Showing posts with label Dark Souls. Show all posts
Showing posts with label Dark Souls. Show all posts

Tuesday, August 20, 2019

My Personal Ranking of the Soulsborne Games


Dark Souls
has been one of the most culturally significant video game series over the last decade, spawning a new sub-genre of games like it and basically setting a new standard of comparison for melee combat, level design, and difficulty. The series has been so popular that it really needs no introduction -- if you haven't heard of Dark Souls by now then you've been living under a rock, and even if you've never played any of them you surely know what kind of games they are. I began playing the series with the original Demon's Souls and have kept up with every release since, though it took me a while to get around to Bloodborne and I still haven't played Sekiro, although from what I understand Sekiro is more an evolution of Tenchu than Dark Souls, so it maybe doesn't fully belong in the "Soulsborne" category of games. With each release of a new Soulsborne game I usually find myself having mixed opinions -- while usually enjoying each one, there's usually some aspect that leaves me a little unsatisfied or subtly disappointed. So I thought it would be fun to review all five games against one another, comparing their relative strengths and weaknesses while attempting to rank them in terms of my personal favorites.

When brainstorming this list and trying to figure out how I'd actually order them, I went back and replayed large chunks of each game, just to refresh my memory, and so I decided to base these rankings on a combination of how much I remember enjoying each game the first time I played it, how much I enjoyed replaying it, and finally how well it compares to the other games in the series mechanically. So in other words, this is not a purely objective ranking of how good the games are technically, since I'm putting a lot of weight in my own subjective feelings in addition to their more technical design elements. If it were purely objective, then believe me they would be in a very different order. All of which is to say that this is my personal opinion, so don't get offended if I don't have the exact same feelings as you do.

Monday, July 22, 2019

Bloodborne Review: Interesting, but Ultimately Disappointing


Dark Souls
has been one of the most influential video games over the last decade, with its unique gameplay formula and entire presentation becoming a standard of comparison whenever people talk about melee combat, level design, and difficulty in other video games. The Souls series has been such a cultural phenomenon that it's essentially become its own sub-genre of games, with the "Souls-like" term catching on as a way to describe other, similar types of games who've taken clear inspiration from Dark Souls. In 2015, between the release of Dark Souls 2 and Dark Souls 3, developer From Software released Bloodborne, a main-entry "Souls-like" (or Soulsborne) game, which is basically just a spin-off from Dark Souls, taking the core gameplay concepts and mechanics from Dark Souls and giving them a complete make-over with a whole new setting and a bunch of mechanical tweaks on the familiar formula.

Speaking as someone who's played all four of the Souls games in order, starting with the original Demon's Souls, Bloodborne breathes a lot of new life into a gameplay formula that's become a little too tired and repetitive over the years, but ultimately doesn't set itself apart from the Souls series as much as I would have liked it to. In practice, my experience playing Bloodborne started with excited optimism as I relished the positive effect many of its changes had on the core gameplay formula, until about halfway through when I started to feel like I was just playing Yet Another Version of the exact same game I've already played four times previously over the last decade -- this now being the fifth. And the more I played, the more I started to feel subtly disappointed and underwhelmed by some of the game's other design elements, and by the missed opportunities to do something more with the potential that a spin-off game could have.

Thursday, November 1, 2018

The Surge: A Surprisingly Good Dark Souls Clone


The term "souls-like" is starting to catch on as a genre-defining label for games that recreate or otherwise emulate aspects of the Dark Souls games. Unfortunately, there doesn't seem to be much agreement as to what characteristics should qualify a game as souls-like; is it tough difficulty, harsh penalties for dying, strong emphasis on rewarding player skill, a dark and oppressing atmosphere, vague and obtuse storytelling, or still other qualities? The type of games that get described by people as "souls-like" vary wildly from side-scrolling brawlers to top-down boss rush games to first-person horror games to turn-based dungeon crawlers, all of which would seem to have more in common with other, more-established genres than Dark Souls. As much as I like Dark Souls, I find the "souls-like" label to be generally unhelpful in determining whether I'll like a game because so many "souls-like" games seem to be more dissimilar than similar to Dark Souls.

The Surge (2017) is about as close to Dark Souls as you can get without actually being Dark Souls. The similarities are so on-the-nose that I wouldn't even describe it as "souls-like" -- rather, I'd simply call it a Dark Souls clone, if you lifted pretty much everything about Dark Souls and dropped it into an industrial sci-fi setting. Developed by Deck13, who were also responsible for Lords of the Fallen (another Dark Souls clone), The Surge is a third-person action-RPG whose main gameplay loop consists of exploring complexly inter-woven levels and fighting enemies to make your way to the level's boss, collecting tech scrap from defeated enemies along the way so that you can increase your character's level and therefore his stats and abilities. Combat is the main draw, here, and it uses a pretty weighty system with a variety of attacks and dodge maneuvers, all based around a stamina meter that you have to manage while reading enemy attack patterns.

