We were told that Dark Souls II is using an improved graphical engine that promises greater graphical fidelity than previous titles. The demo we were presented played on a PC version of the game. According to Miyazoe and Tanimura, Dark Souls II is being developed simultaneously for all three platforms (PC, Xbox 360, and PS3).
On the subject of equipment, I asked Tanimura how equipment burden would work in Dark Souls II. The character piloted in Dark Souls II moved incredibly fluidly, despite being overburdened with full armor and six weapons. He answered by explaining that ”the relationship between weight and movement speed will be maintained. For the sake of the demo, and because we haven’t fully tuned the mechanics yet, it did seem faster than what it should be.”
Storytelling will continue in much the same way that it was presented in Dark Souls as well. In the original game, NPC dialogue and item descriptions were all you had to piece together the cryptic story of the game. Every item gave us a small nugget of information about the regions of the world and famous people who once lived there, or the gods and their relationships with one another, or the fall of the regions you explored. NPCs added their own spin on the story, giving us lore filtered through their own eyes and experiences. The beauty with this method of storytelling is how non-intrusive it is. Players who wish to immerse themselves in the world can study every piece of flavor text in the game, while those who don’t give a fig can ignore or outright murder NPCs and never read a single item description, yet still complete the game.“
In terms of our storytelling methods, we plan to continue in the same way we told story in Dark Souls,” Tanimura replied when asked about the storytelling. “We’re not going to directly communicate story to the players. What we want to encourage is for players to try and imagine and utilize their experiences with NPCs and events in the game to piece together the story.”