I like how unintentionally thematic it is that DS2 is built out of a previous, failed iteration. Just like the kingdoms in the game's lore. Efforts of the past squandered and forgotten.
so where arw the andead asylum and firelink artiar location? i dont care it disconnect or not i still enjoy it and it is the best game in the series in many reason thía comment come to the one who just finished ds1 and ds3
@@2k2techmodifiedM2B im with you. Love DkS2 the most, considering gameplay and sheer fun. It has more viable builds then 1+3, more like demons souls. Nearly every weapon or item can be turned into something powerful. Throwing knives and Bombs are really useful, roasting spells to lower the requirements,...list goes on and on. Dont get me started on the endgame content DkS2 offered. Mich much better and simply more to explore. DkS3 was definitely just fan service.
Aw, I was hoping you'd go over where the characters inside the Mirror Knight's shield actually "are" during the animation. It's something that's bothered me for the longest time. Clearly they're not actually inside the shield, and it's certainly not an animated texture because it shows the player's gear. Maybe it's a remote camera trick?
@@illusorywall Cool, thanks! Also, you should try the mirrors in the first room of Aldia's Keep. That might make it easier to test since those are movement triggers and they respawn.
@@illusorywall Yes, I always wonder what the player that gets summoned sees while it´s being held inside the mirror (only a load screen?) I saw in Twitter that you managed to get to the bottom of the timings and what to do to get summoned, but I would love to see footage of that happening.
Unused content is so so so much more fascinating in games that are mysterious to begin with. My favorite being Shadow of the Colossus's unused areas and bosses
This video was honestly so much better than boundary break’s videos on DS1 and DS3; it kinda blows me away FromSoft posed Freja lying in wait at the bottom end of the cliff.
For the ambush by Pate, you can actually reach that little corridor from the behind very easily. So you don't have to use cheat engine to see these guys just standing there, doing nothing.
I can't help but feel it was on purpose like that. Same thing with drangleic castle. If you look into the distance you see dark mountains. Dragons aerie also makes no sense lol.
@@lunar58071 ya i do feel like there lack of time messed it up, but not in that they dident realise "oh ya old iron keep is above the world" so much as it was intentionally suppose to be mindfucky and it was just time constraints made them unable to properly set it up
That's what I was thinking..m ds2 remake with love, thought, and time put behind it... kind of what they're doing with demon's souls remake where they're using unused content
@@genesisosuna To be fair, a look into DkS2's development diary shows the embodiment of the term "development hell". The game got halfway made, then scrapped, then had to have its pre-made assets cobbled together into something else completely. For some various changes that you might find surprising: -lucatiel was a dude and the bell keeper dudes were his little minions as a Don Quixote reference (honestly, this is the one changed thing that changed for the better) -the Gyrm were supposed to occupy Shrine of Amana, which was originally was a waterway and not a shrine at all -Aldia was a sorcerer experimenting with time travel that the player would help -the Manakiins were supposed to be an opposing faction scattered everywhere to stop the player (amusingly, this idea would be used in DkS3 with Pontiff Suhlyvahn) -the player would go back in time to meet the Emerald Herald as a child in a past-Majula (this idea would also later be used in DkS3 with Gundyr, the old handmaiden, and dark Firelink Shrine) -the giants were originally going to be demons, and them dying would create demon trees as a reference to the Bed of Chaos' demon sprouting lore -the Undead Crypt was originally a "undead citadel" filled with water with the Grave Wardens being a much more prominent force DkS2 did originally have love, thought, and time put into it...but then that all got trashed, beaten, burned, and had to have its mutilated scraps mushed into what it ultimately became.
@@joshuakim5240 All things considered Yui Tanimura did a good job salvaging the game, considering what he was left to work with. I'd have loved to see what DS2 might have been if he had been the sole director from the start. After all, the DLCs, where Tanimura was given a proper chance, are excellent.
I personaly love DS2 and enjoy it more than DS3 , i kinda dont see why its getting the hate it is a pretty "good" game all things concidered. It has a lot of unique and hood elements in it that I whished would make its way in to DS3.
No more remakes or remasters pls... had enough with half assed remakes or remasters, especially DS1 where modders already did a better job at improving the game.
Was so hyped for another episode of this series . Ds2 is my favourite souls game, and it’s so nice to see the black sheep of the series receive such an in-depth analysis.
Ds2 is my fav too, it has the best mechanics. Like i love how you can use a bonfire asthetic and just try a boss over again. The weapon durability blows but everything else is amazing, especially the music, Majula is my fav soundtrack.
Se7enthson totally! I especially love ascetics since they allow you to get the +2 rings and special boss souls without forcing you to go all the way to ng+ (although ng+ in this game is super fun with all the added changes)
It's the one I like the least, but I'm still happy to realize that even the "bad" one in the From Soft games is still giving me more fun than a lot of games of its time!
@@BrandonGrantSplash I'm a ds1 pvp fanatic and I can tell you what almost the entire ds1 community has to say, if you're genuinely curious. Basically: hindered movement (fixed axis of directions available in Ds2), enemies are placed in abundance rather than fewer, well designed enemies; map is disjointed and far more linear than DS1 and also soul memory having a profound impact on the PVP in a negative fashion. This is maybe less than 10% of the criticisms leveled against Ds2 in reality but yeah, ds2 is still lit but it's heavily flawed
I eventually settled on DS2 being like a D&D campaign. Specifically one where the DM is just kind of stringing a bunch of pre-published module locations together. I mean this in the best possible way.
Welp, by now it's pretty obvious that he just has a secret stash of ladders buried in the ground or straight into the walls just in case? Smart man, this one
Maybe it had a troubled development, but man, DS 2 is so wonderful. That games character models were meticulous. No clipping, armor collided honestly with weapons and shields, incredibly paced.You can tell presentation was one of the main bullet points for weekly team meetings.
For me brightcove was the games hardest deadend, it could've potentially been one of the games biggest interconnective areas in the games, especially with how far off the beaten path on its own it is compared to other areas
The stairs lead up to an empty external tower. If you're ever particularly curious about exploring some of the maps, there are unpacking tools for all the souls games. You can import DS1/2's collision maps into blender very easily.
God ... I really love Dark Souls 2. As a non-PvP player, DkS3 is easily my favorite, but 1 and 2 are pretty much equal, in my mind. Very different games, but the experiences of playing them both for the first time were equally enjoyable for me. Also, as a language nerd I have to say that "Dranglaic" is one of the most beautiful fantasy words ever dreamed up lol ... ... I just love saying it. d r a n g l a i c
Dark souls 2 is fantastic. I like the dreamy nature of it. Shifting lands and dreamlike state of the world are all perfectly fitting with the level design. In the intro, You see a vortex teleporting the player to this other world. It's not exactly earth so it don't have to follow the same rules. The idea is explored further in Ringed city
Insanity! I thought my knowledge of every little detail in the Souls series was complete when I found out about the Lobster of the Lost Bastille, but there is still so much more I didn't know! Thanks for sharing! No one does as thorough a job as you.
