I am by no means a gamer, but in my time playing video games, nothing.. caught me as much as dark souls and bloodborne have. I dont know what it is.
Alot of people talk about it's Difficulty, but i really dont think thats it. Alot of games are difficult, alot of games are super easy and dark souls is not by any means an 'impossible to optimise' game.
But even with the optimisation this game just hits man. Love it.
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Dark Souls 1 to me feels like it came from an alternate universe where the platformer and shooter boom of Y2K never happened IDK. It feels more “Metroidvania” than anything else bearing that title because in many ways it feels like an actual evolution of those things.
It disappoints me greatly that the difficulty shifted from level design and bosses in DeS and DS to basically exclusively bosses in Bloodborne onward
I've always thought of dark souls as the spiritual successor of Castlevania 2: Simon's Quest. The difficulty, the cryptic nature of your objectives and the world, and obviously the dark fantasy and horror themes.
I'd say Symphony of the Night more than Simon's Quest, but only because you don't have to be worried about if its day or night, have a larger selection of offensive measures, and can press a button to try to gtfo the way of an attack.
Aside from that I agree; Castlevania was a massive part of my childhood, and once I got through Anor Londo I realized this is just a modern version done right.
Just no food hidden in walls/staircases, shit materializing out of broken candles, and stuff only respawns when you use a checkpoint rather than leave a room.
Poisoned marshes, booby trap fortresses, you go around your arsehole to find yourself at your elbow, undead/mythical critters that want you dead, shit hidden by inconspicuous structures; even collecting the Lord/Great Souls/Lords of Cinder are an analog for the Rib/nail/tooth/heart of Dracula.
Call me stupid but I feel that 2d metroidvanias are doing a really good job of making level design as big of or bigger of a part of their game than the bosses
We just need a 3d Soulslike to do it too guess 😭👍🏼
I went hollow attempting Ornstein and Smough but the game preceding it was some of the most atmospheric and undeniably cool and significant experiences i've had ever
Yeah that's my main issue with the more recent games, especially ER. All still great but too many bosses feel the same - fast, hard hitting big combos, multiple phases, fake outs etc. Sometimes it's just nice to have a slower boss like the Iron Giant.
I really hated the fact that every big boss had 2 phases. It's not special anymore if every boss has it and you can tell from the start of the fight that they do.
I think the world design and exploration is strong enough in Elden Ring. To me it felt like a return to form after being disappointed in DS2 and 3.
But also I agree with your sentiment on boss design. There's a lot of attacks where you just can't afford to make a mistake, even at the health softcaps. In DS1 it feels a lot more grounded, and less flashy, which I dig.
Yeah I completely agree with this. There was some of this present in DS3 as well but all the really punishing bosses were story-optional or in the DLC. Many of the ER main story bosses feel like the same kind of slog as NK, Gael, Friede, Demon Princes. Most of the time phase 2 feels like a different fight that you have to learn (and phase 1 is now the time-suck slog that replaces the boss room runs from DS1), where again in DS3 it's basically just those 4 fights that come to mind whose various phases feel like you have to learn completely different movesets and all get progressively harder. In DS3 it's usually just some elemental augmentation added to the existing moveset, one or two new moves or longer combos, and a bit more aggression; or it's something like where there is some aspect of their new behavior that also makes them more vulnerable, like Vordt's very long attack openings or SoC's attacks being parryable.
Stupid question, but does metroidvania refer to the metroid and castlevania games?
Not sure what the other person's talking about, but yeah metroidvania is a word made from both Metroid and Castlevania. The term seems to have mostly started with Symphony Of The Night who used a large interconnected world that you unlock little by little with various upgrades but with more standard RPG elements (weapons, stats, equiment, etc.).
The term has evolved a bit overtime, but generally, that's what a metroidvania is. One big map with most areas blocked off at the start and you go around, fight bosses, collect upgrades to unlock new areas to find more items and more upgrades, etc. Hollow Knight (and now Silksong) is probably the biggest name in the genre, currently, but some others that you might have heard are Blasphemous (which I've played and loved, very soulslike in its atmosphere), Nine Sols or Ori And The Blind Forest (I don't know if it's fully considered metroidvania, but close enough).
It started out as a term that was used to distinguish the Castlevanias that were more like Metroid from the regular, old school Castlevanias. This includes Simon’s quest and all the Iga-vanias. Now it’s a term that’s used pretty much for any 2d action game with a semi-open world and a map where you can backtrack by using abilities.
