Great video. Dark Souls is one of my favorites buts it's hard to recommend to people who know nothing about it. I was one of many who encountered the skeletons first. I love that everyone has their own horror story after starting this game though. Keep up the good work. Subbed.
@@lexark neither does thinking your subjective interpretation of said sarcasm is objective fact yet here you bloviating like an idiot with your feelings buttblasted
Makes me feel nostalgic to come back to these old videos (which I still enjoy immensely) and be able to tell the difference based on the sound equipment/mixing.
i think they meant to teach you that you can use environmental hazards to dmg enemies. in this case, the huge fires (one below the bridge, the other near the stairs you use to get to the bridge). alternatively, it serves as an area where you can try many different approaches (as clearly stated by 3 people doing it in 4 different ways)
@VIIIrats I’ve always been under the impression that leaving the alluring skulls so close to him is like an intended way of showing the player how to use them, by throwing them into the fire that can also hurt you
That twinkle twinkle little star moment got me laughing so hard. I FINALLY got my hands on this game and have been slowly making my way through it and I thought I'd give this video a watch now that I'm almost at the halfway point. The difference between watching it without playing and watching it after playing is kind of astounding.
I have a gripe with the Asylum Demon intro. For people who hear how brutally hard this game is and have no spoilers other than that going in, think they are supposed to beat him at that moment with the broken sword. Had two friends get stuck and give up saying the game is too hard. They didn't try running past before giving up.
Yeah, I think the marketing for the game and its reputation for being difficult can make this worse. There was even a Prepare to Die edition released for the game. Some players may therefore believe the Aslyum demon intro is something they're meant to fight through.
Not sure if youll even see this comment. Had a friend reciently play the game. She dies 17 times before she realised she had to run from the AD. Loved every death.
This is a great video and you make some good points, i honestly hadn't even experienced a death where i was struck through a wall. I have to disagree about your point on the Gargoyles though. I don't think they are meant as a dps check, i see them some as a means to teach you about the summoning system. They are the first boss with summon npcs and you get the white soapstone just a few minutes earlier. Fighting them 2v2 is much easier and Solaire's sign is found literally right outside the boss, to ensure that he survives into the fight. The roof has no obstacles so you can easily keep track of your companion and their gargoyle. To further emphasize that you need to summon they give you 2 summons, one of which is acquired right before the boss and it's one of 2 places in the whole game that gives you 2 npc summons. The only other place is an optional boss nonetheless. Also, it's unknowable by the player at the time but there's even a mechanic where the bell tolls if another player rings it in their world, again reminding you that you are not alone.
You could argue that instead. And you'd be right. I have never used summons since it felt similar to "items" to me which I also never use in games--not for challenge reasons, but because I'm neurotic about using finite resources. This has evolved into challenge reasons since my first time with the games but that's not important. Using the phantoms, along with using items or magic, is another way to get past the gargoyles. But I think it's undeniable that the DPS check for solo, melee builds (which I earnestly think are what the vast majority of first timer players are going to be. Not all of them, but most) is present. There are too many things in the church area that are screaming at you to upgrade your weapons.
+Joseph Anderson I think the upgrade mats are there to be a safeguard more than anything else. If i recall correctly there isn't enough laying about to upgrade to +5 without farming. It lets the less skilled players gradually get a better weapon as they lose to the boss. A huge part of Dark Souls is the online experience though. That's why they still try to simulate it for offline players with npc invaders and summons. It's such a huge part of the story that it's not something they could afford to skip
There's also the fact that likely your first experience with NPC summons happens with at least one in form of sunbro being bluntly visible right in front of the boss door if you're human. Two if you freed the prisoner. Use both and gargoyles are a joke upgrades or not. sorcery or not. I would also point out that your big clue about the dragon bridge isn't the scorch marks. It's the fact that said dragon landed directly in front of you to say hi before leaving. Then, with that image of an enormous flying lizard which are usually portrayed as fire breathers etched into your mind, a floor with a massive goddamn scorch-mark in an open air area should make you nervous. It's also not the only time the game uses environmental hints like this. There's also the elevator in sens fortress which will murder you if you stay on too long that has a blood stain all over it, or the massive skeletons you find in tomb of the giants after just getting extensive lessons on bones being potential enemies. Almost like stuff is gonna get more threatening soon.
