a good example of DS2 level design
A better kill some of the most powerful beings in existence just to get around some ruble!
Why did they even play that small temple there anyways? I mean why was it built? did they just assume there would be some ruble in a couple thousand years and wanted it to be a bitch for anyone who couldn't climb for shit?
>You can't climb over some rubble
>you can't even just step around this shrine which has plenty of room on the outside
>this shrine will only open after you've collected the souls from 4 powerful beings even though this isn't even stated
>besides that there's no real point to collecting those souls
What I don't understand is why not have the shrine where the rubble would be (and not have that side path), and make it big enough to where there's no way you can get around it. Like stuck between two unclimbable peaks and being really really tall
It makes it so the shrine was placed there with an actual purpose.
You're all hypocrites. You like the hamster wheel elevator powered by a dog in Blighttown or the retarded harry potter stairs in the Duke's Archives in DaS1 yet when DaS2 tries to emulate DaS1's overly complicated contraptions to solve a simple problem it means the game is shit somehow?
Come the fuck off it, dudes.
literally no one mentioned dark souls 1 until now
Also there's a difference between a dog in blightown because that was just a small detail in the background and the almost infinite amount of inexplicable level design choices in DS2
That goddamn fucking DNA-linked lock out of nowhere on the gate to Comstock House in Bioshit:Infinite which precipitates having to fight that goddamn ghost boss three times in a row only for the gate to get blown up thus the DNA lock is nullified anyway
God that ghost bitch was the fucking worst. Which is a shame, because she shows up on the only level that slightly resembled the previous games in terms of openness and exploration instead of hallways and those open combat arenas.
No see I get it. You're making a mockery of the fact that a dog is moving a large contraption, but you're literally complaining about an obvious detail in the game that was thought out to be as it was instead of a bunch of fucking blocks in front of a path that you could easily walk over. One has explanation other doesn't need it because it's an obviously lazy blockade.
>the whole case hinges on the fact that nobody could have walked around or climbed over a stupid statue-thingie that fell on the path
I like Japanese stuff and everything, but there are times when you feel like the writers just want to tell you what they want to have happen without actually putting the effort of making it plausible or sensible.