It was a buzzword used to describe a lot of games that were coming out during the great indie boom and subsequent indie fatigue 10 years ago where the public’s perception of an independently published video game was “2D side scroller made by a guy with a mustache tattoo on his finger”
This is painfully accurate
This is why I get mad at people who says "oh no not another Soulsborne".
Darksouls, elden ring, bloodborne....these games ARE NOT ALIKE. BB had barely any exploration, lies of p, demon souls and nioh are in this category....there are a few hidden paths and items but that's really it. You've got some that are just Boss Rushes like wu long or lost souls aside....And way on the other end of the spectrum is elden ring with complete open exploration.
There arent not many in the Dark Souls 1 style....and the closest has been the new lords of the fallen..and like mortal shell and Enotria their launch suffered quite a bit.
Man, I loved Mortal Shell. Its definitely a jank fest and raggedy around the edges, but the way the Shells/Harden worked, and having to deal with getting back to Sester Genny after a boss while the world had gone to utter fog-shit was fun as Hell to me. I expected bargain bin bullshit buying it for $3, but I was more than pleasantly surprised.
Granted I feel like I "cheated" by using Solomon, the Martyr's Blade, and Ballistazooka after about halfway through.
You can't put me in a hostile-ass world like that, with parries that heal or make shit explode, offer a damn near 3 meter long greatsword that launches damn near everything it slams into, be able to petrify myself mid-attack to deflect blows before wrecking them, then give me a special attack that grants i-frames and freezes most shit solid and not expect me to abuse tf out of it.
The Ballistazooka is just wrong, but it felt so right. Four dudes coming at me in perfect queue? Time to turn three into red mist and pin the last one to a boulder.
Also that free "DLC" that turned boss music into heavy metal? That shit was choice; I don't know who the Hell Rotting Christ is but that made the bosses dope as fuck.
I wouldn't suggest anyone pay full price for it, but it blew well past my expectations. I can't wait to see what bullshit they pull for the sequel.
Biggest downfall of the series was this insane push to just make it a boss rush game. Dark souls 2 is still the worst in this aspect with trash like the prowling magus and congregation and that stupid ‘boss’ fight that was some PvP ai
For me it's how many aspects of the game show a level of respect for the player in how unintrusive they are. To figure out certain mechanics and storylines the game expects you to experiment, analyze and properly examine the UI, enviroment and writing. Of course it doesn't do these things perfectly in all cases, but no game is perfect
Honestly? The game treats you like a capable adult, it has polish, narrative coherence, mystery, it's balanced, and that's it.
Previous games were too difficult just to make you die and turn a short game into a long one (due to console limitations, and also to eat up tokens in arcades). Then, games got better, more artistic, and longer, and they realized they didn't have to force difficulty, and some brands started making the same games because it worked, and everything had a clear path, little customization (except for very hardcore things, like RPGs, I think, I'm not an old-school gamer), AND BOOM, A GAME THAT BRINGS THE BEST OF BOTH WORLDS.
The game treats you like an adult (it doesn't give you a clear path at every step), it's not too easy as if you were incapable, and it's not difficult enough to make you die for no reason (some people find Death Stranding difficult because they play it like other games, but if you think realistically, it's almost always quite medium in difficulty). The classes, the world being alive and connected, the cultural coherence between maps and NPCs, the customization options, and the satisfaction of discovering new things, and knowing that if you beat a boss or map it was through merit, and not because the game forced you to progress.
I guess so, you know... Everyone likes it for their own reason.
It's Zelda for depressed people.
It’s Zelda, but metal.
Yeah, doom metal
I thought that was NIER.
Isn't that Zelda for horny people?
Thats Automata.
It's Zelda for me now, after being completely turned off by BOTW.
Aura
Atmosphere
Allure
Adventure
Brutality
Beauty
Bleakness
Bittersweetness
Charming
Clear
Creative
Clever
Desire
Despair
Dark
Drama
Exploration
Euphemisms
Energetic
Elaborate
Frightening
Frigid
Feels
Fucking awesome
Gravitas
Gods
Ganks
Great Scythe
Heroic
Hitbox
Hollow?
Hallowed.
For me it's the map. There's something that tickles the brain when you start to recognise firelink as you come up from blighttown, just to find the fire is out. The despair and rage you feel as you make your way to Sen's is unique.
Then as you get more accustomed everything is all interconnected everywhere. Havels door opening toward the Hydra and onto darkroot. Up the waterfall and you can skip the sealed door to reach Sif.