hockeater Honestly that bridge thing is still pretty bullshit. Yeah the scorch-marks are there but i had absolutely no idea they were scortch-marks the first time through. The game isn't perfect in every regard. The elevator in Sen's though is pretty obviously a trap, especially since you just spent like an hour avoiding other traps. It's kinda the theme there.
LordZeebee Like I said it wasn't just the marks that made me afraid. I was constantly afraid of the dragon from our first encounter saw the bridge and immediately had an sh shit moment. Looking very closely at the other side with my bow I saw the fire too which was another tell to me. Sadly, as that was all I knew and refused to go online I started checking inventory items for literally minutes looking for anything that might be useful. I stopped on the sacrifice ring I found leaving firelink and smiled. With this on I could die without consequence and make a suicide run just to learn things. I tried to cross completely dying in the process of course, but saw the stairs on my way for next time. Also I got to keep my boss kill reward and spent it on some attunement slots. I was a caster my first run because I like mages as a concept. It wouldn't be until after I beat the game that I learned that was optimal and that I wasn't as good at it as I could've been but eh.
why no mention of the alluring skull hidden tutorial ? You find it on a ledge above the boar, you read it's description stating it works on certain enemies, you try it out by throwing it into the fire right below the ledge... and thus you learn how it works without the game telling you
My guy blocking 100 hits with a shield only taking stamina damage and then proceeds to trashtalk magic with probably 30 int just cause that starting boss doesn't have proper gapclosing attacks.
@@TOTFAHRER learning how to Parry is a skill and forces you to engage with the enemy at point blank range. Back pedaling while pressing R1 over and over is not a skill.
Decided to go back to the start of my favorite RUclips channel, and after seeing how fantastic a foundation this is, but also just how insanely your skill in writing, audio and specifically the visual editing has improved has seriously inspired me to keep going with my own creative outlets. So, thanks for keeping this public, I know a lot of RUclipsrs hide their earlier content out of embarrassment, and me and my new inspiration thank you for not doing that
"Killing the boar is really awkward from this position and requires a really awkward jump" *game literally gives you alluring skulls right there on the bridge w the archers*
I've beaten the game and never knew what the alluring skulls did and never cared to use. When I got it I immediately thought it summons or lure skeletons which caused me a trauma since I accidentally went into the catacombs first not knowing you weren't supposed to.
@@riverajustinmarks. When I first played the game I didn't know where to go after killing the gargoyles or moonlight butterfly. I ended having to look up a guide to know where to go next and learned that I picked up a key who's description I didn't read. I never failed to read the description of non weapon items after that. If you tell someone to play dark souls the only thing you should tell them is to read item descriptions and pay attention.
I realized that DS actually NEVER even said, that plunging Taurus Demon was intended way to do it. More likely you must lure him on the tower, because this arena is more comfortable to fight.
20:00 I think the Bell Gargoyles (which I had the *most* initial problem with, of all the bads in DS - playing staight SP) is teaching you either: A) (offline) Jolly Cooperation - With the first bright summon sign just before the Gargoyle fog-wall B) (Online) summoning other folk to fight with you - It's teaching you that this isn't a standard western Single Player RPG - you need to play at least partially with help. Also: the Armoured Boar in the burg is for teaching you to use the "Alluring Skulls" (throwing them into the fires draws the boar into the flames to kill it) - These first skulls are placed on a safe bridge over the boar.
Exceptional commentary. I don't agree with you regarding the inconsistent mechanics when engaging multiple foes, but I enjoyed your fleshed out ideas about them. I look forward to your next video.
