The Lost Soul Arts of Demon’s Souls

The Lost Soul Arts of Demon’s Souls


Dark Souls, it’s a game in the series that needs no introduction, so I haven’t bothered to write one. Instead I’m gonna get straight to the point. As much as these games have been revered and discussed to death, it seems to me as thought the actual origin of the series has all but been forgotten. And I don’t just mean by the community. Many of the merits and ideals of Demon’s Souls have faded away in the following entries, starting even as early as the original Dark Souls. After Demon’s Souls was a surprise hit, FromSoft set out to make it again, only this time, bigger and better. In many ways, Dark Souls was an ambitious sequel. The world was much larger and interconnected, which added a whole new satisfaction to exploration. The inability to warp from one area to another forced players into lengthy journeys, giving the game a sense of isolated adventure that even Demon’s Souls couldn’t offer. The animations were more polished, with even more of that satisfying weight that the series is known for. There were a bunch of refinements to the formula, like Estus, which removed potential downtime and helped balance out the challenge. It even had a few completely new mechanics of its own, like covenants. I think it’s a great sequel, and judging by its phenomenal success, it seems that many other people agree. There is one important caveat though: it’s not innovative. Many of the notable features that people assign to Dark Souls originated in Demon’s Souls, and were simply brought across because they worked last time. The goal of Dark Souls wasn’t innovation. It was refinement. FromSoft already had a formula that worked and they set out to exploit that fact. This is what really sets Demon’s Souls apart from the rest of the series. Early in its development, the project was assumed by many in FromSoft to already be a failure. Maybe a demoralizing way to think, but also liberating in a sense. That assumption is the main reason why director Hidetaka Miyazaki was able to take control of the project and why he and his team were able to implement some – at the time – bizarre features. With Demon’s Souls there was a sense that the developers were just doing whatever the hell they wanted, playing with conventions, and trying new features out with little care about how appealing they would be to a mass audience. World Tendency is a perfect example of this. Some developers believe that dynamic difficulty tuning is the correct
way to build their games, and even games in general. This method of design has been
gaining traction since around the 90’s, and given its success, it can be found in subtle forms in many mainstream games today. Other people – like myself – prefer when a game is consistently difficult, so there’s a more genuine sense of satisfaction when you finally overcome the challenge at hand. Demon’s Souls turns its back on both of those ideas and cuts your health in half as soon as you die. As if that isn’t enough, repeated deaths will increase enemy stats, and eventually spawn additional Black Phantoms to make the stage even tougher. Now you might think this a poor mechanic, there’s some very sound, logical arguments against it. I’m not saying that every game should work this way, but hopefully you can understand that I find this refreshing for the simple fact that it’s different from everything else. This – for me at least – was the real appeal of Demon’s Souls: time and again, they threw out the rulebook and just did whatever they felt like. Conventional wisdom says that struggling players should be offered a helping hand, not pushed down a well. Conventional wisdom says that a boss should be killed by the player, not themselves. Conventional wisdom says that secrets should be secret, not pointed out by someone else. Conventional wisdom says that important NPCs and vendors are off limits, not murdered while the player isn’t looking. Conventional wisdom says that the final boss should be an epic showdown; a test of the player’s skills. Not a pathetic, harmless blob. It’s the bossfights that stick out the most, with four of the five Archdemons clearly being designed to provide a memorable experience above all else. Even False King Allant, the most traditional of the five, has an incredibly punishing grab which actually delevels the player character, something the series hasn’t seen since. This kind of experimentation doesn’t always work. There’s not many people out there who’ll defend the encounter with the Dragon God, but an occasional failure is to be expected If a game is stepping outside the norm so much. To me, an anticlimactic “non-boss,” like Maiden Astraea, has just as much value – if not more – than something more traditional, like Flamelurker. There are other games I can play if I want a “Flamelurker-esque” experience, but only one game has Maiden Astraea. Later entries in the series, including the original Dark Souls, have largely done away with those weird boss fights, to the detriment of the overall experience. To understand why this is a bad thing, we have to confront a hard truth that few people seem to want to face about the Souls games, including FromSoft themselves. But here it is: the combat is nothing remarkable. Before you get your codpiece in a twist, keep in mind: that doesn’t equate to mediocre gameplay. As a whole, it’s hugely elevated by generally great level design, player freedom, load-out options, and some unique supplemental mechanics like World Tendency, covenants and Insight. The stamina system puts other action RPGs to shame, the animations are great, and the controls are tight. But in terms of actual complexity, there’s not much going on. There’s not much depth. And that wouldn’t be a problem. Except that the series has increasingly leaned on its action elements more and more as time has gone by. Bloodborne is the clearest example of this so far. The player character’s starting stamina is generous. And it’s easy to level up every useful stat for your build, with no meaningful trade-offs whatsoever. At this point, stats mainly exist so struggling players can grind out an advantage and carry on. The kind of self-controlled, dynamic difficulty the series excels at. To put it simply:
Bloodborne is more action, less RPG Unfortunately, even with the addition of trick weapons, there’s still a case to be made that, overall, the combat doesn’t even have depth exceeding basic action games If you’re a staunch defender of the series, this is where you might be tempted to rattle off all the different attack animations your favorite weapon has. After all, there’s two-handed attacks, jumping attacks, running attacks, charged attacks, transformation attacks, and probably more. It’s true that there are differences in range and damage, but the effect on the enemy is usually identical. They lose some health, possible suffer some hit-stun, which either lasts long enough to get another attack in, or it doesn’t. In which case, you back in the defensive until your next opening. Positioning is important, but that’s about the extent of it. If anything, Bloodborne actually has less depth than any other game in the series because shields are dis-incentivized and unable to parry, making the two things mutually exclusive when players used to be able to do both without having to swap between them. The magic implementation is also quite barebones and it even lacks a kick option although that would be irrelevant anyway since so few enemies has a defensive stance. At the end of the day, your options generally boil down to low-cost light attack, a high-cost heavy attack, and a ranged option of some sort, be it a spell, an item, a bow, or a gun. Apart from destroying the grounded aesthetic these games are – or were – known for, the weapon arts of Dark Souls 3 are kind of a step in the right direction, but the synergy between all these things is practically nonexistent. For example, there’s a few spells that allow you to set up an enemy for an interesting melee attack and vice versa. In terms of defensive options, this series is a lot better with the ability to block, parry, or dodge most regular attacks. These go a long way during regular combat encounters but unfortunately against bosses, parrying is often completely impossible and blocking is often ill-advised. Which leaves you with rolling as your one and only defensive action. So prepare to roll again and again and again and again and again. When you’re not rolling, you’ll generally be getting one to two hits in with whatever weapon you choose, hits that usually provoke no response from the boss whatsoever, making every weapon basically the same thing apart from whatever damage types and numbers it has. That’s not to say that bosses like this can’t be good. They can be. At their worst, they’re camera-eating monstrosities with infinite stamina that blatantly read your inputs, cancel their recovery animations, and have nonsensical tracking. But at their best, they’re fair, challenging, and have great presentation. False King Allant is a great boss. So are Artorias, Ludwig, and Sister Friede among many others FromSoft have put together over the