Dark Souls has been one of the most influential games of the past decade, and with FromSoftware declaring in 2016 that Dark Souls 3 would be the end of the Souls series, it pleases me to see other developers trying to recreate the magic of those games. As much as I love Dark Souls, those games can get to feel kind of repetitive between iterations, so having someone else approach the Dark Souls formula with fresh eyes and a fresh coat of paint is a good thing to me. There's certainly a risk that such an attempt would end up feeling merely like a lame impersonation of the real thing, and some may deride it as being purely derivative of other, perhaps better games, but I can fortunately say that The Surge is actually surprisingly good. Some rough edges here and there suggest Deck13 doesn't have quite the mastery of the system as FromSoftware does, but it actually improves on the Dark Souls formula in some key ways, and I feel like it's a good enough experience to stand on its own, despite the obvious connection to Dark Souls.

Saturday, April 1, 2017

Dark Souls 3: The Ringed City - DLC Review


The Ringed City
is the second and final DLC for Dark Souls 3, and supposedly the final piece of content that will ever be produced in the Dark Souls series. Its story continues where Ashes of Ariandel left off; after defeating the final boss of the Painted World of Ariandel, you gain access to a bonfire that warps you to a new area, the Dreg Heap, where you go on a brief journey through the dilapidated ruins of past Dark Souls environments en route to the Ringed City, where Slave Knight Gael (who beckoned you into Ariandel) hopes to find the Dark Soul of Man so that his niece, the painter from Ashes of Ariandel, can use it to create a new world.

This DLC introduces two new areas (the Dreg Heap and the Ringed City itself), four new bosses (one of which is optional), a new covenant, all new enemies, plus a bunch of new weapons, armor sets, and spells. As part of the release, FromSoft also released a patch for the base game which tweaks some balance issues (mainly buffing strength weapons and heavy armor) and which also adds two new maps to the PVP arena, which is only accessible if you've purchased either of the two DLCs. The first DLC, Ashes of Ariandel, felt a little too short and underwhelming to recommend to anyone but die-hard fans; for the same price, The Ringed City offers over twice as much content, a lot of which is pretty unique stuff that's never really been seen or done before in a Souls game, so it's pretty easy to recommend.

Friday, November 4, 2016

Dark Souls 3: Ashes of Ariandel - Review


Ashes of Ariandel
is the first of two planned DLCs for Dark Souls III; it adds a new region to the game with a new boss, new enemies, new armor sets, new weapons and spells, and a PVP arena that can be accessed from the Firelink bonfire once you find and beat the second, hidden boss. For $15, it'll get you about four hours of content and at least one new toy for each type of build, which you can put to use in the arenas for 1vs1 duels (un-embered, no estus), free-for-all brawls (timed match with respawn, limited estus, player with most kills wins), or team-brawls (same as free-for-all, except 2vs2 or 3vs3). For the most part, it's all quality content with memorable encounters and fun new weapons, and the PVP arena will really help extend the game's life for those interested in PVP.

Despite its overall quality, Ashes of Ariandel wasn't that satisfying for me. Part of that has to do with its relatively short length; I was able to explore everywhere and do everything possible in a single afternoon, and the whole thing felt anticlimactic. In typical Souls fashion, the story is practically non-existent, with you entering the Painted World of Ariandel on an incredibly vague pretense, and then wandering around aimlessly until you trigger its ending, which leaves everything almost completely unresolved. In the end, this DLC felt more like it was a hidden, optional area that was cut from the base game instead of a proper DLC expansion. It's not a bad experience, mind you, but apart from the PVP arena I feel like I wouldn't have missed much if I'd just skipped it altogether.

Monday, May 23, 2016

Dark Souls 3 Doesn't Suck .... Or Does It?


After the colossal disappointment of Dark Souls II, it would be appropriate to say that I had pretty low expectations for Dark Souls III. Although, I suppose it would be more accurate to say that I simply had no expectations for Dark Souls III. Despite all of my criticism against Dark Souls II, I still found it a deeply engaging experience, and I enjoy the core gameplay of the Souls series enough that a single lukewarm experience wouldn't be enough to turn me off from future installments. With Dark Souls III, I wasn't going to expect some sort of grand, transcendent experience like the original Demon's Souls, or even the first Dark Souls -- instead, I was just going to play it and try to enjoy it like I would any other video game.

Reviewing Dark Souls III is a difficult task for me because I have two divergent opinions about it. On the one hand, it feels like the least rushed and most polished of the three Dark Souls games, but on the other hand, it also feels like it's lacking in content compared to either of the previous two games. Despite that, I've put twice as many hours into Dark Souls III than I put into either Dark Souls or Dark Souls II, with 135 hours spanning multiple characters and multiple playthroughs. It was so addicting that I'd sometimes play for eight hours straight without stepping away to eat lunch or dinner, or play until four in the morning when I had to be up at nine the next day. And yet, after all that time, I've found myself progressively more annoyed and disappointed. There's all this extra stuff I still want to do, in terms of builds and playstyles, but I just can't bring myself to keep playing anymore, unless the game gets some serious patches, because the flaws have become almost unbearable.