+Christopher Bray I wasn't expecting a comment so soon! The other videos aren't even finished uploading yet and someone's already watched it. That's really encouraging. Thank you. My upload speed isn't the best so it'll likely be late tomorrow before the whole series is up. It's quite long--I hope you enjoy it.
14:10 - You forgot about the Alluring Skulls. The Item that you get near the Boar. You can also use it to either A) Draw him closer to you in order to plunge attack, or B) throw an alluring skull at a pire, n' let him damage himself by running into it
good vid and series. but you mention the plunging attack is never introduced again nor is a viable option again after the Taurus demon. That is is simply not true, and is even apparent in your run in this particular video. the wild boar in minute 14:00, can be plunged into up from above where you kill the undead archers. furthermore, on that ledge, you are introduced to the alluring skull. Both its location and its introduction at that location is designed to encourage the player to lure that enemy below you, where you can easily drop below to engage in a powerful plunging attack. You are also encouraged to do a plunging attack into the giant rat, met in your entrance to the sewers via the lower burg. Its also a very viable option on smaller enemies in areas with ample verticality, such as the anor londo, the painted world, and especially blighttown... not to mention in pvp.
> but you mention the plunging attack is never introduced again nor is a viable option again after the Taurus demon I say it's not something that's **required** from that point onward. The first two bosses use it like it's going to be a regular mechanic to keep in mind, and then there are hardly any instances of it being useful. The boar, as you point out, requires the use of an item to get it close enough to pull off which many players will miss. The giant rat requires you to find a hidden shortcut. Other times are when it just so happens that you end up above your enemies and decide to use it. But it's never required or that important. That's what I was saying in that part.
Have you considered it being useful in PvP? There are far too many instances where it is useful. Not just for bosses. Also, Capra Demon if it hasn't already been mentioned can be killed using the ledge in its very confined boss room as a strategy to kill him.
I just replayed Dark Souls, so wanted to point out: if the boar doesn't move from its starting position, you can chain a leaping jump into a plunge attack. So the item isn't strictly needed.
youre daft lol tht one extra instance does not mean anything, his overall point is there is never a time when you NEED TO PLUNGE ATTACK. the capra demon is beat easily without plunging so is the wild boar the tarus demon not so much.
@@JosephAndersonChannel Fair enough, but you sounded as though you disregarded its utility in its entirety from thereon out. This simply isn't true, due to the innumerable chances you get to use the plunging attack in both PVE and PVP onward. "Required" has no bearing on utility or in the teaching of it once the lesson has been learned. Once again, this isn't OoT. Your not being required to use a mechanic to defeat a boss doesn't render a mechanic moot in any way when it has demonstrable utility. I.e. using it to kill the crossbow hollow on the lower bridge from the upper bridge in the Undead Parish and then again on the armored boar. This just isn't a great point.
Love your critique! My experience with the dragon on the bridge was quite different. It felt like a trap to me, because the path seemed so easy and one already learned before in the game that there are traps. The boss before appeared out of nowhere in a place like this as well. So I ran out a bit but not very far and back again and saw the dragon flying right over the bridge not harming me. To me it was a gotcha moment in reverse. It felt very satisfying.
If the aim was to teach players about the effectiveness of turning off the lock-on, the point would have been made clearer if they disabled lock-on for the fight.
3:15 I think the implication is that the Asylum Demon just got done with his battle with Oscar but knew you were coming since Oscar was dropping keys into the cells.
14:08 this boar also can be killed by the fire. You pick up alluring skulls right there and player can threw some into the fire behind the boar (he will charge into it and burn to death).