That room out in the distance in Earthen Peak is actually an earlier version of the lift room where you enter Iron Keep from Earthen Peak. If you look up in the final game when you exit the lift from Earthen Peak, you can see the same holes in the ceiling for the lift's chains, revealing that it's the same room as this one, but with the old elevator shaft removed. Even more proof that Iron Keep was never meant to connect to Earthen Peak so directly and so shittily. The big hole in the Huntsman's Copse is also likely what was intended to be the original placement of the pit whose entrance is now in Majula, there are older versions of the Grave of Saints and some other levels that show the same curving pit entrance shown here. Though the cliff having a cutout for it is odd, that may have been a later addition when the pit was moved and this old entrance repurposed.
"Shittily" You say that, but if you ask me, people complaining about that are completely missing the point. It's SUPPOSED to be odd and disorienting. A massive part of DS2's identity is the warped space and dreamlike feel.
@@smergthedargon8974 if the map layout were intentional from the beginning, your point would be valid. But this is clearly a case of a game being dissected and restructured hastily halfway through the process.
@@derek96720 Can't it be both? They had to restructure things, and then made deliberate choices to exaggerate the disjoint geometry? Had to make the best with what they had.
@@derek96720 Are you really going to act as if the devs didn't know that the EP/IK transition was noticeably jarring? OF course they did - there's a reason it's the first thing anyone mentions about DS2. All they would have had to do to "fix" it was put EP at the base of a mountain.
26:06 This isn't really something you can only see when you go out of bounds. You can actually go there from the other side and the enemies will not aggro on you unless you get too close or attack them.
@@DataStream3 I found my way around from the backside first, and it was only after fighting my way through all those enemies to get back to the main area that I realized I’d just prevented an ambush.
I'm guessing there was no original plan to tie it all together. Just a ton of different maps and ideas with no overriding vision. Thus a new director was brought in to make it all somewhat cohesive in time for the deadline.
@@FranzFerdinand76 As far as I know, they had a general story and world progression idea. For example, some time travel to past Majula, and recruiting the Gyrm to dig a hole from the Shrine of Amana into Castle Drangleic
Lord McMutton From the original footage we saw, it was going to be a lot more unique with its use of light and the general aesthetic was far more detailed and similar to DS1. It sucks, because there was sooooo much lost potential here.
@@FranzFerdinand76 Check out a video called 'The Original Cut Story of Dark Souls 2 That You Never Knew'. It points to how DkS2 had a story planned out, but halfway into making the game around it a second director trashed it all and screwed up everything, forcing all the already-made assets to be refitted for random crap that makes no sense but with little choice. A lot of the cut dialogue files actually shows some good worldbuilding and lore-related area connectivity that aren't present in the current game.
They ended up with no clear goal, and no perfect product. It's sad, cause I know people worked hard on this game but the leadership and direction just wasn't there. There was ambition, but that faded. The people that had to paste crap together probably didn't feel good about it...
You can say what you want about DS2, but for me a masterpiece. There are a lot of good boss battles. Like Sir Alonne, Mirror Knight, Fume Knight. Seriously it baffles me this game isn't liked by a lot of people. It's amazing.
It has some flaws like any other game but I still love to play it, even more than ds3 (But less than ds1). It sucks they had a troubling development time.
31:38 I know you want us to focus on the player character Jojo posing while looking at the effigy, but dear god, the woman's chin deleting as she becomes Raziel will ensure I don't sleep tonight.
I don't know how it took me so long to discover this channel, I just devoured all of your videos in very little time. This is incredibly interesting, I'm genuinly amazed at the work put in this! And now I have a new one like a week after having watched everything else. I'm so happy
Man, i am loving these series. I just tried playing as a summon for the looking glass knight and i was amazed on how i spawn in. Thank you so much for showing this.
This kind of thing is why Dark Souls 2/SOTFS is my favorite Souls game and possibly my favorite game ever, it has such a mysterious feel about it. It's an enigma and I love seeing all the new stuff constantly being discovered by the community. This game really doesn't get the love it deserves, even in its unfinished state.
@@Exel3ncebetter than dark souls 3. Fromsoft turded that game out and called it a day. Just put a bunch of references and reused content and didn't bother making a good game.
Fantastically well-made video, those 30min just flew by. Thank you for making this! On a side note, Gilligan sliding backwards right after he places down the giant ladder is simultaneously hilarious and ominously terrifying.
Hey illusorywall, great video as always! I thoroughly enjoy watching videos made by someone that appreciates Dark Souls 2. It was the first game I played from the series, can't stop since. I played DS3 next, then DS:R, then Bloodborne and Demon Souls. I love the feeling you get once you kill all the enemies in the area and you just start admiring the view.. Hits me so hard in places like Irythyll, Majula, Heide's Tower... Dark Souls is an art piece. Not only for the visual or gameplay design, but for the experience itself! It's really nice to see content from you. Keep up the good work man, I hope you're able to do these videos as long as possible if that's what you enjoy. Bear, seek, seek, lest, fellow undead :)
I imagine the shaded woods pit was for a snake or worm shaped boss or character to emerge from. The low resolution repeating texture makes me think the player was never intended to get close to it, unless they just slapped the regular dirt texture onto it to make it fade into the background more.
Wait so is it the Demon of Song singing like a woman or the croaking i'm slightly confused also great video love seeing behind the scenes stuff kind of wished they done more with the hidden paths and how they all connected guess we'll have to guess how it connects.
She imitates the song of the milfanitos to lure travellers and the milfanitos, one of them is injured near to the boss room and disappears when you come closer
It's so amazing how looking at the games background you can extract so much lore that previously would be impossible to find, this has to be my favourite dark souls channel
I took a look at that and found that it didn't line up with anything meaningful, unfortunately. I had gotten my hopes up at first, because it does align very closely with a sort of vertical "tube" looking-thing that's a bit out of bounds in The Tomb of the Giants (found in the collision map viewer). I thought I'd found a scrapped connection of some kind, until I realized that the "tube" is simply how all of the stalactite-esque structures work there. That is, looking down from up above, their collision are all like cones/ funnels that sink down into the level, so it was just one of those and a coincidence, not actually a hole running through the level.
