Dark Souls 2: More Starting Equipment for Dark Souls II ‘Black Armor’, ‘Collector’s Edition’ Versions

Dark Souls 2: More Starting Equipment for Dark Souls II ‘Black Armor’, ‘Collector’s Edition’ Versions
Jack Phillips
2/15/2014
Updated:
7/18/2015

“Dark Souls II” will give players better weapons and shields who purchase the “Black Armor” or “Collector’s Edition” of the game when it’s released.

The items won’t be exclusive to the two versions of the game, but those who redeem codes playing the “Black Armor” or “Collector’s Edition” will get the weapons to start off.

“Demon Souls” and “Dark Souls” immediately placed players in a hostile environment relatively unequipped. Powerful items and weapons were generally slowly acquired.

According to Gamespot, the items include a Black Flamestone Dagger and Black Flamestone Parma, Yellow Quartz Longsword and Yellow Quartz Shield, Bound Hand Axe and Bound Wooden Shield, a Homunculus Mace and Homunculus Wooden Shield, and a Transgressor’s Staff and Transgressor’s Leather Shield.

The game will be released for Xbox 360 and PlayStation 3 March 11, and a PC version will be released later on.

The “Black Armor” version includes a metal case and the soundtrack, and costs $59.99, while the “Collector’s Edition” is $119.99 with a Warrior Knight figurine, art book, and a cloth map.

The reports come after “Dark Souls II” earned a “T” rating by the ESRB, meaning that it’s available for gamers aged 13 and older. The previous two games were rated “M.”

A developer with From Software a few days ago said they’re not purposefully going out of their way to make a highly difficult game.

“Dark Souls 2 will focus on streamlining the game play experience to more directly portray the pure essence of the Dark Souls experience. This includes elements such as the strong sense of achievement of overcoming the challenges in the game, and also the ‘loose’ connections players have with other players in the online space. Our goal is to really focus on having players deeply immerse themselves into the world, and fully take on their roles within the game play experience,” co-director Yui Tanimura told PC Gamer.

He continued: “Our aim is not to develop a difficult game. Our aim is to tune the difficulty to a level for players to be able to overcome and sense the highest sense of accomplishment possible. With this, the AI will be tuned to react more naturally to the player actions, but at the same time, the player controls and motions will be more natural and fitting to the actions carried out.”

Jack Phillips is a breaking news reporter with 15 years experience who started as a local New York City reporter. Having joined The Epoch Times' news team in 2009, Jack was born and raised near Modesto in California's Central Valley. Follow him on X: https://twitter.com/jackphillips5
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