years. But they’re also undeniably samey. You go in, you learn the moveset, maybe you die a few times along the way, until you know the boss’s moves like the back of your hand. Then you dodge past them, punish at the right times, and win the battle. It’s perfectly serviceable gameplay, but doing it twenty times in one game is just excessive. This has been the go-to boss design philosophy for FromSoft ever since Artorias of the Abyss and fights have only gotten more shounen anime over time. To be clear, there’s absolutely nothing wrong with simple combat mechanics. I’m not saying you should be able to juggle Hollows or anything. But if the game is going to be so relentlessly focused on action, then I have fewer reasons not to just play a better action game instead. What I can’t get elsewhere are the memorable experiences that Demon’s Souls presented by taking risks. The Archdemons are the clearest example of that, but even its more traditional bossfights serve a greater purpose. Demon’s Souls’ greatest strength is how it pulls you into its bleak, dangerous world so that you think about situations the way you would if you were actually there. This is something the Souls games continue to do kind of well, but Demon’s Souls still does it the best of them all because, excluding the innovative online features, almost everything else works in service of that larger goal. Phalanx, Leechmonger, Tower Knight, Fool’s Idol, Old Hero, Maneaters, and Armor Spider all have quirks to their design or their arena that the player can exploit if they figure out. You don’t outright win by doing so but you gain a big advantage if you’re willing to use your brain. It’s a deceptively simple concept. Thinking how to survive a boss by using clever tactics is exactly what a real adventurer would do. In a sense, the battle happens just as much outside the fog door as inside. Because of that, the mindset of the character and the player allign in such a way that it pulls the player further into the experience. On the other hand, dodging telegraphed attacks which come out in predefined combos is just exploiting your knowledge that the A.I. is acting within the constraints of a computer game. This has the opposite effect. It widens the gap between the character and the player. Most elements of Demon’s Souls can be viewed through this same lens. The environments are filled with difficult encounters, traps, and ambushes not just for their own sake, but to encourage a slow, methodical approach to exploration. This contrasts with the blasé way most protagonists throw themselves into dangerous situations. In reality, people tend to act more cautiously when they have a chance of being brutally murdered so those punishing mechanics encourage you to think and behave that way. Perpetually autosaving over a single save file reinforces this as well. Even a trivial choice can feel like it has serious consequences because it’s irreversible, just like real life. Of course, these elements work better the more unknowns you go up against. In other words, the element of surprise is pretty important. Venturing into Demon’s Souls felt like venturing into the unknown not because it was narratively unpredictable, but because it was mechanically unpredictable. Even once you got used to the Souls series’ features, which were brand new at the time, it still made sure to throw curveballs at you on a regular basis. Lack of careful observation was punished, NPCs weren’t always what they appeared to be, bosses often had unique mechanics, and even the environments could be polar opposites of each other. Try one Archstone and you’ll end up in the claustrophobic halls of Latria. Try the other and you’re headed towards a sprawling poison swamp. Incidentally, while you’re spending so much time scanning the scenery for suspicious areas, you can’t help but realize that the environments are actually built a lot like real places, much more so than any other game in the series. Shortcuts aren’t just inexplicably one-sided gates or needlessly complex elevators, they’re blockades to keep intruders out or mechanisms for transporting materials. This is half the point of shortcuts in the first place. They’re a way of presenting checkpoints without making the world seem like it was built just for your convenience. After picking up on those environmental details, you might go on to notice that the enemy designs and item placements have also been carefully considered to suit the area in question. What might not even occur to you is how sparse the cutscenes are, keeping interruptions to a minimum, or that the sound design can be described as minimalist as well. Most of what you hear as you wander through the stages is completely diegetic. Even death and resurrection are contextualized by the Nexus, weakening the barrier between the player and the game. By this point, the biggest things standing between you and Boletaria are the loading screens. The word I’ve been avoiding is “immersion”, but hopefully now that I’ve explained it, you can see that’s what it is. Demon’s Souls greatest strength is its immersive quality. That alone would be enough to make it a pretty good game, but what puts it over the top is the way it capitalizes on that immersion by throwing the player into a variety of situations which they can now experience as a first-hand participant. Patches’ trickery, the imposing Mind Flayers, Yurt’s betrayal, among many others All these things hit harder because the game does so much work establishing itself beforehand. The rest of the series has thoughtlessly replicated many ideas from Demon’s Souls which often defeats the purpose and occasionally completely misses the point. The first time you have to make your way through a poison swamp, it’s a new and interesting challenge. It gets your guard up. You have to think about your situation and make sure you have suitable equipment on hand. After five games in a row, it’s become a predictable, tiresome routine. Even though it’s the exact same thing mechanically, it now pulls you out of the game rather than in. As bad as that is, there’s few things worse than when the designers botch traps and ambushes. One of the most disappointing examples is giant archer in the Undead Settlement. You can see this situation coming a mile away, so when you finally arrive at the field of giant arrows, it’s obvious you need to think about your approach first. For a brief moment, this mimics the best of Demon’s Souls You’re there, as an adventurer, trying to decide how to overcome a difficult situation. You even have as much time to think about it as you like. The most reasonable line of thought is that the arrow will have a certain amount of travel time so if you change direction after you hear the shot, you’ll be safe. Wrong. The arrow magically curves in midair because this is no longer a series where you outsmart your opponents, it’s series where you press the roll button at the right time. To be fair to the later games, it’s important to point out that flashes of Demon’s Souls-style brilliance do show through from time to time and it’s telling that they’re some of the most memorable moments in their respective games. Intentionally turning the Sif fight into an anticlimax is far more impactful than just letting it play out normally. This is especially funny to look back on now that the series seems obsessed with multi-phased bosses that get stronger after you smack them around a bit. The reality is when slash a big wolf creature enough times, it has trouble standing up. Rather than make you feel like a big man all the time, Dark Souls tried to remind you of the grim reality. And it worked. I assume that most people enjoy Sif anyway because you get a pretty normal fight at the start. So how about I give you a genuinely unpopular opinion? My favorite boss in Bloodborne isn’t Gehrman, or Ludwig, or the Orphan. It’s this mad bastard. Micolash feels like a boss for people who enjoyed Demon’s Souls because he does something a boss isn’t supposed to: he runs away. Trying to catch him while he flees and rambles like a nutcase is unlike anything else in the entire series. This is made all the better by the way Bloodborne firmly establishes itself as a grim game. The Nightmare of Mensis is an imposing place but at the same time there’s something vaguely comedic about Micolash’s cowardly behavior. It’s not done just for the sake of it, though. If anything, it would be disappointing if such a Lovecraftian game didn’t have a fight against a mad scholar. It comes together well. And again, it’s something I can’t quite get elsewhere which isn’t to say that it’s good just because it’s different. But that certainly helps. In a 2009 interview about Demon’s Souls, Miyazaki himself said: It’s been the better part of a decade since that interview, so it’s fully possible that Miyazaki has changed his mind since then. But it’s still a quote that resonates with me at least. If the Dancer of the Boreal Valley had been in Demon’s Souls, I probably would’ve loved it. It has an intriguing visual design and the unconventional attack animations present a good challenge. The reason I don’t enjoy it is because it’s in a game filled with bosses