And while that feeling still remains in Dark Souls II, the game largely ditches the desaturated look (though the PlayStation 3 build I played — Xbox 360 and PC versions are also planned — was clearly still a graphical work-in-progress). One of the first areas you'll enter after the tutorial is a modest village, situated on a Cliffside and bathed in the warm glow of the sun. It's forlorn and melancholy — a place past its prime — but entirely different tonally from the cold, dead lands of the first game.
The tavern at the beginning of the game is another great example, lit as it is with soft orange candlelight. You instinctively know this is a safe place. I have no doubt the developers take advantage of these subliminal color patterns in later areas to subvert your expectations and transform a "safe" place into a trap, but it was a relief to sit and rest a while.
Because hey — even cursed warriors need a place to call home between fights with hulking trolls and demon pigs.
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