3:55 This is the nest of the dragon's egg that Dunashandra wanted to hatch. Wow! So Tonaki wasn't lying about it! The Dragon Sanctuary and the Shadow Forest were in the same place. Unbelievable!
at 26:18 you don’t actually have to out of bounds to see this, if you take a ladder up later in the level near the giant-tree and break a cart you can walk up and into the back of the ambush and clear it without setting off the trap, requiring you to go in the correct way, setting it off, and running through the empty ambush to trigger pates dialogue for completion of the trial
There is an unreachable second floor room in a building at No Man's Wharf. It is right before the stairs which leads to walkpath with long-handed light\fire feared creatures and building where Gavlan is. There are a big hole in a wall which is entrance to a building at a first floor and collapsed stairs to second floor. I've tried to jump on a roof from upper lever after stairs, but it seems unreachable too. Bet there's nothing interesting there, but I realy-realy-realy need to know it for sure.
I remember theses weekend mornings playing DS2 while listening to Nujabes. I'm also an architecture student so this video was really special to me ! :) Love your content !
been replaying DS2 lately and learning more about some alternate ideas they had for the world layout, really hope you're still planning on doing world layout and cut content videos for this game cause it is EASILY the most fascinating Fromsoft game due to its development imo
Huh, i always thought that DS2 had super interesting out of bounds stuff, which i explored a bit with the old skywalking glitch (Rest in peace, beloved bug.), but turns out, i had no idea how shallow i was into that rabbit hole! I'm kind of super thrilled. All the talk of unused content, does make me really wish for an episode speaking about the *mountain* of fascinating unused content in DS3 in particular. Even more so for your insights and thoughts about them.
Amazing video! One of my favorite part of the game is how you can see the Gargoyles flying over Lost Sinner to the bell. I's not much but the atmosphere it creates is really great, so if you can somehow include it in the next video it would be great. Amazing content! Congrats.
Thank you for that. Dark souls 2 was my first step into the universe and it still remain for me better or as good as the first one. The atmosphere of drangleic is really dark and creepy, and the "curse" is all around you at each steps. That's something that just dark souls 2 give to the player
I can’t really agree with you. Ds2 has a way different tone and atmosphere and really doesn’t feel like a ds game to me. I do love the non linearity but the level design is way worse than ds 1, in my opinion. It felt like I was just breezing through zones
The pit where Freya emerges is actually right above the boss room If you go around the backside of the wall above pate's ambush you can see the enemies clustered in normal game play. the chosen undead when receiving the human effigy: "Ho! ho! ho! Jotaro! you're approaching me?"
Ah so the pit is a *little* askew from the boss room. It's not directly above it, but it's only separated by a thin wall and runs directly parallel to it. And given how Dark Souls 2 isn't too worried about spatial accuracy, the intent could be that it's "meant" to be above it. The boss room isn't fully-enclosed and has some open sky above it, so that might have been the intention.
@@illusorywall in any case the ng+ event is really cool to see, theres also the fact if you can get to the boss room without using a bonfire Freya will be missing hp correlating to damage you have dealt. (at least I think thats how it works normally I avoid the encounter as much as possible.)
@@Leviathis_Krade Ray Dhimitri tried and no matter how much damage you do to Freya at the ambush, she will only lose 1/4 of her health on the boss fight
DS2 added Lion Men and Elephant Men and Dwarves, which don't fit the Dark Souls aesthetic at all, so why not Bird Men too? Makes just as much sense, that is to say, none at all.
@@nithshithhith4398 It isn't as much of a question of "why is this in the game?" and more a question of "Who are these statues of and what do they mean to Heides Tower of Flame and/or the dragon riders/slayers?"
Something interesting I noted, those bird cutouts are the exact same ones used in DaS3 too. Wonder what other assets they directly ported over from 2 to 3 were.
I just want to like and comment to support this channel- I have hugely enjoyed these vids and since I recently started playing SOTFS on PC, after only playing the OG version on the PS3, these vids are super timely for me. Fantastic content.
Maybe it's just me, but despite the fact that the second game isn't my favorite I still think it has the best atmosphere out of all Soulsborne games + the Majula theme is absolutely fantastic.
Would love to see a return to all the interesting facets of ds2, truly the most interesting souls game to explore with the cheats and abilities you have, it’s cut content is like no orher
I can't wait for you to put to rest the debate of if Earthen Peak does or does not connect to Iron Keep. Some people insist you go into the mountain from the boss room.
The boss room in Earthen Peak isn't really at the top, there's a good 50-100 meters more above it. There's also a mountain ridge near the back of the tower at the boss room level. Obviously in 3D the mountain skybox is way further back, but together with the distance compression seen in other areas, it's kind of plausible that the boss room connects to the mountain side, and that the elevator goes up within the mountain wall and exits into the side of the caldera which houses Iron Keep.
While seeing all this silly and janky stuff can be funny and enlightening, as well as an interesting glimpse into game development, it's also a bit sad yet inspirational. The devs were putting their all into it just as much as for the other games. But development hell, budget issues, time constraints, and many other issues really screwed them over. It would be really interesting to see what they would have done if given more time and money. (Well, still after Miyazaki came on board and got them more set on track, that is. Since they were really struggling before that. Although... seeing how overly-ambitious they were, it would be very interesting to see what final product Team 2 would have delivered if they were able to realize all of their ambitions, no matter how grand.) Though while it's sad seeing parts that they undoubtedly had to rush and butcher to make do, at the same time it's inspirational to see just how much they did do. Like all the cardboard cutouts in the distance at Majula. If they were able to, I'm sure they would have loved to properly connect the map pieces together and have more accurate representations in the distance, similar to DS1 and DS3. But in their rush they had to draw up some vague representations and models, and find a way to make it work. They could have just scrapped it entirely since the overall world design doesn't have accurate placement anyway, but they tried and it shows. That being said, I really like the lore explanation that the distances and views seem so off because of memory gaps and Bearer's mind deteriorating along their travels. If we accept that as an explanation, it almost worked to their benefit.
585 / 5000 Kết quả dịch The main reason for the damn problem people like you are complaining is basically because you simply hate the game and want more people to support people like you, simple solver? play ds3 linearly pretend to have deep meaning you like, done? and also the game makes for ps3 not for ps4 with a new game engine so they have to limit the ps3 configuration cost as much as possible {ds3 has worse graphics than 2010 due to trying Create visible objects from a distance, Core i7 for plastic armor and wax look human skin?} also ngấp mồn vào đê thằng đần ạ hé hé hé
Your videos are great, with your skills you could make a living doing similar videos for just about any topic. I think the fact that you choose to cover dark souls in such depth is awesome.