just like it. FromSoft have long since figured out that one way they can punish players who carelessly roll around all the time is to hold the anticipation phase of attack animations for about half a second longer than you’d expect. They’ve completely abused this trick to the point to where most bosses seem to have at least a few of those attacks and even many basic enemies do as well. This could be a whole topic by itself, but rather than dwell on it, let’s just focus on the fact that by the time you reach the Dancer, you’ve already had to adapt to a huge number of unconventional timings designed soley to catch you out. The thought of learning even more wierd attack animations so I can roll and stab my way to victory yet again just isn’t all that appealing anymore. I could point to many of the bosses in Dark Souls 3 and say that they’re pretty good, but only in isolation. A great game is more than the sum of its parts. A little restraint would go a long way, as has been proven in a few other instances. Most of us can probably agree that the reveal of Irithyll in Dark Souls 3 is one of its better moments. You emerge from the catacombs and see a beautiful, snow-covered landscape topped by a crescent moon. It’s a wonderful vista. One thing Miyazaki and I seem to have in common is a fondness for these kinds of snow areas. As much as I love them – and believe me I do love them – I can still see that if the game had been nothing but snowy nighttime levels up to that point, the Irithyll reveal would’ve meant nothing. Just because it’s my favorite kind of area doesn’t mean I want the whole game to be like that. It’s the surprise that makes it work. Another example would be Gwyn’s theme in Dark Souls 1. You ask anyone who played Dark Souls and they’ll list it as one of the most memorable tunes. But would it have been as good if the entire soundtrack was somber piano music? Of course not. It’s the contrast with previous boss themes that makes it stand out. My point here is that even traditional bossfights stand to benefit by including others that don’t fit into the same mold. When it’s a forgone conclusion that every fight will be a dodge-and-punish affair, they lose their impact. Call it whatever you want. Restraint, pacing, surprise, variety, contrast. It’s something Demon’s Souls has in spaded which the later games lack. Catering to a larger audience has simply sucked more and more soul out of the series. Players whine about “gimmick” bossfights, so bosses become basic combat encounters and nothing more. Players want “honorable” PvP so they can test their skills against each other in a shallow, laggy, min-maxing, backstab, magic spamfest instead of having fun with the things you can uniquely do in these games, like disguise youself as an environmental doodad before kicking an unsuspecting player of a cliff. Never underestimate a community’s ability to take a cool feature and use it for the most boring thing imaginable. Players want convenience so they can fast-travel and respec their stats, removing absolutely any and all tension wherever possible just like every other RPG from the past ten years. At some point, you just start to wonder what’s next on the chopping block. Maybe the next game will have a built-in function to back up your save file so you don’t have to think to hard about any of those pesky decisions. If current trends keep up, sooner or later all we’ll be left with is a generic blob of game. Enjoyed by everyone, and loved by no one. Of course, the players don’t actually make the games. You can’t blame the audience for the decisions made by the developers. But it’s a stark difference going from assumed failure to subcultural phenomenon Bloodborne was the game Sony banked on to push the PS4 into the hands of early adopters. That kind of financial pressure is a breeding ground for design-by-committee homogenization. As if this wasn’t frustrating enough, the real twist of the knife is that even though the series has started to stagnate, it hasn’t even managed to carry many refinements from one entry to another. Problems are regularly solved in one game only to be undone in the next one. Demon’s Souls remains the most non-linear entry in the series and still has by far the most believable environments. Dark Souls abandoned the health reduction penalty which removed the incentive to open yourself up to invasion if you weren’t going to summon. As bad as that was, at least they got the hollowing mechanic right by only allowing players to go human at the bonfire. In later games, players can wait until they’re at the boss fog before opening themselves up to the online, making many invasions pointless. The interconnected world of Dark Souls 1 is still unmatched, with Dark Souls 3 being more or less a linear progression from one end of the game to the other. Yharnam is arguably the best, most intricate level design FromSoft have ever done, but it’s squandered by the inclusion of fast-travel from the start. Same as both Dark Souls sequels. The resource management challenge of the Estus system was completely destroyed by Dark Souls 2. And while Bloodborne’s Blood Vial setup is at least thematically appropriate, it’s still mechanically inferior. New Game Plus is still barebones even though Dark Souls 2 showed that remixed enemy placement could provide a fresh experience. Bloodborne used charged attacks to fix backstabs without resorting to excessive enemy tracking. But then Dark Souls 3 abandoned the idea. Ashen Estus is my favorite addition in Dark Souls 3. But, at this point I fully expect it to be inexplicably dropped. Next time around we’ll probably be back to a wierd Blood Vial setup or something equally disappointing. Keep in mind, these are just the problems FromSoft actually bothered to address at some point. There’s a whole host of issues that have never even been looked at. The camera is still atrocious when unlocked during combat because it does nothing and occupies the thumb you use to press the roll button. Lock-on still breaks during bossfights even though there’s nobody else in the room. And the button still snaps the camera behind the player when it’s not in range with no option to disable it. I’ve played hundreds of hours of these games and I’ve never once actually wanted to use the button for that. Weapons still bounce off walls even though enemies glide right through, giving them an unfair advantage. Critical attacks still don’t work properly on slopes. Input buffering is still overzealous and sometimes feels inconsistent; a minor annoyance in the early games but completely unacceptable for something the speed of Bloodborne or Dark Souls 3. Enemy pathfinding is still embarrassingly wonky, leading to exploitable or unpredictable movement patterns. And enemies can still be leashed, defeating the purpose of the entire combat system. If these games are going to be iterative sequels, at the very least they could be good at that. But they’re not. Five installments is more than enough time to figure out what makes these games good and iron out the kinks. Many other series have come a lot further in fewer tries. With all that said, it’s finally time to take a shortcut back to my point from the beginning. Demon’s Souls is one of those rare, genuinely innovative games that did enough new things its influence can be clearly felt on the gaming landscape of subsequent years. That originality is one of its best qualities, but it would be unfair to expect every game FromSoft creates to be innovative. The more important thing about Demon’s Souls is how cohesive it is. It’s FromSoft unfiltered; free to persue an overarching design methodology, even if that results in some unpopular decisions. That’s what I want for every game developer. Games are more interesting when they’re unshackled by the expectations of a narrow-minded fanbase or the financial whims of a publisher. Right now, it feels as though these games have fallen victim to one or the other. Maybe both. Whatever the cause, recreating the superficial elements of Demon’s Souls isn’t enough to make a truly great game by itself. It needs more. The magic of Demon’s Souls lies under the surface. It’s a culmination of ideas and concepts that work together in unity to accomplish something greater. That’s not to say it’s perfect. In fact, it seems pretty clear that it wasn’t even finished before it was released. But the end result is a game that proves you can have it all. Haunting visuals, immersive environments, evocative sound design, satisfying gameplay, novel mechanics, intriguing storytelling, memorable characters, fun multiplayer, and a high level of replayability. They’re not mutually exclusive goals. Games don’t have to be one or the other. When you do it right, you can do it all. It may not be the best at any of those things, but what it offers instead is a complete package on a level that is, arguably, unmatched. Unfortunately, over time, FromSoft decided to focus on some of those elements at the expense of others. And as a result, those games are more easily eclipsed by others which do those things better. Demon’s Souls still stands tall because it knows what it is: a demonic soul with a heart of gold.