The aqueduct line that connects lower burg. The elevator that connects the parish to firelink. The ladder kick to the bridge. The elevator to Izalith. The flooded gates of New Londo.
The masterkey is such a wonderful item for an experienced player. It really lets you break the game open in a unique way that other games simply can't.
On my first playthrough, I didn't even notice the cliffside stairs leading up from firelink, and I clumsily stumbled into the graveyard, and eventually pushed down into the catacombs... I could not believe that this was the first area of the game! /s
It really did blow my mind, and looking back I think it is really hilarious to put the catacombs right in the starting area like that. Miyazaki truly has some of the best senses of humor.
I also love how what first serves as a trap for new players then becomes a huge opportunity for experienced players who want to get some of the rather powerful upgrades down there that are actually quite simple to get to. It takes like 10 minutes to kill Pinwheel if you know what you're doing.
The first time you kick that ladder after Taurus Demon is the moment it all clicked for me, probably my single favorite gaming memory of all time. I think it all comes down to not having fast travel for the first 60% of the game, that's why they had to design a world that keeps folding back on itself. It doesn't feel like you're just clearing levels, but that you really gain mastery of the world as the game goes on and the ground you retread becomes more familiar. It's so immersive in a way I've never quite experienced before or since.
I think it's the world, AND how stiff the movement is. I know they are two completely different things, but I think they work together somehow.
I mean, the world and level designed has been praised to hell and back, but I also really like how clunky traversing it is. Again, I have no idea HOW they work together, but I think they do.
Like, if you dropped the Tarnished, or even just the Bearer of the Curse, into Lordran, they would feel incredibly out of place
For me its the variety and the choice that is so impressive. Literally you can think of a build and it works. Yes, some builds are way easier to use, but somehow they balanced every piece of equipment, every spell, every piece of armour to be very viable in completing the game. I suppose that directly links with in game difficulty options.
Every boss is also a huge set piece. Playing a boss on repeat with a different build can really change the experience. For example, when I fought Manus first time melee build, I struggled. Next time, I fought him on a mage build, found him super easy. Artorias my first time was pretty easy, took like 4 attempts. On my mage build, I died. Took 30+ attempts.
If I consider another random game like dragon age origins (which I love), the role playing is far more robust (dialog lines, role definitions etc), but replaying the game does change drastically when I change classes the way Dark Souls does. Even the Witcher 3. I'll replay that game all day long , but outside of the decision making, the gameplay does change hectically during a build change.
The world and the lore are what do it for me. DS1 and BB are brimming with inspiration and creativity and personally, i can't help but want to take it all in and admire the hell out of every aspect: enemies, world design, environmental storytelling...
It respects the player’s agency to learn the dance moves
It doesn’t drip feed you dopamine
It’s not a Skinner box
It’s not afraid to lose your attention
It has faith in its own world and systems
I cant speak for others, obviously, but for me its this stuff:
Dark storyline and lore that seems shallow at first but is actually really deep *if you decided to go actually looking for it, rather than being shoved down your throat with heavy exposition and videos.
The best aspects of rpgs: class building, character customization, wide variety of weapons, spells, and equipment pieces (not just single item armor sets), exploration without being bloated, and almost everytime you find something out in the world it either is or could be useful.
(possibly most importantly) Drops you in a world with a very basic tutorial and expects you to learn how to play the game which is difficult only if you DONT learn how to actually play it, rather than being arbitrarily difficult. No starter areas, no 4 hour long section at the beginning where youre fighting bugs/bandits/rabbits that couldn't kill you if they had an hour and an army. Just you and the whole game world where, once you DO learn how to play, you could win in with just a loincloth and your fists, if you really wanted to.
It’s not usually described this way, but DS is a tactical hack and slash rpg, and good ones don’t come around often. It’s often compared to RPGs like Skyrim etc because it has swords and magic and beastly enemies and fantastical environments, but it’s not really much like that kind of rpg. The last game I played that was anything like it was Enclave for the Xbox (gen 1).
I always say that Dark Souls is not a perfect game but it is just so, so special. It's my perfect game. The way the game feels is unmatched by anything else I've ever played.
It's a game that everybody in the world should try to play. Because it will mystify them
Its the only game that always feels good when you come back and replay it. Most other games feel repetitive
Hard to pin down, it's pure vibes
It really does hit different. If I were the manager of a struggling startup I would require employees to play DS1. It teaches you something profound about the natures of "trying" and "succeeding" that's hard to put into words.
Ever played Hollow Knight? This basically was Hollow Knight before Hollow Knight.