Im super interested in all the cut content after watching this video and the one on the gutter. Hope that video is still coming down the pipeline at some point.
Definitely think it is a nest Remember the debut trailer has a heavier emphasis on the eagle/hawk that eventually became the pursuers escort. It only was used once and never again in final ds2 but that in conjunction with the prominence of the bird feather symbolism and evocation used by the emerald herald i don't find it unreasonable to assume it was for that bird In addition the proximity of the area to what is known as archdragon peak (the likely area shown in the shot with the bird and emerald herald in debut trailer) leads me further down this path of thought. Also to me it looks like the structure they were standing on in the trailer at that instance.
Man this was awesome dude! Really look forward to seeing more on the world design, I really hope you manage to render and load some of the unused assets and levelsin the files like you did with the majula bits here, and has been done with Iron keep in the past, i'd love to see any more of those unused areas in an upcoming episode!
Thank you so much for your hard work and dedication to this series. as a long time fan im eagerly awaiting future uploads to find out all the little secrets for my favorite game series.
CAD guy "The boss is dumb. I'm not deleting all the work I've done" [ (blue window select: Area of interest) -> {(M)(move command)->(Specify Base Point)->(Specify Displacement)} -> {(Ctrl S)(Save)} ]
So apparently it might be a thing. I've never heard it used before, but it's been used at least in a re-occurring comedic skit: th-cam.com/video/jKHq-mAEQlU/w-d-xo.html th-cam.com/video/vQUB8_4f5as/w-d-xo.html
You can tell Miyazaki wasn't involved with this game as they gave Nashandra shoes
@Na'amah Roth-Myz'ran perfectly balanced
Yup. Even your characters toes are more detailed in 1 and 3 compared to 2.
She has them DIO shoes lmao
BrokenMikrofone Not to mention it's canon regardless
BrokenMikrofone Retconned...what?
"a tent entrance of some kind"
You mean a tentrance
?? RED MEANS RECORDING??
Oh cool! Cut dialog!
-"Hha hha ha ha ha ha ha ha ha..."
Yeah, thats seems about right.
How very dare you...
Ngl, that creep me out
@@akshaydalvi1534 that bit is so weak!
I want Laddersmith Gilligan's Giant Ladder as a weapon in Elden Ring
Perfect
And assuming it’s using the dark souls engine along with similar spells, make it buffable.
End-game boss weapon spoilers. 😄
It has to scale with fire, because Chaos is a Ladder
Make it a boss weapon
There's something so eerie about out of bounds oceans.
a bottomless curse, a bottomless sea...
Android 19 …Accepting of all that there is, and can be…
They make it seem like the world is just floating through an infinite ocean
Bloodborne 2 soon
@@android19willpwn all that ever was, and will ever be.
I like how unintentionally thematic it is that DS2 is built out of a previous, failed iteration. Just like the kingdoms in the game's lore. Efforts of the past squandered and forgotten.
ah gid gud
so where arw the andead asylum and firelink artiar location?
i dont care it disconnect or not i still enjoy it and it is the best game in the series in many reason
thía comment come to the one who just finished ds1 and ds3
@@2k2techmodifiedM2B im with you. Love DkS2 the most, considering gameplay and sheer fun. It has more viable builds then 1+3, more like demons souls. Nearly every weapon or item can be turned into something powerful. Throwing knives and Bombs are really useful, roasting spells to lower the requirements,...list goes on and on. Dont get me started on the endgame content DkS2 offered. Mich much better and simply more to explore. DkS3 was definitely just fan service.
@@paparosselpapageienkonig880 I can see why you like ds2 but I'm not a fan of the gameplay, it feels clunky to me.
so it's meta mediocrity.
12:50 The ocean effects in this game are breathtaking.
Aw, I was hoping you'd go over where the characters inside the Mirror Knight's shield actually "are" during the animation. It's something that's bothered me for the longest time. Clearly they're not actually inside the shield, and it's certainly not an animated texture because it shows the player's gear. Maybe it's a remote camera trick?
I never even considered how they did that. Now I really want that too haha
Great question! I'll have to see if I can figure out what's happening there.
@@illusorywall Cool, thanks! Also, you should try the mirrors in the first room of Aldia's Keep. That might make it easier to test since those are movement triggers and they respawn.
@@illusorywall Yes, I always wonder what the player that gets summoned sees while it´s being held inside the mirror (only a load screen?) I saw in Twitter that you managed to get to the bottom of the timings and what to do to get summoned, but I would love to see footage of that happening.
You can also see this in Aldia's Keep.
Moving through these rough unfinished parts of the level reaaaaaaally reminds me of King's Field levels
haha shit looks like n64 texture!
My thoughts exactly. Looks very much like King's Field IV.
Flashback to scraping my face along every wall mashing X looking for secrets.
Back when snake-men had small heads.
Really? They remind me of Dark Souls 2.
DS2 takes a ton of inspiration from KF. Which is why it feels so unique from 1 and 1.5
Unused content is so so so much more fascinating in games that are mysterious to begin with. My favorite being Shadow of the Colossus's unused areas and bosses
My too!
There are apparently dozens of scrapped enemies and entire, absolutely massive areas that have nothing but the models and textures added.
This video was honestly so much better than boundary break’s videos on DS1 and DS3; it kinda blows me away FromSoft posed Freja lying in wait at the bottom end of the cliff.
boundary break is so shallow in his "analysis". All he does is show something mildly interesting for a few seconds while not stopping talking.
Boundary Break is the series you get when you have to analyze details of a game you were never really invested in to begin with.
Finally some fellow kindred spirits who criticize Boundary Break.
@@scantyer yeah not much passion behind it
His voice sounds like he used AI
For the ambush by Pate, you can actually reach that little corridor from the behind very easily. So you don't have to use cheat engine to see these guys just standing there, doing nothing.
Also they don't seem to react until you attack one and then they all turn around and attack at once.
Obligatory "IT LEADS DIRECTLY INTO OLD IRON KEEP ??"
Always have been.
*points crossbow*
@@DarkHypernova HHAHAHAHAHAHAHAHAHAHAHAHAHHAHAHAHAHAHAHAHHAHAHAHAGAHAGAGAGGAAGAGAFAGAGGSGSSHSHSHSHSHSHGSGSGSGSGSGSSFHFHHFHFHFHFHFHDHFHD
I can't help but feel it was on purpose like that. Same thing with drangleic castle. If you look into the distance you see dark mountains. Dragons aerie also makes no sense lol.