Dereck Turner

100 thoughts on “The Lost Soul Arts of Demon’s Souls

  1. Garl Vinland says:

    I think he'd like the changes made when designing Sekiro's combat.

  2. Karanagi says:

    Genuine question:
    Which are the other games that eclipse aspects of the later fromsoft games.

  3. Dank Jenkins says:

    Demons Souls is a masterpiece, I’ll fight anyone that says otherwise

  4. pishionelar says:

    This video is bad, bad arguments, biased, demon souls is awful compared to dark souls and best proof of from software genius is Sekiro, they don't linger on succes they try new things

  5. RavenOfDusk says:

    You just want to praise Demon's Souls because it was first. The series has gotten way better then that borderline sloppy game. Dark Souls has better bosses, better level design, better characters and better ambiance. Bloodborne's parry system and regain mechanic emphasizes offense instead of turtling behind a big shield and making combat trivial. Magic is not as easy as before, the bosses are harder, the lore and world are more interesting, and the weapons are deeper and have far more abilities. Parrying was optional in Demon's Souls and Dark Souls, here it's intended to be used in almost every fight which actually takes skill. Emphasizing combat is not a detriment of the sequels, it's a strength. You are just making excuses because Demon's Souls has the worst combat system.

  6. Garret02 says:

    And this is why Demon's Souls is my favourite in the series. Miyazaki should be made to watch this video so he can remember how to make magical games again.

  7. Reloaded2111 says:

    And then FromSoftware made Sekiro, which emphasizes everything said in this video even more. The FromSoftware that made Demon's Souls doesn't exist anymore, now they're making QTE-centric games for Twitch streamers.

  8. Clay Bones says:

    This video makes me truly sad. Success was a blessing as well as a curse. The later games really didn't stand a chance between Namco's greed and the closed-minded fan base.

  9. Sunkemo Kiyar says:

    Sekirooo

  10. Harvey Darvey says:

    Demon's Souls still has the best soundtrack imo

  11. Bradley Carstens says:

    i relate with some of your criticisms, but honestly souls (as a genre) needs all the support we can give it. I want games with tight battle and all the stuff we love from souls. I don't want to drown in survival minecraft clones that are populating steam.

  12. Metool42 says:

    I would be genuinely interested in your opinion on Sekiro, and Mario Odyssey for another game series.

  13. May Kasahara says:

    Funny that they really abandonned "Ashen Estus" for Sekiro and used a system similiar to blood vials for it, exactly like you say in the video 🙂

  14. Matt Weber says:

    I don't agree that Bloodborne was a design by committee game. In fact I think it was just the opposite.

    I don't hate the idea of Micolash, that being a setpiece boss rather than something more straightforward, but it has some problems. First, Micolash himself is boring, basically just another hunter npc. He doesn't do anything unique or interesting. Second, the whole thing goes on rather too long, especially on repeat playthroughs.

  15. Merciless Mode says:

    There is one special thing about the Dancer you missed though, shes the only boss in any fromsoft game who's attacks are in perfect sync with her boss theme, she is genuinely dancing with her blades

  16. Rich Rich says:

    Hit at 17:48 and No Damage? This guy is a Fraud And A HACKER SHAME NOON SHAMNE AHAHHAHA NOOBFB AUSFOABFKjsa

  17. Wenceslao Futanaki says:

    Demon souls is an amazing game. The story for me is the best of all, also the best final boss and ending. Also got the feeling, the events (being a shorter game) were better planned/scripted. There´s always a surprise or that specific enemy that stops you from going further.

  18. ainz ooal gown says:

    Only problem i have with DS is that mobs get harder

  19. Tavastian says:

    I agree alot of this. While Dark Souls 3 is my favorite game in the series, Demon Souls is by far my favorite world, my favorite adventure.

    Demon Souls has very heavy, weighty feel to it, that is lacking on all other games in the series as they feel much "lighter".

    Also one notable difference between Demon Souls and other Soulsborn games is that, all other games feel like you are playing a game, but Demon Souls feels like you are actually there. You are much more connected to your character in Demon Souls than you are in any other game.

    Still, Dark Souls is mechanically better game, but Demon Souls is thematically superior to all other From games.