I just watched your DS 1,2,and 3 videos the past few days. I like your videos because of your objectivity towards all three. Most videos attack DS2 way too much for my liking and I enjoy that you don't do this. DS2 was my first Souls game as I wasn't able to start with DS1 because I lived in Poland at the time and couldn't download it due to region codes. Then I played DS1, bought a PS3 to play Demon's Souls and then DS3....I don't have a PS4 but will soon for BB. So, DS2 holds a very special place in my heart and I'm happy you didn't crap all over that. I have subscribed and you're cool in my book, my dude. Keep it up.
This comment comes from very early on in the video: I really love that you compared Dark Souls with Ocarina of Time because this is a point I've been making to my friends. Dark Souls feels like a mature, refined Ocarina of Time that went through hard times and developed PTSD.
13:50 The hog is supposed to be a tutorial for using an item to lure enemies into fire to die. I think it's called the will skull. this is another example of what you talked about with plunging onto the Tourys Demon. The game is trying to reinforce an idea for no reason. This hog actually could have been pretty cool, if it had been intended as a tutorial for the backfist and a bit better designed around it.
I did not die the first time to the hellkite drake, and in many other 'indefensible' cases it's just a matter of remembering that this kind of thing (i.e. something that will instakill you that you cant necessarily see coming) exists in this game and to always be on your toes. Either way, death is a part of the game and the point in the bloodstain system is that if you haven't learned from your mistakes, you don't deserve to get your stuff back.
Started watching this after being familiar with your other, more recent work. You've REALLY grown in your craft. Always a baseline quality but you've only gotten better
Thanks for the critique. I played DS1 for the first time only 9 months ago, and it has rapidly risen into my favourites of all time. I'd like to disagree strongly on one point/area: I do not concur that the "gotcha" deaths fit poorly within the game. That's not to say I agree with those who say they should be predictable, I agree with you completely that they are unpredictable. And that, in my view, is the entire point. They serve to remind the player that, no matter his or her ability, death is readily available and often entirely unpredictable on a first playthrough. This in turn encourages the player not to horde souls, and to treat every step forward with the required trepidation. It's an important lesson that forms part of the game's sublime use of risk versus reward. I think it's telling, for example, that the dragon death comes, as you point out, right after the player's first accumulation of a reasonable number of souls from the Taurus Demon. The game may be saying: "what you achieve from hard fight may be taken in an instant." The player did have a chance to bank those souls after they got them - they didn't have to go on from the Taurus across the bridge, they could have gone back to the bonfire. Of course very few will, and immediately afterwards the inherent risks of not doing so is clearly, if cruelly, emphasised. I spent the entire game agonising over whether I was carrying too many souls, constantly wondering if I dare push on or if I should go back and spend some. That overall feeling was consistently wonderful, no matter how frustrating any individual death was - indeed, often *because* of that very frustration. I can of course understand that for some players these deaths felt unwarranted, or cheap. But for me those three deaths felt entirely right, like an expected part of the general dread and excitement I felt around every corner; yet more lessons, cruel or not. Either way, I am sure it was entirely intentional on the part of the developers that these three examples were instant-deaths or near-instant-deaths, not mistakes or bugs on their part; and certainly not a case a case of the player failing to read environmental clues, for the reasons you mention. (Though there are other examples you mention in later videos that could fall into the category of developer mistakes/bugs.)
Sorry, bloke, different game design rules don't apply here just because it's Dark Souls. I might say Sonic 06 is a perfect game, because the game is supposed to be buggy and it can in fact be beaten. Every enemy can be killed, it's just that different rules apply to that game and "bugs" aren't bugs, but different means by which the game surprises you. Dragon should've been more obvious, the mimic should've been more obvious. I just beat all 3 games in the span of 2 weeks and the first game has the most cheap moments by far. Not to mention that difficulty later in the game is constantly supplemented by pits and enemies that are placed to throw you into them, rather than more interesting enemies to fight like later games do.