I just started again after like 5 years or so. Never played the remastered copy. But boy oh boy does it feel impressive. All the way, from start menu sounds to music and dialog. Gameplay is tough but fair in my opinion, and i feel the tikle in my butt when seeing big enemies and not sure how to proceed. Ambience is king!
I have a theory that Dark Souls series (and such) has a clever way of playing with our dopamine pathways in a way that is simply addictive. I guess it’s what most games try to do, but DS is really successful in that regard. Frustration mixed with glimpses of ecstatic overcoming of struggles, luck mechanics, learning and reward - all that scream to me: dopamine.
It is a game that has mutual respect
It respects you enough to let you figure it out, as long as you respect that it is a wild animal and takes a lot of effort to tame.
Respecting the player and genuine challenge.... There is no hand holding. There is no obtuse story forcing the player down a predetermined path. Freedom and challenge are at the core of the experience. It combines RPG and Metroid-like game design. It actually does so better than any Castlevania game ever has. The player gets to make real choices that impact how the rest of the game plays out. Who you choose to save or kill matters. The places you go and the things you collect have consequences. It is a true RPG and more. Fromsoft never really recaptured the "lightning in a bottle" they had in DS1.
To me it’s the feel of the game, there’s not that much music save for key moments, your left with the silence, your armor clanking and the hollows cries of insanity. You really get to take in the environment and its ambiance, from the lively sound of the bugs in the dark root basin to the creepy haunted corridors of the once populated anor londo. There’s so much to take in nearly every environment.
I can take my time. Yes, there are times of intense action, but there's no sergeant yelling in my ear to move to the next point on the map right now or we fail the mission. No prodding to "check out that cave."
The diagetic emthods it uses to elad and inform players. Like using lighting and enmemies to lead you along. Making every room and encounter unique and therfore a minor landmark you can use for navigating. Like i can say "the merchant is below the two spearman outside the watchtower bonfire in undead burg" any experienc eplayer knows exactly where im talking about.
I think this is one the most signifcant things players mean when they talk about the level and encounter design, but can't quite articulate what makes it feel good in DS1 but not so much in DS2.
I think it all comes down to it’s art design and atmosphere. It’s like you’re playing a dark fantasy painting.
Being honest..it was the aesthetic and setting..and I kinda like third person games with rolling mechanics..
But yeah there is a certain charm about the souls borne games that I cannot explain myself
I spent a decade plus trying to work this out. When it‘s really hitting, these games are totally ineffable. It‘s as if they have a direct line to my intuition. It bypasses the intellect, making it difficult to discuss. But if you’ve ever felt as if the whole meaning of the universe was contained within the crackle of a fire, or the reflection of a puddle, then it is kind of like that. In this way, it is about as radically subjective to each individual as is possible; it becomes less about what Miyazaki intended, and more about what it means to you personally, in that monent. And the next time you come back, it’ll mean something totally different, to you. This ”meaning” is often below the thought level/unarticulated, and often if you try to put it into words you can’t. Anybody relate?
After much experimentation I confirmed for myself beyond any doubt that intellectualising these games too much robs you of this experience. Mindfulness is good; analysis is a big no-no, if you want to experience this.
The devs are passionately in love with the medieval aesthetic and old fashioned knights, wizards, and clerics. An ancient world forgotten by time, on the edge of turning to dust. They're proven masters of the aesthetic and can convey their imagination in such a way that puts so many other games to shame.
Other devs simply want to build interesting mechanics and gameplay and simply put them in a pregen unoriginal world but you can feel the detail in Souls games. The ambience, attention to detail of every inch of the world, lack of music but when it plays it's legendary...
I’ll tell you why and it’s something you’ll never unsee once I say it
Most games are designed as games, shocker, but dark souls is built as a world first (so was demon souls but less so to me at least). The world is a place. Compare that with, I won’t shit on dark souls 2 again to avoid blowing my mentions. Compare to dark souls 3, which is mostly a linear path filled with nostalgia bait and rehashed areas. It’s not a world, there’s no sense this existed before, it feels like what it is. A bunch of themed levels designers found cool made for the player.
Dark souls isn’t, and it shows you that from the opening and constantly reinforces it.
I think it is the freedom it provides. You can play any way you want. Don't level up, don't roll, don't use a sword, don't wear an armor, don't beat certain bosses, don't save certain npcs, don't visit certain areas, etc. You have so many options to have your own unique playthrough, it can be addicting.
Hey can you see this comment????