. Rather than being a simple prefix/suffix system with varying levels of rarity, the game opts to give you items that have the potential for greatness. For example, being a tower specialized mage, I found a helmet that gave me +1 to the "tower attack speed," stat. I then proceeded to spend my hard earned mana (excess mana is used as currency) to make that helmet give me +6 tower attack speed, worth 2-3 level ups of power at least.
The game suffers from one major problem in my opinion. Given that the game is a tower defense, and that your character can't be everywhere at once, it seems rather pointless to put points into making your character more powerful. That being said, when you level up you can improve stats that buff your character, or improve stats that buff your towers. It's not like they gave you say, 1 personal skill point and 1 tower skill point, you're free to put those points wherever you want, and at no time have I felt like I would have been making a smart choice putting points into my hero's personal power with the exception of one stat that increases channeling speed, so that I can summon towers faster or repair them faster.
Why make my attack hit for more damage when I can make 20 towers hit for more damage, especially when they all do way more damage than me per hit to begin with?
That little nagging point aside, the game looks spectacular for a game that was originally for the iPhone. The cel-shaded graphics look fairly crisp during the high-action, and the particle effects don't fall short either.
Without further adieu, here's some of the mage gameplay! Also, Ding 20!
Monday, October 17, 2011
Youtube Channel! Uploads Incoming!
Some evil fiend took NocturneGaming as a channel name a few months ago, what are the odds? As far as I can tell, they neither upload anything, nor do they have a blog or site of any kind. Looks like an abandoned project that was doomed before it began, and it happened to have the same name as I chose.
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I guess I'll have to be content with "NocturneGamers" as my channel name. It's for the readers/viewers anyways! It makes sense!
Saturday, October 15, 2011
Might and Magic Heroes VI: First Impression
Having gotten to play around 13 hours or so of Heroes VI so far I can say I'm rather pleased at this point. From the moment I booted up the game and the intro cinematic started I've been nothing if not happy with the game.
The cinematic looks fantastic. It's on a level rivaling top dog Blizzard Entertainment in terms of just how well it brings the universe to life, and it looks about as nice. If you don't believe me here, machinima has kindly uploaded it.
Maybe I haven't seen a Blizzard cinematic in so long I forget just how well they do things, but something about watching that knight dance his way through all of those skeletons just made me smile.
The gameplay is relatively simple. You get a hero (sometimes more) and an overworld map which if I might add, looks pretty fantastic. Each hero is the figurehead of an army and a hero is required to move troops around the map. You get a certain number of movement points per "day," and once you run out, you end your turn and the other factions get to move their heroes. Coming into contact with an enemy starts up combat.
Combat plays out in a very simple way too. The attackers units start out on the left side of the grid, the defender on the right side. Units each have their own stat values that determine how strong they are, what turn order they go in, how often they critical etc. You move your units in order and make them bludgeon the hell out of each other.
You get "stacks" of these units. So, if I had say, 500 archers, I'd have one unit on the grid, that had 500x the health and attack of a single archer. Whenever an enemy damages that stack, a certain number of archers die. So say I take enough damage to lose 50, now my damage is only 450x that of a single archer unit. Healing effects give life back to the top unit in the stack until it is healed, and then resurrect the fallen units in that stack. Units can counter-attack, normally only against melee attackers, and cause damage back to whomever attacked them.
These game play elements are the core that make this very simple game also very complicated. Planning moves ahead of time will allow you to take enemy forces out without losing a single unit in your army, while recklessly attacking generally results in a large amount of losses. Losses you normally can't afford. There happens to be a mechanic that occurs on the overworld map, wherein reinforcements only come once a week, at the start of the week. This is great, but you only get maybe 60 units per week. The enemies only get maybe 5-20 units added to their armies, but the sheer volume of neutral enemies on the map guarding treasures causes you to want to play carefully if you want to obtain them all.
I could go on about the game play but I'll save that for another time. For now I'd like to talk about the graphics and the design of the units. The graphics aren't exactly groundbreaking, but there's a lot of little details added into the environment and the unit models that really make the game come to life. The GUI is friggin' superb. It's not cluttered up with anything and it just looks crisp and clean.
I'm not going to go into details about the creatures, I'll just post a picture.

That ghost just looks awesome, and YES, the ghoul has wolverine claws.
Having never been into the Might and Magic scene, I wasn't sure what I was going to be getting into in the creatures department, but damn, that ghoul is just cool.
That's all I've got to say for now, kind of abrupt ending to this post, I know, but I opened up the game to get a nice screenshot of those claws and that ghost and the GUI, and now I just really really want to play the game!
Maybe I haven't seen a Blizzard cinematic in so long I forget just how well they do things, but something about watching that knight dance his way through all of those skeletons just made me smile.