Karl Marx Why should the mimic be more obvious? That kind of defeats the point of it being a mimic. It's meant to make you wary of chests and feel like you're never on sure footing. The dragon is shown to you earlier in the game but it is the more "gotcha" moment and really the only time in the game it happens. However there are three things. One he's not wearing any armor except for trousers so he has almost no defense. No way should he die in that spot. Two the game shows you this large open bridge so almost every new player should be questioning that as suspicious. And three the game gives you an audio cue that something big is coming. This is arguably a gotcha you moment but it teaches you a few things and that gotcha shouldn't be a death. Is that really any different from the ball down the stairs that Anderson seems to be okay with? I feel that DS1 relies way too much on making you fight in narrow corridors and on ledges. I agree completely about later games introducing more interesting enemies that progress difficulty instead of just adding numbers, making you fight in more awkward spaces or my favorite turning the lights out and making you fight on ledges. Also the bosses in DS1 just aren't that difficult or really interesting when compared to BB and DS3 (though that's largely because the later games has conditioned the players and my first play through back in the day was a different experience so maybe I'm being unfair).
I respect this critique it made me rethink some of the mechanics and game design choices of a game I've played through lots of times. With a recent growing community of so called "dark souls critiques" (since matt's great critique of Dark souls 2) or critiques in general I would have blown this off as another half baked attempt at being analytical. I leave with nothing but good insight, and critiques I really have never heard discussed.
It's hard to make sure you're saying something new. I put a lot of effort into thinking about things so I have worthwhile things to talk about. I try to find a lot of things before I start writing the script, instead of starting the script and then finding things to say. If you understand the difference. That sounds awkward actually, Maybe not, haha. Thank you for the comment.
I think the purpose of surprise dragon attack after taurus demon is meant to teach you that bosses don't respawn. You don't tend to die after asylum boss so you haven't learned this yet. So when you die after taurus demon you worry that you're gonna have to fight it again and then feel relief when you realize that you won't need to.
"The combat system is bad against more than one enemy" It's nice to see others recognizing this. Excellent video! Now then, let me tell you about the combat system when it comes to the Bell Gargoyles in Dark Souls 2... It's hell.
At 14:15, you can also use lure to lure the boar toward fire, the item is exactly at where the fire is on a corpse on the bridge. That's how the game intend the player to kill the boar. There are many such clues in the game for such reason.
In a way, after beating Dark Souls, there was one final key that the game gave me. Just like how beating a boss can be that much sweeter because you think of all the new areas you can go to, after beating Gwyn, I got to watch your five videos without spoiling the game for myself.
21:10 You're wrong on this one. When you interrupt Artorias' special move, you do that not by damage, but by poise damage. Which is a constant value for a weapon class and is not increased via upgrading weapon.
I remember trying this game years ago only to get so frustrated that I quit. Came back a month later with a more steadfast attitude and managed to push past Taurus. From there, I was hooked. I remember my absolute confusion and caution of getting invaded for the first time, as I had an invasion before I ever saw a white soapstone. I had no idea the game had a multiplayer feature. The game opened up into a huge and amazing experience. Now the series is one of my all time favorites.
"Gotcha" moments aren't a problem in a game like Dark Souls, which is based on the idea of careful exploration and trial and error. It is part of the experience and, I'd argue, of the twisted concept of fun that this game entails. It's more interesting to keep you on edge all the time, afraid to lose your hard-earned souls, than to feel safe.
You're completely right, although we can agree the Hellkite Drake could've used a better introduction. For example: You turn around and see the bridge DECORATED with charred, smoking corpses laying around MUCH closer to the start of the bridge, to you, the corpses are more spread out ahead. The bridge is coloured by patches of scorch marks with more detail than what they presented. The enemies planted metres across give a false sense of security, they should have been hidden in the safe spots they want the player to go to anyway. Although this defeats the farming method, I'd rather have a better-set-up outcome than a cheap way to acquire souls, since this game does NOT encourage grinding like other RPGs or online-based games. You take a couple of steps forward and you begin to hear loud flapping noises gettimg closer. The shadow of the drake dominates your view as it flies in a menacing way towards the perch ahead. It lands and the indication that it'll breathe fire is given when its mouth begins to emit smoke and its mouth opening widely, whilst giving off a thunderous roar. You realise you need to get the hell out of there, you frantically look around for a place to go, sighting the hollows snuggling in the safe spots and head there as fast as possible. I guess you could argue that the hollows would just gang up on you and block the stairway, however that can be rectified by the fire of the drake scaring the hollows to flee further down below the bridge off the stair case as you run to them.
