They seem to depend on the unbroken leg for jumping, and can otherwise force themselves to stand on both for a few seconds. I really like the detail of it.
@@alyseleem2692 The broken leg supports the Undead Aberration's weight during several of its attack animations, and its jumping strike attack has the leg actually leap and help with the landing. For some reason, this enemy doesn't seem to have a consistent design between its animations.
@@user-ds2yy2xt4n Its leg supports it just fine until that part of the move, so it looks like that might be some kind of intentional roll or the creature moves that way due to being top-heavy.
@@nightscout9979 Nope. You can literally see it, the leg, being dragged along with the rest of the body when it jumps. It's not aiding in the jump, or even moving on it's own. The other one is doing all the work.
Dark Souls 2 has an amazing lightning system. Dark Souls 2 is still the best looking From Software game, it's just inconsistent with that. Lightning is part of that.
Aldia is a man who doesn't care how he answers his own questions. To be fair, those questions happen to be big. Like, really big. Plus, I think we wouldn't have Shanalotte if it weren't for what he did to these poor bastards.
@@faddedreality6885Only one in base Sotfs, locked in Aldias manor and making all the caged monsters drop. Otherwise there is I believe 2 that spawn in the water part of Sinner’s Rise Tower in Ng+ and onward. (Intensity 2 works as well)
I really enjoy this videos with animation showcase, I would love to see this done more for bosses since somentimes you can't really appreciate how cinematic some of their attacks are during combat, like Midir lazers or Lanseax glaive
There's a considerably number of creatures on this specific game that have some notable differences between concept art and in-game models. I've seen this happening mainly on iron king's DLC. I wish they polished better the game when it comes to design and environment.
@@vitorschein8073 Manikins. The concept art shows them with these cool masks, but thanks to some copyright suit ### about Naruto( I know, it's ridiculous), they made them headless instead. Thankfully, they made it part of the lore. It was some trifling ###, i tell ya.
I didn't think I'd feel pity for this fiend; however, when looking at its animations more closely, it truly looks like it's suffering. It's in pain. At 00:37, it's face looks sad and its body shudders as if it's crying. That plus the broken leg...what a woeful creature.
@@sinelacico823 I'm like 99% sure the only one in ng is in the Aldia's Keep hallway in one of the cages hanging from the roof. It freaked me out finding it on second playthrough because WTF is that.
That is a very difficult, because you pass them in the Lost Bastille before the Lost Sinner on NG+. I don't know how you avoided them, but consider yourself a lucky man.
I was just looking at some of the cut content again the other day and man was this game full of potential, People might look down on it compared to the rest of the series but what we got was amazing just wish we had gotten it the way it was originally planned.
It is the best souls game man, in terms of how many weird mechanics and cool secrets there are it easily beats out 1 and 3. I say this as someone with nearly 1000 hours in 3 and at least a few hundred in 1. 2 is just incredible in how different it is. Some areas are horrifically bad and a lot of the bosses aren't great. But it has so much personality.
To me the Wretch looks far more pitiful based on design alone: The massive human head, the atrophied wings, the pale sickly skin, the strands of hair, its skinny body, it looks like someone who is in absolute pain. Meanwhile, the DS2 aberration looks like a Fallout mutant with its huge muscles, there's the deformed face and the lame leg for sure, but it looks more like a "generic mutant enemy" to me.
@@draw2death421 Lorewise someone tried to create a perfect dragon/human hybrid but they are considered failures and were thrown into a dungeon and left there to rot
@@exbelion3543 Tailbone Spear: Twisted spear favored by the wretched, failed prisoners of Irithyll Dungeon. Crafted from a feeble tailbone, and seen as a sign of the dragons. Their screams are oft heard inside the dungeon, *as they naively mutilate their unworthy flesh.* Tailbone Sword: Twisted dagger favored by the wretched, failed prisoners of Irithyll Dungeon. Crafted from a feeble tailbone, and seen as a sign of the dragons. Their screams are oft heard inside the dungeon, *as they naively mutilate their unworthy flesh.* Both mention them mutilating themselfs wich to me aludes to them basicly mutilating their own bodies to look more dragonlike. Since why whould they exist otherwise? Who made them? Aldia? Aldia is mentioned to have mentored Lothric but i dont think Lothic and Irithyll have been alied tho.