@@lunar58071 ya i do feel like there lack of time messed it up, but not in that they dident realise "oh ya old iron keep is above the world" so much as it was intentionally suppose to be mindfucky and it was just time constraints made them unable to properly set it up
@@seelcudoom1 yeah
Imagine a ds2 remake with the unused paths being used to connect to new or preexisting areas
That's what I was thinking..m ds2 remake with love, thought, and time put behind it... kind of what they're doing with demon's souls remake where they're using unused content
@@genesisosuna
To be fair, a look into DkS2's development diary shows the embodiment of the term "development hell". The game got halfway made, then scrapped, then had to have its pre-made assets cobbled together into something else completely. For some various changes that you might find surprising:
-lucatiel was a dude and the bell keeper dudes were his little minions as a Don Quixote reference (honestly, this is the one changed thing that changed for the better)
-the Gyrm were supposed to occupy Shrine of Amana, which was originally was a waterway and not a shrine at all
-Aldia was a sorcerer experimenting with time travel that the player would help
-the Manakiins were supposed to be an opposing faction scattered everywhere to stop the player (amusingly, this idea would be used in DkS3 with Pontiff Suhlyvahn)
-the player would go back in time to meet the Emerald Herald as a child in a past-Majula (this idea would also later be used in DkS3 with Gundyr, the old handmaiden, and dark Firelink Shrine)
-the giants were originally going to be demons, and them dying would create demon trees as a reference to the Bed of Chaos' demon sprouting lore
-the Undead Crypt was originally a "undead citadel" filled with water with the Grave Wardens being a much more prominent force
DkS2 did originally have love, thought, and time put into it...but then that all got trashed, beaten, burned, and had to have its mutilated scraps mushed into what it ultimately became.
@@joshuakim5240 All things considered Yui Tanimura did a good job salvaging the game, considering what he was left to work with. I'd have loved to see what DS2 might have been if he had been the sole director from the start. After all, the DLCs, where Tanimura was given a proper chance, are excellent.
I personaly love DS2 and enjoy it more than DS3 , i kinda dont see why its getting the hate it is a pretty "good" game all things concidered. It has a lot of unique and hood elements in it that I whished would make its way in to DS3.
No more remakes or remasters pls... had enough with half assed remakes or remasters, especially DS1 where modders already did a better job at improving the game.
Was so hyped for another episode of this series . Ds2 is my favourite souls game, and it’s so nice to see the black sheep of the series receive such an in-depth analysis.
Ds2 is my fav too, it has the best mechanics. Like i love how you can use a bonfire asthetic and just try a boss over again. The weapon durability blows but everything else is amazing, especially the music, Majula is my fav soundtrack.
Se7enthson totally! I especially love ascetics since they allow you to get the +2 rings and special boss souls without forcing you to go all the way to ng+ (although ng+ in this game is super fun with all the added changes)
@First Last What parts did you dislike about it?
It's the one I like the least, but I'm still happy to realize that even the "bad" one in the From Soft games is still giving me more fun than a lot of games of its time!
@@BrandonGrantSplash I'm a ds1 pvp fanatic and I can tell you what almost the entire ds1 community has to say, if you're genuinely curious. Basically: hindered movement (fixed axis of directions available in Ds2), enemies are placed in abundance rather than fewer, well designed enemies; map is disjointed and far more linear than DS1 and also soul memory having a profound impact on the PVP in a negative fashion. This is maybe less than 10% of the criticisms leveled against Ds2 in reality but yeah, ds2 is still lit but it's heavily flawed
this game has such a strong fairy tale feel to it. almost like a disney movie.
DS2 has so many distinct areas and so much variety it's insane
I eventually settled on DS2 being like a D&D campaign. Specifically one where the DM is just kind of stringing a bunch of pre-published module locations together. I mean this in the best possible way.
Yeah,, a Disney movie from Hell.
@@ArchangelExile yeah, one of those
It's actually my favorite DS, with the most beautiful maps too (Shrine of Amana and Dragon Aerie)
22:08 this view is so beautiful!!
Your correct
Osh vc aQui
Amazing View Ahead
@@mothsoulsboi9128 * You're
@@nolety_9156 I didn't ask
This really makes me wish that they'd consider fully remaking Dark Souls 2 with all of the cut content put back in.
Yeah. What if blue point made ds2 remake after demons souls? That would be awesome
Just imagine if it got a remake without the soul memory i really want a remake of this game
@@chadiac101l5 They didn't add a 6th Archstone, so I doubt they'd add anything to DS2.
@@smergthedargon8974 plus they screwed the pooch on visual and sound design so the would prob do the same to ds2
@@kotzer71 Yeah. Shame, really. They completely ruined DeS's soundtrack.
next episode of dark souls dissected: where does Gilligan hide his ladders?
The same place that you hide your ultra greatswords.
@@cadunkus fear the power of my ultra greatladder
did you even finish the vid? he shows us around the 31 minutes mark
Welp, by now it's pretty obvious that he just has a secret stash of ladders buried in the ground or straight into the walls just in case? Smart man, this one
I think it's miniature ladder' s secret
FromSoft has such interesting map details. Its crazy how they go above and beyond for some of their out of bounds details.
I think it’s fascinating how they go above and beyond in some places...and REALLY cut corners in others
cant wait for elden ring !
@@ags8507 I hope it won't get the same fate as ds2 and ds3
@@raven75257 what was the fate of ds3 ???
@@pee-bot being full of fancervice without much of the effort put into it, and, of course, a lot of stuff cut from the game
Maybe it had a troubled development, but man, DS 2 is so wonderful. That games character models were meticulous. No clipping, armor collided honestly with weapons and shields, incredibly paced.You can tell presentation was one of the main bullet points for weekly team meetings.
For me brightcove was the games hardest deadend, it could've potentially been one of the games biggest interconnective areas in the games, especially with how far off the beaten path on its own it is compared to other areas
What is above the covetous demon boss room? There are stairs there that you cant get on to
I've always wondered this, since you can jump to the first step but no high than that :(
The stairs lead up to an empty external tower. If you're ever particularly curious about exploring some of the maps, there are unpacking tools for all the souls games. You can import DS1/2's collision maps into blender very easily.
God ... I really love Dark Souls 2. As a non-PvP player, DkS3 is easily my favorite, but 1 and 2 are pretty much equal, in my mind. Very different games, but the experiences of playing them both for the first time were equally enjoyable for me.
Also, as a language nerd I have to say that "Dranglaic" is one of the most beautiful fantasy words ever dreamed up lol ... ... I just love saying it.
d r a n g l a i c
I've only played ds1 and I'm on a new game +1 on ds2. I think I like it more then ds2, but development hell did this game bad.
same lmfao ds3 and bloodborne are my Favs
"Dranglaic" is a fantastic name!