  20. Justin French says:

    For a while now, I've held Demon's Souls as my second favorite of the series (behind Bloodborne), but after watching this I think I've decided to throw it up ahead. What a great analysis! Maiden Astrea has been one of my favorites for so long.

  21. Raging Raving says:

    I liked the Gwyn theme as a subversion of what you would think a final boss theme would sound like, you think in a game where all of the bombastic music is from the bosses, that Gwyn would have one to top them all, but instead it's this sad piano theme, letting you know that this God is a mere husk of his former self, but yeah I see your point with bosses just becoming multi phase brawls as the series went on.

  22. R Pamungkas says:

    Do sekiro analysis

  23. RyanKaufman says:

    I like The Surge because I like the combat so much that I ignore the huge faults in world building, level design, enemy variety, player balancing, etc.

    I don't like a single thing in any of the new Souls games enough to stomach the single problem I have with them – I call it keyhole boss encounters. Oh you're spec'd to be a big dude with a big weapon and a big shield? You hit hard but extremely slowly, and your shield blocks any difficulties? Well fuck off, this boss encounter will cheap hit you to death unless you strip off the armor and roll around. You're not spec'd for it? Your character in reality should be unable to roll because of how never you've rolled thus far? Well rolling is just so ludicrously good that you just need to do it anyway, and your character is already perfect at it. There isn't a single inch of room for any other playstyle.

    Oh now you find the fast boss. He will swing too fast and frequently. Well timed blocks or rolls will just make you bored because he'll just keep swinging. You need to parry, otherwise you lose or stalemate for eternity. You haven't parried the entire game because this is an RPG and you want a big meathead who doesn't know how to parry? Fuck you, you gotta parry. And of course your character is perfect at parrying. No wiggle room. No thought. Do da parry ting or ded. Then the fans of the game gush about how "fair" the game is in difficulty. I would rather be glitch killed in The Surge, at least I'd be frustrated and not bored to fucking tears.

    FromSoft is an interesting dev and I'll be forever grateful for their work. They've ushered in some quality games through inspiration alone. But god damn they've got themselves in a shit position.

  24. Don Miguel The 5th says:

    This video pretty much perfectly sums up my feelings about Sekiro, would love to hear your thoughts on that. I was almost never immersed in its world, just fighting bosses over and over until I learned to block at the right time.

  25. Mayo Chan says:

    tbh nothing the soul series, or what fromsoft has made in general compares to how good the storytelling was in the original Armored Core

  26. LOrsetto says:

    18:50 quite predictive about Sekiro there

  27. birdsoup777 says:

    Demon Souls and Dark Souls are Masterpieces, Dark souls 2 Crap, Dark souls 3 awesome but not like the first two, blood borne was good to. Dark souls is one of the few games in history that is worthy successor.

  28. Whale says:

    Started playing my first Souls game in DS3 a few days a go and oh boy does that segment about the giant arrow/archer resonate. That frustrated the hell out of me. Even with dodge-rolling, the bloody arrow's impact "AOE" will still clip into you so often you wonder why you bother trying to time your dodges anyway.

  29. Ironicbay says:

    Although I agree with most of your points, I find it odd that you complain about the in-combat unlocked camera behavior, since you considered it very good in demon's souls precisely because it did nothing.
    We can agree that the lock-on is too sketchy on huge targets, but that would be the thing to blame and not when the camera is unlocked, which would be often atrocious if it was following bosses on its own without any player inputs.

  30. AdoreYouInAshXI says:

    "Bashes Bloodborne yet praises Dark Souls 3's weapon arts".

    Nah dude, don't like it.

  31. CNN Blackmail Support says:

    I think the internet has ruined a lot of otherwise incredible boss fight ideas. There isnt any point to have surprise bosses or surprise tactics because people will just look it up.

    Additionally, now people have access to the data of each boss fight, so it's easier than ever to look every boss up and make a comparison. Its kind of like how people believe the world is getting more dangerous, but it isnt. They just have easy access to information that used to be local.

  32. Xengard says:

    you say a lot of dumb things, but i agree with some other things
    but yeah, demon souls rocks

  33. Hashirama Senju says:

    8:15 just look at sekiro

  34. RengokuGS says:

    …That statement about vials at the end and Sekiro is so spot on.

  35. bapanada says:

    I'd argue Bloodborne has enough unique elements though, especially when it comes to gimmick bosses. Micolash, Rom, The One Reborn, The Witches of Hemwick, Yharnam, and Celestial Emissary; if these are the fights you're after, then Bloodborne has you covered.

  36. MrZurata says:

    Moral of the story? Normies ruin everything

  37. James Murphy says:

    I think you just ruined Soulsborne for me.

  38. Mossmyr says:

    I love how Demon's Souls makes you FEEL like Batman.

  39. Arsch Dee says:

    Now do the same for DMC.
    "The Lost Devil Arts of DMC1"
    aka "Thanks for ruining this franchise after DMC3, high-level players! Hope you're happy with your bland setting, boring level design and a farce of a story that was promised to us to be a conclusion! If only Itsuno didn't listen to you and instead combined the best of DMC1 and 3 to give us an actual great game and not 'BP/Training Mode: The Game'! Again."
    Fuck DMC5.

  40. jojolafrite90 says:

    I don't think it was forgotten. In the contrary, following games pulled people to the lore of demon's souls.

  41. jojolafrite90 says:

    No, no de-levelling. But your life divided by two.

  42. Eli M says:

    imho scaling up enemy stats and spawning new enemies after you die enough times is a terrible mechanic. Harshly punishing death is one thing, but actively contributing to feedback loops for dying is just ridiculous for a game that can easily take dozens of hours on a first playthrough.

  43. Barry Herbers says:

    Best goddamn gaming video essay ever written

  44. EEERRIK says:

    You got me hyped for the rumored Demon's Souls remake! I had gotten the impression that the game was just a dated prototype for Dark Souls.

  45. LonnyZone says:

    bruh micolash fucking sucks. Oh you died to his 1 attack that he spams over and over? Enjoy running through the same predetermined path mindlessly and trying again.

  46. MikeHaggarSSBM says:

    Weapons bouncing off walls is one of my favourite souls mechanics, it forces you to be aware of your positioning and even change weapons accordingly.

  47. Doggo Willinks says:

    Until today, I still remember every single little thing in that game; every enemy, every area, where to farm stones, etc. and I haven’t even played it in many years. I’m not sure they can ever top that experience, for me. It was truly unlike anything I had ever played.

