Actually, they used to have gender restrictions on a few pieces. And given how min/maxy their builds are, it actually made a minor difference in some cases.
But I think that might have been Demons Souls, which isn’t technically Darksouls.
By the later set of ogres in the Things Betwixt, somewhere behind the stoned petrified mob, there is a sarcophagus on the shore. Climb in and your character will climb back out gender swapped. I know there have been transgender players intentionally creating a character with their assingned-at-birth gender just for the catharsis of getting to transition so easily in a world that doesn’t give a shit either way.
A random, obscure feature, but somehow they opted to create it and I love the implication that someone cared enough to write the logic.
I recall that the first DS has slightly different running animations with different lengths of startup / stop animations, which matters in a speedrun context. I don’t know whether that has transferred into the sequels. It certainly doesn’t seem like an intentional advantage, nor does it matter much unless you’re really concerned about saving a few frames.
Actually, they used to have gender restrictions on a few pieces. And given how min/maxy their builds are, it actually made a minor difference in some cases.
But I think that might have been Demons Souls, which isn’t technically Darksouls.
I was thinking about the sarcophagus in the starting area, that let you swap genders when you rested in it.
Hahah wait, that was a thing? Chalk up another easily missed detail for From SW
It was. I played the game blind and had no idea why my character (who wore armor and a helmet) started sounding feminine.
deleted by creator
By the later set of ogres in the Things Betwixt, somewhere behind the
stonedpetrified mob, there is a sarcophagus on the shore. Climb in and your character will climb back out gender swapped. I know there have been transgender players intentionally creating a character with their assingned-at-birth gender just for the catharsis of getting to transition so easily in a world that doesn’t give a shit either way.A random, obscure feature, but somehow they opted to create it and I love the implication that someone cared enough to write the logic.
I recall that the first DS has slightly different running animations with different lengths of startup / stop animations, which matters in a speedrun context. I don’t know whether that has transferred into the sequels. It certainly doesn’t seem like an intentional advantage, nor does it matter much unless you’re really concerned about saving a few frames.