I thing there's a NPC that say "Drangleic" sound romantic
when you’re casually rebinging illusory wall vids and a new one magically appears
32:29 this guy must benchpress Havel to get that kind of strength
Dark souls 2 is fantastic. I like the dreamy nature of it. Shifting lands and dreamlike state of the world are all perfectly fitting with the level design. In the intro, You see a vortex teleporting the player to this other world. It's not exactly earth so it don't have to follow the same rules. The idea is explored further in Ringed city
Insanity! I thought my knowledge of every little detail in the Souls series was complete when I found out about the Lobster of the Lost Bastille, but there is still so much more I didn't know! Thanks for sharing! No one does as thorough a job as you.
Okay, I on the other hand have no idea what lobster there is at the Lost Bastile.
The what
I love how you're donning the Wanderer's set for this vid. Very fitting.
That room out in the distance in Earthen Peak is actually an earlier version of the lift room where you enter Iron Keep from Earthen Peak. If you look up in the final game when you exit the lift from Earthen Peak, you can see the same holes in the ceiling for the lift's chains, revealing that it's the same room as this one, but with the old elevator shaft removed. Even more proof that Iron Keep was never meant to connect to Earthen Peak so directly and so shittily.
The big hole in the Huntsman's Copse is also likely what was intended to be the original placement of the pit whose entrance is now in Majula, there are older versions of the Grave of Saints and some other levels that show the same curving pit entrance shown here. Though the cliff having a cutout for it is odd, that may have been a later addition when the pit was moved and this old entrance repurposed.
"Shittily"
You say that, but if you ask me, people complaining about that are completely missing the point.
It's SUPPOSED to be odd and disorienting. A massive part of DS2's identity is the warped space and dreamlike feel.
@@smergthedargon8974 if the map layout were intentional from the beginning, your point would be valid. But this is clearly a case of a game being dissected and restructured hastily halfway through the process.
@@derek96720 Can't it be both?
They had to restructure things, and then made deliberate choices to exaggerate the disjoint geometry?
Had to make the best with what they had.
@@smergthedargon8974 Occam's razor
@@derek96720 Are you really going to act as if the devs didn't know that the EP/IK transition was noticeably jarring? OF course they did - there's a reason it's the first thing anyone mentions about DS2. All they would have had to do to "fix" it was put EP at the base of a mountain.
26:06
This isn't really something you can only see when you go out of bounds.
You can actually go there from the other side and the enemies will not aggro on you unless you get too close or attack them.
You can also take off your armour/rings, unequipped all weapons, and drop from the bridge above them onto the door frame, and then onto the ground.
@@DataStream3 I found my way around from the backside first, and it was only after fighting my way through all those enemies to get back to the main area that I realized I’d just prevented an ambush.
I hope one day we get to know what these unused pieces are for, what the original plan was, and maybe even a reconstruction of that plan.
I'm guessing there was no original plan to tie it all together. Just a ton of different maps and ideas with no overriding vision. Thus a new director was brought in to make it all somewhat cohesive in time for the deadline.
@@FranzFerdinand76 As far as I know, they had a general story and world progression idea.
For example, some time travel to past Majula, and recruiting the Gyrm to dig a hole from the Shrine of Amana into Castle Drangleic
Lord McMutton From the original footage we saw, it was going to be a lot more unique with its use of light and the general aesthetic was far more detailed and similar to DS1. It sucks, because there was sooooo much lost potential here.
@@FranzFerdinand76
Check out a video called 'The Original Cut Story of Dark Souls 2 That You Never Knew'. It points to how DkS2 had a story planned out, but halfway into making the game around it a second director trashed it all and screwed up everything, forcing all the already-made assets to be refitted for random crap that makes no sense but with little choice. A lot of the cut dialogue files actually shows some good worldbuilding and lore-related area connectivity that aren't present in the current game.
They ended up with no clear goal, and no perfect product. It's sad, cause I know people worked hard on this game but the leadership and direction just wasn't there.
There was ambition, but that faded. The people that had to paste crap together probably didn't feel good about it...
You can say what you want about DS2, but for me a masterpiece. There are a lot of good boss battles. Like Sir Alonne, Mirror Knight, Fume Knight. Seriously it baffles me this game isn't liked by a lot of people. It's amazing.
It has some flaws like any other game but I still love to play it, even more than ds3 (But less than ds1). It sucks they had a troubling development time.
31:38 I know you want us to focus on the player character Jojo posing while looking at the effigy, but dear god, the woman's chin deleting as she becomes Raziel will ensure I don't sleep tonight.
I’m pretty sure this vid isn’t an hour long
@@theprovoloneman281 WELP. Critical brain error on my part. thanks for catching that, I'll fix it.
Hehe jopose go brrr
@@samgafford2371 cringe
@@genesisosuna that's why I did it lol
I don't know how it took me so long to discover this channel, I just devoured all of your videos in very little time. This is incredibly interesting, I'm genuinly amazed at the work put in this!
And now I have a new one like a week after having watched everything else. I'm so happy
Man, i am loving these series. I just tried playing as a summon for the looking glass knight and i was amazed on how i spawn in. Thank you so much for showing this.
This kind of thing is why Dark Souls 2/SOTFS is my favorite Souls game and possibly my favorite game ever, it has such a mysterious feel about it. It's an enigma and I love seeing all the new stuff constantly being discovered by the community. This game really doesn't get the love it deserves, even in its unfinished state.
God you must be joking.
Fav Game and deserving more love?
@@Exel3ncebetter than dark souls 3. Fromsoft turded that game out and called it a day. Just put a bunch of references and reused content and didn't bother making a good game.
One thing I like about ds2 and it’s unused paths is that it feels like there’s a whole world that you can’t get to but it’s there
26:05 you can actually sneak around behind those enemies to find them all standing there.
Fantastically well-made video, those 30min just flew by. Thank you for making this!
On a side note, Gilligan sliding backwards right after he places down the giant ladder is simultaneously hilarious and ominously terrifying.
Hey illusorywall, great video as always! I thoroughly enjoy watching videos made by someone that appreciates Dark Souls 2. It was the first game I played from the series, can't stop since. I played DS3 next, then DS:R, then Bloodborne and Demon Souls. I love the feeling you get once you kill all the enemies in the area and you just start admiring the view.. Hits me so hard in places like Irythyll, Majula, Heide's Tower... Dark Souls is an art piece. Not only for the visual or gameplay design, but for the experience itself! It's really nice to see content from you. Keep up the good work man, I hope you're able to do these videos as long as possible if that's what you enjoy. Bear, seek, seek, lest, fellow undead :)
I imagine the shaded woods pit was for a snake or worm shaped boss or character to emerge from. The low resolution repeating texture makes me think the player was never intended to get close to it, unless they just slapped the regular dirt texture onto it to make it fade into the background more.