The gameplay is relatively simple. You get a hero (sometimes more) and an overworld map which if I might add, looks pretty fantastic. Each hero is the figurehead of an army and a hero is required to move troops around the map. You get a certain number of movement points per "day," and once you run out, you end your turn and the other factions get to move their heroes. Coming into contact with an enemy starts up combat.
Combat plays out in a very simple way too. The attackers units start out on the left side of the grid, the defender on the right side. Units each have their own stat values that determine how strong they are, what turn order they go in, how often they critical etc. You move your units in order and make them bludgeon the hell out of each other.
You get "stacks" of these units. So, if I had say, 500 archers, I'd have one unit on the grid, that had 500x the health and attack of a single archer. Whenever an enemy damages that stack, a certain number of archers die. So say I take enough damage to lose 50, now my damage is only 450x that of a single archer unit. Healing effects give life back to the top unit in the stack until it is healed, and then resurrect the fallen units in that stack. Units can counter-attack, normally only against melee attackers, and cause damage back to whomever attacked them.
These game play elements are the core that make this very simple game also very complicated. Planning moves ahead of time will allow you to take enemy forces out without losing a single unit in your army, while recklessly attacking generally results in a large amount of losses. Losses you normally can't afford. There happens to be a mechanic that occurs on the overworld map, wherein reinforcements only come once a week, at the start of the week. This is great, but you only get maybe 60 units per week. The enemies only get maybe 5-20 units added to their armies, but the sheer volume of neutral enemies on the map guarding treasures causes you to want to play carefully if you want to obtain them all.
I could go on about the game play but I'll save that for another time. For now I'd like to talk about the graphics and the design of the units. The graphics aren't exactly groundbreaking, but there's a lot of little details added into the environment and the unit models that really make the game come to life. The GUI is friggin' superb. It's not cluttered up with anything and it just looks crisp and clean.
I'm not going to go into details about the creatures, I'll just post a picture.

That ghost just looks awesome, and YES, the ghoul has wolverine claws.
Having never been into the Might and Magic scene, I wasn't sure what I was going to be getting into in the creatures department, but damn, that ghoul is just cool.
That's all I've got to say for now, kind of abrupt ending to this post, I know, but I opened up the game to get a nice screenshot of those claws and that ghost and the GUI, and now I just really really want to play the game!
Thursday, October 13, 2011
Dark Souls: Capra Demon Strategy
Having had some problems with the Capra Demon myself the first time around, and having seen a lot of posts online about the Capra Demon being fairly hard, I decided to post a strategy on how to kill him.
First off, let me say this isn't going to be comprehensive where I tell you all of his attacks and movements. Capra Demon has an extremely easy to exploit piece of terrain in his enclosure, but the start of his fight happens to be designed to overwhelm you and prevent you from doing any analysis of what you can use to your advantage.
At the start of the fight, one of the hounds that rush you is on a big staircase to the left of the area, the other is hiding in some shadows by some barrels at the back right and will take a little longer to join in.
You're going to want to eliminate the dogs as fast as you can and get onto the staircase (sometimes you'll have to make your way onto the stairs and eliminate them from there.) Once on the staircase, if the Capra Demon follows you up, jump off and make sure he follows you. Run back up and either start blasting him with ranged attacks from the edge of the stairs, or Gold Pine Resin your weapon and perform a plunging attack on him. Repeat until he's dead.
Generally he either gets stuck, or slowly makes his way back to the foot of the stairs and then up, giving you ample time to blast him/jump off and lure him away from your safe zone.
He's amazingly easy, but only once you've had a good chance to see how to outsmart him, pretty much like all of the bosses in this game, and they're all designed to keep you from seeing their weaknesses by pressing the attack.
Good luck and good demon hunting.
First off, let me say this isn't going to be comprehensive where I tell you all of his attacks and movements. Capra Demon has an extremely easy to exploit piece of terrain in his enclosure, but the start of his fight happens to be designed to overwhelm you and prevent you from doing any analysis of what you can use to your advantage.
At the start of the fight, one of the hounds that rush you is on a big staircase to the left of the area, the other is hiding in some shadows by some barrels at the back right and will take a little longer to join in.
You're going to want to eliminate the dogs as fast as you can and get onto the staircase (sometimes you'll have to make your way onto the stairs and eliminate them from there.) Once on the staircase, if the Capra Demon follows you up, jump off and make sure he follows you. Run back up and either start blasting him with ranged attacks from the edge of the stairs, or Gold Pine Resin your weapon and perform a plunging attack on him. Repeat until he's dead.
Generally he either gets stuck, or slowly makes his way back to the foot of the stairs and then up, giving you ample time to blast him/jump off and lure him away from your safe zone.
He's amazingly easy, but only once you've had a good chance to see how to outsmart him, pretty much like all of the bosses in this game, and they're all designed to keep you from seeing their weaknesses by pressing the attack.
Good luck and good demon hunting.
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