    I think Bloodborne was an amazing game also, but its lack of depth of RPG elements in comparison to Demon’s Souls was a let down for me. I feel like it could’ve been even better than it was, and it was already an amazing game. Dark Souls games I love too, but they get less and less appealing as the series goes on. Bloodborne at least managed to grab some of that magic from Demon’s Souls that Dark Souls, imo, lacks.

  48. Steven Bonnell says:

    chokes you

  49. President of the Secrete Sankcake Server says:

    After playing sekiro I'm honestly worried about fromsofts direction🤔

  50. President of the Secrete Sankcake Server says:

    This is also why morrowind was bethesdas best game.

  51. Mendo.mp3 says:

    Okay, now I must play Demon's Souls. Thank you, Matthew, once again. Your work is amazing.

  52. La0bouchere says:

    Please try Exanima

  53. tripaloski adidas krasovski says:

    how do you make the knight roll normally in demon souls, what do I have to level up ?

  54. Zekutsu says:

    I disagree with many of things you said, but I can see your points… I like your "different" view

  55. julianb188 says:

    Interesting take but I do feel that the action game part of souls games is unique in both style and difficulty. The first souls game I played was DS1 a couple years before DS3 was announced and it was so memorable to me for absolutely nailing its combat. I can't think of another game other than derivatives that have as good of an implementation of "whiff punishing" combat. When DS1 shines (which is doesn't in a lot of the content past the halfway point) it really forces you to be able to perfectly execute lengthy series of actions, the entrance to Sen's Fortress springing to mind. And the estus flask was a bigger deal than you made it out to be. It means that even the healing is structured around an idea of only having so many allowed mistakes which makes it really satisfying to hit the threshold of skill that the game asks from you. Its combat may not be impressive to you, but I think that souls games are the best place to go for their own very specific feeling.

  56. Corleone says:

    A lot of this feels like complaining that everything isn’t homogenised more to be like Demon’s. ‘Why didn’t Dark Souls 1, Dark Souls 2, Dark Souls 3, and Bloodborne all just use gimmick bosses?! Why didn’t they all use halved health mechanics?!’ Gimme a break. A few genuinely good points really ruined by this.

    I also found something things just downright laughable, like criticising the games for not being always online? Lol

  57. TheTtox says:

    The list of issues that haven’t been ironed out was funny. Even in Sekiro the enemy targeting system will inexplicably untarget. It’s frustrating to look at game companies that have been making iterations of essentially the same game for a decade and they still aren’t able to fix basic problems. This doesn’t take away from my overall enjoyment of the games, it’s usually just moments of frustration and a sadness that it hasn’t been dealt with.

  58. Conniptions says:

    "Unfortunately, over time, FromSoft decided to focus on some of those elements at the expense of others. And as a result those games are more easily eclipsed by others which do those things better." I can't help but personally disagree with this statement because of that last part: "others which do those things better".

    I thought the point Matthew tried to make was that if you do it correctly, you can make a game that "has it all", but then he goes on to say that other games that do a few individual components better eclipse FromSoft's games. I don't know if it's just me but I can't help but feel that this is kind of an contradiction, or at the very least, an inconsistency. How can these other games so easily eclipse FromSoft's games when these other games are just focusing on a few of these individual components while FromSoft's games, at least, attempts to have, if not all the components, but many components in its games?

    For example, I agree that the combat of the SoulsBorne series isn't anything complex so if you're looking for a more complex combat system you could play something like the Devil May Cry series, but something like DMC doesn't "have it all" and doesn't attempt anything of the sort. DMC has a satisfying and complex combat system, cool visuals, and a good soundtrack(depends on the game) but it doesn't expand much further than that. How does it so easily eclipse something like Dark Souls 3 or Bloodborne which have, at least to some degree, haunting visuals, immersive environments, satisfying gameplay, novel mechanics, intriguing storytelling, memorable characters, fun multiplayer, and some replayability? Something like DMC has some of these components and do a few better than iterations of FromSoft's games, but arguably it lacks far more components than they do as well: such as provocative and haunting visuals, immersive and tense environments, intriguing and thought-provoking storytelling, and fun multiplayer(well maybe not that one) to name a few from Matthew's list.

    I suppose the point he was trying get at was that the SoulsBorne series became more and more bland for mass market appeal to the point that other games that excel only in a few areas can easily outshine them, but that is something I can't agree with. And yes, this is coming from a huge SoulsBorne fan, so clearly some of my bias is coloring my own views here. But even as FromSoft focused on some elements at the expense of others in the later iterations of the Souls Series, I find that they still bring so much to the table that I personally can't find many, if any, games that can easily eclipse them. And once again, I understand that the main point he was trying to make was that focusing on a few elements at the expense of others makes games generic and bland, and I agree with most points made in the video, but to say that there are games that easily outshine the later iterations of the Souls series just by excelling in a few areas feels like an inconsistency with everything Matthew said in his video.

    I guess in the end it may just come down a difference in personal views. I don't know if Matthew was just exaggerating to make his point, but it seems that for him, FromSoft's games have lost so much originality and become so mundane that games that excel and do better in only a few areas have now come to eclipse them. To me, even as the these games have lost a lot of originality and admittedly become more generic, I feel that they still bring so much to the table and still do so many things better than most other games that the games that focus on a few elements usually still feel lackluster in comparison. Which is a shame, since I fully agree with Matthew's point that if done right, a game can have it all. And I've been waiting for, if not FromSoft, some other developer to pick up the mantle of Demon's Souls and Dark Souls 1 and expand on their successes while rooting out their failures to make a game that really does have it all.

  59. Magical Sealand says:

    Almost every From Soft game since demon souls has been refinement and only some new changes. Except Sekiro

  60. Bigpopshuvit says:

    LMAO u ever watch letterkenny ?

  61. Trap Connoisseur says:

    Is this what being "woke" feels like?

  62. Robert R says:

    I don't fully agree but I think you're absolutely right about how samey the bosses get. In particular, Dark Souls 3 really fucks up by normalising multi-stage bosses. Putting aside how it interferes with learning, it completely robs the second stage of impact, which is a disservice to the few where it is well contextualised and ought to have an impact (e.g. Oceiros or Lothric & Lorian).

  63. XEN LUMINOUS says:

    How many comments have the word demon in them 👀💀

  64. IvanLagayacrus says:

    To be fair the weird gimmick bosses you praise so much in Demon Souls do have equivilants in dark souls 1, which were almost completely hated by the fanbase (Bed of Chaos, Ceaseless Discharge, etc, etc) and the more normal bosses that promoted a lot of rolling and/or quick gameplay (like Artorias, Kalameet, to an extent Manus, and Gwyn) were largely loved by the fans. So it's no wonder they were ditched as time went on

  65. alexander opsimulis says:

    In the context of this video, what do you think about sekiro?