Tuesday, May 6, 2014

Dark Souls 2 Sucks: So Much Disappoint














I don't like to consider myself a "hardcore" Souls fan, even though I've played each game in the series (in order, multiple times each, starting with Demon's Souls) and consider them among the most satisfying, entertaining games I've ever played. Demon's Souls was a real gem of a game, and its cult status made it easy to love and praise, but when Dark Souls came along and everybody started jumping on the bandwagon, I found my interest and appreciation waning a little. The community's obnoxious fandom ruined certain aspects of that game for me, but the whole thing just felt a little underwhelming compared to Demon's Souls.

Since Dark Souls proved to be such an immensely profitable venture for publisher Bandai Namco, it was inevitable that they would seek to produce a cash-grabbing respect-worthy sequel, and thus, nearly three years later, we have Dark Souls II. If the first Dark Souls felt "a little underwhelming" to an avid Demon's Souls player, then Dark Souls II can only be described as an outright disappointment. Don't get me wrong -- there's a lot to like about Dark Souls II, and it's worth noting that a "bad" Souls game is still a much better gaming experience than the average video game -- but there's an awful lot to dislike as well.

With Dark Souls II, my hope was to play a game that blended the cohesive world style of Dark Souls with the tight mechanical precision and bleak atmosphere of Demon's Souls, in a more refined package that cleaned up and improved upon some of those games' notable shortcomings. In a way, Dark Souls II feels like a faithful blend of those two game styles, but it's a lukewarm, half-hearted mixture that never achieves the brilliance of either of its predecessors while also feeling significantly sloppier in the process.

My intention with this article is to review Dark Souls II in direct comparison to its predecessors, but this isn't going to be a thorough "Demon's Souls vs Dark Souls vs Dark Souls 2" type of article because I've already done that with my Demon's Souls vs Dark Souls article. It would be redundant for me to make an entirely new article of that sort to include Dark Souls II in the comparison, so instead I'll direct you to read that article for some background on my thoughts going into this review, which will focus mainly on Dark Souls II using examples from the previous games to compare and contrast Dark Souls II's relative strengths and weaknesses within the series.

Tuesday, February 5, 2013

Should Dark Souls II Have an Easy Mode?














When it was announced that Hidetaka Miyazaki -- director of both Demon's Souls and Dark Souls -- would be stepping down as director for the new Dark Souls II, his successor, Tomohiro Shibuya, expressed an interest in making Dark Souls II "more straightforward and understandable." With news of a new director who said he wanted to make the sequel more accessible for gamers inexperienced with the series, fans immediately began to speculate that the difficulty of Dark Souls II might be "dumbed-down" in order to appeal to a wider audience.

The argument, as these fans proposed, goes that the challenging difficulty is one of the core, fundamental elements that made those games great, and that making the difficulty easier would ruin the experience of Dark Souls. This brouhaha got me thinking: would the inclusion of an "easy mode," or having a more accessible start to the game actually ruin the Souls experience? After some consideration, I don't think it would be such a big deal, and I think a lot of people are just overreacting.

Tuesday, September 25, 2012

Demon's Souls vs Dark Souls













Now that I've played both games, it's time for the inevitable "Demon's Souls versus Dark Souls" discussion. When I played Demon's Souls back in April, I was immediately hooked. The combat just clicked for me, offering a far more satisfying and engaging experience than any other fantasy combat system I'd ever played. There was such a remarkable precision in every aspect of that game's design, making it one of the most unique and rewarding games of recent memory.

With Dark Souls came a promise of "more of the same" in a supposedly bigger and better package, complete with a new open-world design, more areas to explore with a greater variety of aesthetic themes, new online multiplayer mechanics, and an expanded range of weapons and armor. While Dark Souls does deliver in some aspects of the "bigger and better" promise, there are still a number of things I prefer about Demon's Souls. Detailed comparisons await after the jump.

Tuesday, September 18, 2012

Dark Souls Screenshots & Wallpapers
















Dark Souls is a very pretty-looking game with great artistic direction and some really memorable environs. It looks even better with the 1080p resolution fix by Durante. I took over 400 screenshots of Dark Souls, all at 1920x1080 resolution -- I probably would've taken even more if the game didn't have me constantly occupied with fascinating things to do. Since I have so many screenshots, I figured I'd share some of my favorite ones from the PC version of the Prepare to Die Edition. Lots of pretty pictures await after the jump.

Friday, August 24, 2012

Impressions of Dark Souls: Prepare to Die Edition













As an ardent PC gamer, I've long lamented the fact that the Souls series remained exclusive to the console boxes. When I'd heard that Atlus were planning to take down the servers for Demon's Souls, I bought a PS3 just so I could have a chance to play Demon's Souls before its final curtain call. I haven't done much with the console since. So when I'd heard that Bandai Namco were planning to release a PC port of Dark Souls, I was very excited.

As news poured in that it was going to be a straight port with no fancification for the PC, my hopes dwindled to reserved skepticism. Over 100,000 PC gamers signed a petition asking for a port, but I don't think this is exactly what anyone had in mind. I've played about eight hours of Dark Souls now, and I can confirm that it is a rather rubbish port. If not for the new content, the Steam integration, and the fan-made resolution patch, I would almost recommend against the PC version. As for the game itself, well, I have a few opinions on that, too. My thoughts await after the jump.