Imru al-Qays;150315863 said:
Yeah, they are. Having dead end branches with loot cubbies doesn't make them any less corridorish.
But Demon's had this too...? As did Dark, although it beautifully interconnected to another area more often.
One of which is super short.
Both paths lead to a boss. They're almost exactly the same distance. The only difference is that the main path leads to the next area, whereas the other path leads to an optional boss and a covenant. This is extremely similar to 1-1, where you're caught at a crossroad between going through the fog that the blue knight blocks and progressing the "right" way, or by heading past a bunch of guys and daring to face the red eyed knight who blocks the door to King Doran (?).
The first two are just loot cubbies, and I'm not sure it's reasonable to count the stuff at the base of Earthen Peak as being part of Harvest Valley. Covetous Demon is in the Earthen Peak, even if the game doesn't flash "Earthen Peak" on your screen until after you kill him.
Right, let's just reduce level design and optional paths to loot cubbies. 2-2's diverging path towards the crystal lizards is a loot cubby, the NPC (forgot his name) might as well be a loot cubby too.
Harvest Valley, whether you like it or not, has a bunch of paths. No need to draw strawmans about zone titles not defining area boundaries.
Iron Keep has an optional boss, but let's not exaggerate how far off the main path through the level he is. And "a completely different path" through the room with the collapsing platforms? That's not how I remember it.
How the hell am I exaggerating? It's a big room, with a bunch of stuff in it, and you can, simply explore to find a way to skip that fog door. Simply put, it's another path, which in your mind seems oh so insignificant in Dark2, but so significant in the other games.
And there is a completely different path is the room with the collapsing platforms lol. If you pull the lever and bring down the level with the minotaurs breathing fire, you can jump to the ladder in the center of the room, climb up, and make your way to a completely different area with a three Alonne Captains and a bunch of cool stuff. This then drops you back to the main path, but allows you to efficiently bypass getting cornered by the Alonne knight waiting to ambush you and the fog which had the Iron Warrior remains closed.
Demon's definitely has corridor levels (1-2, 4-2, 5-1 for sure fit the bill), but there's a significant difference between them and the sort of corridor you find in Dark 2. Corridors in Demon's aren't much of a problem because in that game there are no mid-level checkpoints. The point of a level like 4-2 or 5-1 is that it's extremely nervewracking to make your way through the entire thing because if you die you have to start all over. Demon's has corridor levels that are long and challenging. Dark 2 has simplistic corridor levels that are short and punctuated by generous checkpoints.
So now we're admitting that Demon's has "corridor" design, whatever the hell that is. Great.
Demons does not have the same tension with durability or health. In Dark2, durability is much more of a constant concern, since there are generally more enemies in each area, and because the actual stat for the weapons is considerably lower. I enjoyed that repair powder actually meant something, and I was happy to receive it whenever possible. Thus the design of the game revolves around bonfires more consistently, but fortunately it also makes each area a consistent challenge after the next. A virigin souls player can experience Demons for the first time, but there's a good chance that the experience will become incredibly trivial once they discover magic. Dark2 fortunately doesn't fall for this, so no matter what character the they roll with, the enemy encounters and general stats for the game ensure little to no coasting for new players. I've watched many a stream of beginning Souls players playing Dark2, and it is HARD, consistently for them. But because of the damn Royal Knight in Demons, most players coast through the whole beginning of the game, until either they reach the Tower Knight or Flamelurker. Magic (and grass farming) really, really inhibits that "nervewracking" progression you refer too.