  66. Ranga Jesus says:

    This video makes Demon's Souls seem less appealing if anything.

  67. InfoBroker says:

    Demon's Souls was my least favorite out of all Soulsborne games. I still love it but never wanted to play it again like I do Souls 3, BB or even DS2. Dark Souls did everything better in my opinion. The formula is perfect and idc how samey it is throughout its exactly what makes the game special and better than all else out there. I cant play and enjoy other games after Soulsborne.

  68. Don't Subscribe says:

    Sometimes i Thought you were trolling in this video. Any boss from ds, ds3 and bloodborn has more quality than any from demons souls .

  69. DeeperHavoc says:

    In the defense of Bloodborne, "warping" ins't just meant to just be fast traveled as what can be noted from the fact you cannot "warp" from one level to another level but must return to the Hunter's Dream first. That's because "warping" in that game is more tied to the lore of the Lovecraftian-themed world of Bloodborne. You're going to a dream. Not some Firelink shrine that exist in the physical world. Outside the dream, you're awake. In order to "warp" anywhere, you need to go to sleep to awake in a new location. In fact, this can be downright inconvenient on a meta-level such as "player preference" as always teleporting back to the Hunter's Dream instead of heading straight from Cathedral Ward to Byrgenwerth.

  70. 0Fear says:

    I can agree on some points and disagree on others.

    Some points I can agree on:

    Souls can do more to make memorable boss battles, and the games are becoming more commercial over time, to their detriment. The bugs and glitches you mention, yep probably best for them to get addressed at some point.

    Some points I disagree on:

    I don't think Demon Souls was magically immune to the "learn patterns to get good," approach." In fact during the entire lead up to its release that was one of the marketing points of the game. To criticize other games in the line for applying that aspect increasingly to combat seems hypocritical. Also, I don't think the later games neglected making the player feel like an adventurer. The boss battles may have been more rote in Dark Souls, but the levels leading up to them offered moments that improved on Demon Soul's model. Lost Izalith has you navigating a field of undead dragon torso. There are a bunch of moments like that. There are also many bosses that don't have a traditional attack, attack, dodge approach in later souls games. The Chariot Boss in Souls 2, the Giant in Souls 3, Bed of Chaos, Kalameet needs to be put down first before you can engage him. Pinwheel…

    One other thing I disagree with is the supposed lack of combat depth. I think you're confusing a lack of mechanics for a lack of complexity. And this goes beyond move sets. The game has different parrying weapons, all with varying effectiveness, rapiers, heavy weapons, pole arms, consumables that modify those weapons. And no, they don't all "just do various levels of damage and knockback." Using a weapon with high damage but an ill-fitted move set can lead you down the path of finding your dropped souls. . .if you're lucky. Using the wrong damage types is another good way to question why you're playing this game. Not leveraging Resins or enchantments is just down right irresponsible. At the end of the day, Souls games have their depth not in widgets and fiddly bits, but in the physics of character models and the qualities of the weapons. There is a reason why people still play and talk about the game's pvp, and it can't be because of mass self-delusion.

  71. Baroque Chevalier says:

    This feels more relevant with the news of Elden Ring being more like Dark Souls but openworld.

  72. MC GOBLIN says:

    Well, here's my view:

    Demon's souls, in my opinion, would just be viewed as a cool little RPG that people would forget about in a couple years.

    It's really good, don't get me wrong, but I think you're giving it too much credit.

    Yes, demon's souls was more raw…gameplay and boss wise

    The reason people loved dark souls because it wasn't JUST a cool little RPG.
    It felt real, grim, and emotionally potent.

    You say Demon's souls was the most non-linear. I wholeheartedly disagree. Just think about it. Sure, you can pick any level, but there is a STRICT level system. I view it as a warp pipe room in Mario. You can pick any world, but it's still very linear. Hell, the levels even have titles such as: 1-1.

    The world felt disconnected from the Nexus, which is one of the problems I have with dark souls 2/3.

    And, c'mon Matt, you should know that just because something is different, it doesn't mean it is good. Demon's Souls, funnily enough, is the antithesis of the "hard but fair" moniker. Even dark souls 2 did the death mechanic better, and that game is a fucking mess. Demon's souls uses farmable health items AND unnecessary death punishment (cutting health in half).
    Dark souls 1 and 3 have the absolute best healing systems in the games. They have ONLY fixed health items (no lifegems, etc. Also, I suppose you can count embers and humanities but they have multiple uses). So, anytime you die and lose your souls, you still have a fair chance to win again. But in Demon's Souls, you lose your souls AND you now have a lower chance to overcome the challenge.

    Yes, the bosses are unique experiences, and that's great. But again, I think dark souls does this better. Like you pointed out, Sif is very special, but think about Gwyn. I was expecting a HUGE fight, and what did I get? A desperate old man fighting for the one thing he has left. There so many more moments like this in DS1.

    Overall, good video, but I disagree in some points

  73. Ronan Elliott says:

    "You kids. Back in my day, when men were REAL men and Souls games were REAL Souls games . . ."

  74. fallen clouds says:

    Finally someone that could explain WHY nothing comes close to Demon's Souls. Not to mention that Demon's Souls pve and pvp has so many secrets moves and possibilities. DELAYED Attacks for example. You could do a Backstep and even standing still for a spit second and still execute the follow up attack. Weapon in left hand react different than using them with your right hand. And this is probably not even 1% of your possibilities.

    I love Bloodborne – pve. Demon's Souls control precision and speed (animation cancelling) stands alone.

    I agree that upgrading system without using stockpile thomas is the only (pvp) downer.

    And Bloodborne pvp is really mediocre

  75. Creamouz says:

    tl;dr publisher wants more of the same, just more accessible after huge success

  76. Pano Kostouros says:

    20:49
    L A U G H S I N H E A L I N G G O U R D

  77. Wayne Wang says:

    My problem with the soul borne series is the combat. All you do is hit once or twice than dodge, again and again. I’m not saying that’s bad, but there isn’t much depth, thats why I don’t think I have ever seen any combo video in these type of games. You may say because “ it’s a rpg, you’re not meant to combo enemies.” But even a rpg can have a great combat system that allows the player to aquire skill and do combos on enemies, just look at nier automata.