Wait so is it the Demon of Song singing like a woman or the croaking i'm slightly confused also great video love seeing behind the scenes stuff kind of wished they done more with the hidden paths and how they all connected guess we'll have to guess how it connects.
Demon of song sings like the Milfanitos to lure in travelers
@@soulsguy120 OHHHH okay that makes snese thanks for that.
It's also making the croaking noises, but I think that's an error since you're never supposed to get that close.
@@NatetheNerdy no, you do hear the croaks when you enter the boss room, just before it becomes aggressive
She imitates the song of the milfanitos to lure travellers and the milfanitos, one of them is injured near to the boss room and disappears when you come closer
It's so amazing how looking at the games background you can extract so much lore that previously would be impossible to find, this has to be my favourite dark souls channel
This video made me appreciate Dark Souls 2 much more. Great work!
This is why we need a dark souls 2 remake, I need to see this game in it’s full glory. There’s a spark of potential deep inside it waiting to burn.
I wonder if that pit in Quelaag's domain lines up with any elevators or another structure?
I took a look at that and found that it didn't line up with anything meaningful, unfortunately. I had gotten my hopes up at first, because it does align very closely with a sort of vertical "tube" looking-thing that's a bit out of bounds in The Tomb of the Giants (found in the collision map viewer). I thought I'd found a scrapped connection of some kind, until I realized that the "tube" is simply how all of the stalactite-esque structures work there. That is, looking down from up above, their collision are all like cones/ funnels that sink down into the level, so it was just one of those and a coincidence, not actually a hole running through the level.
The Memory of Jeigh is so detailed it's weird that it's one of the shortest parts of the game
The Soulsborne games have such beautiful, if not dreary, art direction.
26:40 - Having the camera follow the lovingly-rendered pursuer eagle and suddenly be intercepted by one of the janky 2D birds was hilarious to me.
3:55 This is the nest of the dragon's egg that Dunashandra wanted to hatch. Wow! So Tonaki wasn't lying about it! The Dragon Sanctuary and the Shadow Forest were in the same place. Unbelievable!
I would really enjoy seeing more about shulva, the sanctum city. I think it may be my favourite area among all souls games.
at 26:18 you don’t actually have to out of bounds to see this, if you take a ladder up later in the level near the giant-tree and break a cart you can walk up and into the back of the ambush and clear it without setting off the trap, requiring you to go in the correct way, setting it off, and running through the empty ambush to trigger pates dialogue for completion of the trial
There is an unreachable second floor room in a building at No Man's Wharf. It is right before the stairs which leads to walkpath with long-handed light\fire feared creatures and building where Gavlan is. There are a big hole in a wall which is entrance to a building at a first floor and collapsed stairs to second floor. I've tried to jump on a roof from upper lever after stairs, but it seems unreachable too. Bet there's nothing interesting there, but I realy-realy-realy need to know it for sure.
Can't wait for the dark souls 2 map layout video, I've been binging your dark souls dissected videos for the past 2 days- great stuff! +1 sub
I remember theses weekend mornings playing DS2 while listening to Nujabes. I'm also an architecture student so this video was really special to me ! :) Love your content !
been replaying DS2 lately and learning more about some alternate ideas they had for the world layout, really hope you're still planning on doing world layout and cut content videos for this game cause it is EASILY the most fascinating Fromsoft game due to its development imo
Been waiting so long for this ♥️
Woo finally I've been waiting for some more of this sweet sweet exploration
I love these Dark Souls Dissected Videos. Maybe my favorite on YT.
Huh, i always thought that DS2 had super interesting out of bounds stuff, which i explored a bit with the old skywalking glitch (Rest in peace, beloved bug.), but turns out, i had no idea how shallow i was into that rabbit hole! I'm kind of super thrilled.
All the talk of unused content, does make me really wish for an episode speaking about the *mountain* of fascinating unused content in DS3 in particular. Even more so for your insights and thoughts about them.
Man, it makes me sad that this game had a rushed development, I love the game but it definitely could've been better.
It has so much potential, not a bad game by any means, not my favorite.. but jeez can you tell it was rushed hard.
Amazing video! One of my favorite part of the game is how you can see the Gargoyles flying over Lost Sinner to the bell. I's not much but the atmosphere it creates is really great, so if you can somehow include it in the next video it would be great.
Amazing content! Congrats.
What an awesome video, always very interesting and well researched !
Dissecting the best dark souls once again.
Thank you for that. Dark souls 2 was my first step into the universe and it still remain for me better or as good as the first one. The atmosphere of drangleic is really dark and creepy, and the "curse" is all around you at each steps. That's something that just dark souls 2 give to the player
I can’t really agree with you. Ds2 has a way different tone and atmosphere and really doesn’t feel like a ds game to me. I do love the non linearity but the level design is way worse than ds 1, in my opinion. It felt like I was just breezing through zones
if ds2 has atmosphere then what does bloodborne has?
The pit where Freya emerges is actually right above the boss room
If you go around the backside of the wall above pate's ambush you can see the enemies clustered in normal game play.
the chosen undead when receiving the human effigy: "Ho! ho! ho! Jotaro! you're approaching me?"
Ah so the pit is a *little* askew from the boss room. It's not directly above it, but it's only separated by a thin wall and runs directly parallel to it. And given how Dark Souls 2 isn't too worried about spatial accuracy, the intent could be that it's "meant" to be above it. The boss room isn't fully-enclosed and has some open sky above it, so that might have been the intention.
@@illusorywall in any case the ng+ event is really cool to see, theres also the fact if you can get to the boss room without using a bonfire Freya will be missing hp correlating to damage you have dealt. (at least I think thats how it works normally I avoid the encounter as much as possible.)
@@Leviathis_Krade
Ray Dhimitri tried and no matter how much damage you do to Freya at the ambush, she will only lose 1/4 of her health on the boss fight
@@arealhumanbean3058 nice
Thanks for all the videos pal, it's great that you show us all the awesome behind the scenes stuff
"What is the relevance of the bird-faced men?" - me, 2014 - today
Those statues will forever drive me mad.
DS2 added Lion Men and Elephant Men and Dwarves, which don't fit the Dark Souls aesthetic at all, so why not Bird Men too? Makes just as much sense, that is to say, none at all.
@@nithshithhith4398 It isn't as much of a question of "why is this in the game?" and more a question of "Who are these statues of and what do they mean to Heides Tower of Flame and/or the dragon riders/slayers?"