@@Knoloaify The wretch does look more pitiful, but the aberration is the embodiment of pain. His face is plastered with the expression of agony, his body is uncontrollably expanding from the inside piercing outside, the mass is unbalanced with a wing still trying to shred out from his skin and flesh, constant urges of spitting fire pushes him to instead vomit, just walking is painful with his broken leg, etc.
Everyone pointing out how much they look like ER omens: so much of elden ring is just repurposed and sometimes better executed concepts. Shrine of Amana and the underground ancestral lands, heros graves and executioner chariot, the coffin hop down to frenzied flame and the gutter/grave of saints/black gulch coffin hopping, effective dual wield and power stance the list goes on
We do, but you mfs have the attention span of a kindergarten class. Like, there's a whole video dedicated to them alone. DS2 has better enemy designs than 1 and 3 combined.
We do. There's literally a video on this channel dedicated to them. If I had to list them, we would be here all day. DS2 has better enemy designs than DS1 and 3 combined. Even those who hate the game admit that if it had better development and animation, it would've gotten more attention for that. But by all means, knock yourself out.
They were cooking with this concept. Just another thing that makes you wish DS2 could get another chance so that cool shit like this was more fully realized.
Don't know if anyone caught it but this concept of a Chimera-like monster with horn growths and a knotted tail looks like it could've been a progenitor to what would become the omens in Elden Ring. Could be a stretch but the similarities are there.
Not by much. Tanimura worked on Elden Ring with Miyazaki. Elden Ring is often said to be what DS2 would've looked like if it had better time and resources.
One of my favorite enemies. On my first time using a bonefire ascetic, they scared the bejesus out of me. I still find it very satisfying to fight against them in the elevator shaft.
With the tail and the spikes I realized this feel like a prototype for the Omens design. You could throw this enemy in the Leyndell Sewers and it would feel right at home.
Someone else already said it but they look a lot like Proto Omen in a way with their huge, hulking frames and the many misshapen horns coming from their bodies, granted these were made this was artificially instead of being born like this I just wish Aldias Manor would have been a more complex structured Area, that way we might have seen more of these, they are kind of underused for how unique they are and in Scholar of the First Sin unless you go into Newgame Plus they are almost entirely absent, instead one has to deal with that annoying re-spawning Flexile Sentry
Really? I only ever played the Vanilla version (plus the Aldia and DLC patches), and these guys were a memorable part of the trek to Sinner's Rise. These possible science experiments or sea monsters stuck in the half-flooded halls really stood out. They gave a sense that there might be aquatic enemies, or that some bit of Olaphis, the kingdom that Straid was from, was still around at the Bastille too.
At least one can be found in the flooded cells right before the Lost Sinners boss room in the bastille. Another one is trapped in a cage in Aldia's Keep. There are more, but I can't think of any specific locations of the top of my head. Don't know Drangleic quite as well as Lordran. Heh.
they really lost a lot going to in game model from the concept art. This one feels especially noticeable, and once again these colors. Goodness nothing but brown and green.
If you played the Scholar of the First Sin edition, they only really show up in obscure, out-of-the-way spots in Aldia's Keep, so it's possible you just never encountered 'em. Edit: They might also be NG+ exclusive, but I'm not certain.
Theres only one of em in DS2 SOTFS in a Cage on the roof. To get him down you need to light all Torches in Aldias Keep, Get a Key and open a side area that has a lever that lowers all cages.
Aldia's Keep. Lost Bastille on NG+. It's in a cage hanging from the roof in the former. If you find a lever guarded by an Aldian Warlock, don't pull it. Ever.
this creature in my view is not aggresive, as i see it, the way to cover his head with hands and his tail makes me question if this creature is still concious.