    “The combat is nothing remarkable”

    That is what I told my friends but they kept saying it’s me being a douche and can’t play the game properly. While I’m the only one who beaten ds1 ds3 and bb one NG+7 and them barely made it to the final boss.

  78. WolfKami says:

    Honestly, I feel sorry for Demon's Souls. The game was dubbed a failure and had very low expectations from the developers while it was on project, and despite its surprising success, the game was heavily overshadowed by other PS3 titles during its time, and its successors in the later years. I have met and played with, many Souls fans who have not even heard of Demon's Souls, who only credit on its successors. To this day, I still wish FromSoft can shift their focus on the game that started it all.

  79. Yora says:

    Micolash clearly is near the top of best Bloodborne bosses.

  80. Dennis Barthelsson says:

    SOUL

  81. pinky says:

    @9:40 On the other hand, dodging telegraphed attacks that come out in predetermined combos
    is just exploiting your knowledge that the AI is acting within the constraints of a computer game.

    this.

  82. WaywardRobot says:

    IMO there's still a lot of quirky and unique fights in the rest of the games, but it's obvious where the focus lies. Something like being able to knock down the Iron Golem off the arena, Duke's Dear Freia having two heads on each side as weak points, High Lord Wolnir being basically an advancing wall of death (which has a different death animation if you don't hit his weakpoints), and all the other quirks the bosses in Bloodborne have (like being able to stun Gascoigne with the music box, or The Which of Hemwick being basically powerless if you fight her with no insight).
    I do hope that Elden Ring bring some of that back. A good balance is always good.

  83. Zois Antonopoulos says:

    Stop Romanticising randomness you are better than this

  84. CbsOmegaOmniX says:

    Hmmm has anyone ever made a response video to this because I definitely don’t agree with everything Matthewmattosis says in this video?

  85. ISetYourFaceOnFire says:

    As much as I hate to admit it, as I really thoroughly enjoyed dark souls 3 and 2 to some extent(haven't played bloodborne) you're absolutely bang on and I can't help but agree with the majority of what you've said. that point about the series becoming an action anime shonen fest, with extremely simple and repeitive gameplay mechanics, and if you wanted that actually DONE BETTER with an actual in depth combat system, you could just go play bayonetta or devil may cry. that statement really resonated with me, and I came to the realization that dark souls 3, isn't as good as I originally thought.

  86. RevdBoro says:

    6:43
    >DS2 Powerstancing

  87. Turntapeover says:

    "If those games are gonna focus relentlessly on action, then I have fewer reason not to play a better action game instead. (Omits saying Devil May Cry). …Im not saying you should be able to juggle hollows or anything (ahhhh there we go!)" And funny you say that because do you know what Bloodborne made me feel like? Playing DMC3 and Dark Souls 1. Because the whole time I was playing Bloodborne the combat made me felt like: "This is just DMC with no style or depth" and the level design made me think "It tries to be interconnected like Dark Souls, but I can teleport. What's the point of this?". So both on an action game front and a Souls game front, Bloodborne left me nothing but unsatisfied. So I played DMC3 and DS1 to remind myself both what a good action game and what a good Souls game actually are and why they are excellent in each their respective genre instead of replaying a game that reminded me that there was better action games and better souls games.

  88. woldemar says:

    (disclaimer, played only DS3) I cannot agree more with simplicity of combat. Specifically, a magic-caster one. You have set of spells which can be buffed by flat percentage-based items and some weapon arts. Most spells are static-casting. That is it. There are no real "combos" you can do with spells – usually spell X is not affecting subsequent cast of spell Y (except some weapon arts).

    And here I am, enjoying sorcery-only NG++. I was completely blown away how satistying it is to play. Normally, I would not even try a game if it has static casting combat, because it is clunky and usually boils down to standing still and spamming "the minmaxed" spell. Addition of endurance and dodges coupled with slow casting time (normally i'd consider a great detrement) to my surprise makes game less ARPG but more Tactical-RPG. It is real-time, but every move must be considered is if it was turn-based.

    After experiencing that, i find many games that have deeper combat system too much "spammy". Yes there are skill sequences that are beneficial, but it does not really matter if you miss one in a chain. It does not really matter if you get hit during spellcasting (most games behave as if you have infinite poise and complete your animation anyway).

    tl;dr: DS combat is simple in terms of ingame skills, but game mechanics itself makes use of every skill much more important.

  89. Muckraker Joe says:

    I would disagree with the assessment that the soulsborne's series combat is inferior compared to that of other action games like DMC. It's intentionally slower and more methodical rather than being a flashy combo fest, meaning there's a larger commitment and consequence to every move you make. It's obviously intended to be simpler and I don't think that's a bad thing. It's like criticizing metroidvania combat because it's not complex when that's the entire point and metroidvanias still tend to have rather compelling combat, at least with bosses.

  90. Bootyman says:

    "i dont like whats popular and prefer things that are less popular but they didnt make it the way i wanted it so its bad"

  91. The Echo says:

    i feel as if this video is hypocritical you criticize dark souls and blood borne for their flaws and praise demon souls for its positives but most of what you listed is apart of both like demon souls bloodborne and dark souls share the same flaws yet your attribute them to the ladder i think you did this to show its not innovating but from this perspective i don't understand your point, or you didn't realize

  92. Bakemono gatari says:

    the gameplay is much better than any other action-RPG, nothing is automated here, there is no comparison possible, and 75% of the game's ideas come from the king's field series.

  93. Igo Dreamer says:

    Crazy video, man! Well done!

  94. van Dammage2 says:

    The problem is with community not from software. When ever from try to do something different like Ancient Wyrm, Yhorm or Micolash community gets upset. And many people consider these bosses worst of their respective games. So it's not the fault of fromsoftware. The perfect example is Ancient wyrm. I loved that boss because it was so unique and I thought that I was playing shadow of colossus. But community hated that boss so now from software will never try it again which is shame.

  95. jeremy p says:

    holy fuck talk about nit picking, bloodborne and dark souls 3 are amazing

  96. dudekill4win says:

    i would like to hear about the games that are better than the current souls games

  97. Herbpudding says:

    Demon’s souls is legitimately my favourite entry in the series

  98. Thai Corralo Vigo says:

    It is a game that somehow feels as fresh and atmospheric as it did in 2010 when I first tried it.

    A masterpiece.

  99. Zenith says:

    21:40 – 22:00 "enemies can still be leashed"

    Are you saying it's bad that if you get out of aggro range that they reset?

  100. RhythmGrizz says:

    These games just look so unbearably drab and colorless and brown and grey and black.

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