@@nithshithhith4398so only snake men are allowed to exist ?
@@nithshithhith4398 So snake men, mushroom people and crow men get a pass but not lions and elephants?
Something interesting I noted, those bird cutouts are the exact same ones used in DaS3 too.
Wonder what other assets they directly ported over from 2 to 3 were.
Where are they in ds3?
@@paulburger9904 the crows that fly around the giant tower in undead settlement
Giligan casually carrying a ladder at least 20x his height is the best thing ever
I just want to like and comment to support this channel- I have hugely enjoyed these vids and since I recently started playing SOTFS on PC, after only playing the OG version on the PS3, these vids are super timely for me. Fantastic content.
"WE NEED TO SEND REVIEW COPIES OUT TOMORROW!"
"but.. but we've only just barely finished designing each zone..."
"FIGURE IT OUT, 24 HOURS"
Maybe it's just me, but despite the fact that the second game isn't my favorite I still think it has the best atmosphere out of all Soulsborne games + the Majula theme is absolutely fantastic.
Majula is best hub world and DS2 isn't even my fav souls game
You are my new youtube addiction, thank you.
Thank you so much! Glad you're enjoying it!
Would love to see a return to all the interesting facets of ds2, truly the most interesting souls game to explore with the cheats and abilities you have, it’s cut content is like no orher
I'm happy you're digging into DS2. It's a bit different, but I generally enjoy the experience for sure.
It's really amazing what they managed to do with DS2 with so little time! It's incredible
lmao
Thank you for making a dissection of one of my favourite games that I have played in my life.
I love your use of the word vestigial by the way!
I can't wait for you to put to rest the debate of if Earthen Peak does or does not connect to Iron Keep. Some people insist you go into the mountain from the boss room.
The boss room in Earthen Peak isn't really at the top, there's a good 50-100 meters more above it. There's also a mountain ridge near the back of the tower at the boss room level. Obviously in 3D the mountain skybox is way further back, but together with the distance compression seen in other areas, it's kind of plausible that the boss room connects to the mountain side, and that the elevator goes up within the mountain wall and exits into the side of the caldera which houses Iron Keep.
Of course you go into the mountain. It's either that or Iron keep is just in the air which is stupid and has no lore explanation if it was true
Wow, you're putting out videos fast.
Great job as always. Really looking forward to that cut content episode when that's ready.
I find your all videos on Souls mechanics and in-depth exploration extremely interesting!
While seeing all this silly and janky stuff can be funny and enlightening, as well as an interesting glimpse into game development, it's also a bit sad yet inspirational. The devs were putting their all into it just as much as for the other games. But development hell, budget issues, time constraints, and many other issues really screwed them over. It would be really interesting to see what they would have done if given more time and money. (Well, still after Miyazaki came on board and got them more set on track, that is. Since they were really struggling before that. Although... seeing how overly-ambitious they were, it would be very interesting to see what final product Team 2 would have delivered if they were able to realize all of their ambitions, no matter how grand.)
Though while it's sad seeing parts that they undoubtedly had to rush and butcher to make do, at the same time it's inspirational to see just how much they did do. Like all the cardboard cutouts in the distance at Majula. If they were able to, I'm sure they would have loved to properly connect the map pieces together and have more accurate representations in the distance, similar to DS1 and DS3. But in their rush they had to draw up some vague representations and models, and find a way to make it work. They could have just scrapped it entirely since the overall world design doesn't have accurate placement anyway, but they tried and it shows.
That being said, I really like the lore explanation that the distances and views seem so off because of memory gaps and Bearer's mind deteriorating along their travels. If we accept that as an explanation, it almost worked to their benefit.
585 / 5000
Kết quả dịch
The main reason for the damn problem people like you are complaining is basically because you simply hate the game and want more people to support people like you, simple solver? play ds3 linearly pretend to have deep meaning you like, done?
and also the game makes for ps3 not for ps4 with a new game engine so they have to limit the ps3 configuration cost as much as possible {ds3 has worse graphics than 2010 due to trying Create visible objects from a distance, Core i7 for plastic armor and wax look human skin?}
also ngấp mồn vào đê thằng đần ạ hé hé hé
Cardboard cutouts aren't there because "they didn't have enough time", it's called performance optimization.
Never knew the difference between Lud and Zallen. So cool. But the boss still sucks.
As a sith lord once said: I've been looking forward to this!
Your videos are great, with your skills you could make a living doing similar videos for just about any topic. I think the fact that you choose to cover dark souls in such depth is awesome.
Im super interested in all the cut content after watching this video and the one on the gutter. Hope that video is still coming down the pipeline at some point.
Damn that cloranthy flower is all over everything in all 3 souls games.
These videos are great! I can't believe this one is 30+ minutes, I was surprised how quickly it seemed to end.
seeing Drangleic from theses angles brought a tear to my eye..lol That cut content needs to be restored somehow!!
Definitely think it is a nest
Remember the debut trailer has a heavier emphasis on the eagle/hawk that eventually became the pursuers escort. It only was used once and never again in final ds2 but that in conjunction with the prominence of the bird feather symbolism and evocation used by the emerald herald i don't find it unreasonable to assume it was for that bird
In addition the proximity of the area to what is known as archdragon peak (the likely area shown in the shot with the bird and emerald herald in debut trailer) leads me further down this path of thought. Also to me it looks like the structure they were standing on in the trailer at that instance.
Man this was awesome dude! Really look forward to seeing more on the world design, I really hope you manage to render and load some of the unused assets and levelsin the files like you did with the majula bits here, and has been done with Iron keep in the past, i'd love to see any more of those unused areas in an upcoming episode!
Thank you so much for your hard work and dedication to this series. as a long time fan im eagerly awaiting future uploads to find out all the little secrets for my favorite game series.
I love your series man, keep it up!
CAD guy "The boss is dumb. I'm not deleting all the work I've done"
[ (blue window select: Area of interest) -> {(M)(move command)->(Specify Base Point)->(Specify Displacement)} -> {(Ctrl S)(Save)} ]
yessssss
i've waiting so long for a good out of bounds video on ds2
Wow, that was fast, again great work dude, i love this kind of videos.
How did they even get an actor to record 'how very dare you'
Does that line even make sense?
It's beautiful prose
So apparently it might be a thing. I've never heard it used before, but it's been used at least in a re-occurring comedic skit:
th-cam.com/video/jKHq-mAEQlU/w-d-xo.html
th-cam.com/video/vQUB8_4f5as/w-d-xo.html
I've heard it from Drag Queens as a joke.
It’s something posh british types will say in indignation, feel like I’ve seen it in used in period pieces as well as comedic skits
Yea its called english...?