no bro if it's you're first playthrough there are a lot of gotcha moments like the dragon, if you didn't fall for it the first time you were using a guide simple as that
first time i played as soon as i heard the dragon on the bridge i realised shits not good and started sprinting immediately and reached the stairs without dying, i dont see a problem with the dragon only that it might begin the attack a few seconds later for slower people to realise that something bad is going to happen
You make a brilliant point when talking about the shift in the role of estus during the Gargoyles fight. I agree that they represent the number of times you can go on the offensive, which is a major flaw in the game and is something that shows up many times. I digress, man this brought back so many memories, the way you explained how the player feels. I was a clueless 12 year old when I first played it and I went in completely blind and got annihilated. I remember dying to ornstein and smough at least 20 times. But the game changed the way I play everything you know? Other games don't teach you the same survival skills, they hold your hand but Dark Souls is so rewarding. However I must admit that getting through the anor londo archers on my first play was heart wrenching and life destroying
I never even noticed the charred floor by the bridge hellkite. A better argument in my opinion would be the use of orange soapstones warning about “ambush ahead”, “beware of up”, “imminent fire”, etc.
poor level design?! blasphemy! lol jk also in the gargoyle fight you can summon both lautrec and solaire and I think it was meant to introduce you to multiplayer.
the only problem is that the game tells you next to nothing on how that works. the developers designed the game so that if you want to figure shit out you gotta either explore and interpret or go online and discuss findings with other players.
I think someone else pointed out that the "intended" way to kill the bull boar thing is to use the alluring skulls, placed directly over a fire, to lure the bull into the fire for massive damage. I worked this out without prompting on my first playthrough and it actually made me feel clever for figuring out a method of dealing with the boar which I'd tried fighting directly a couple of times til then.
Hey! Just wanted to say i found your channel through the No Mans Sky review and i quickly came to realise that you are a great game critic and i really enjoy your videos even if I've not played the game. When recommending you i like to describe you as the same as Your Movie Sucks but only for games! So yeah thanks for some great content.
The gargoyles are not a pure DPS check. Yes, there are a lot of items around the area to increase your weapon level, but that is because it is introducing that mechanic for the first time. They do no intend for a player to grind monsters until they have a +5 weapon or are able to wield the black knights weapons. They do want players to reinforce their weapons, but also to summon help. If you're playing solo, you can still do that with an npc right outside the boss door. Using a humanity gives the player a health boost, incentivising the player to battle after using it. Making it near impossible to miss the summon sign. The only reason to ignore summoning help is because of your pride, in which case, the game is going to be hard when you make it harder. Also, its pretty well known, for a long time seeing as two years have past, that the caster is basically a built in easy mode.
While I feel like the soulsborne games are unfairly held to way higher standards than any other games. It is refreshing to see someone who doesn't act like Dark 1 and Demons are these untouchable games that the sequels couldn't even hold a candle to. I think all the games are pretty equal (except dark 2 which still is a great game). All the games are better in some ways and worse in others. I'm just tired of seeing so many people shit on the sequels for reasons that they let pass on the first two.
pelleman02wb I'll definitely agree that 2 and 3 have made improvements in areas, and have regressed in others (every boss in 3 has a phase change >_>) but I'd still argue that 1 is the best. And while usually I agree with most everything Joseph brings up, a lot of his arguments here feel like they're coming from someone who isn't very competent. And that's not to be a dick, but for instance, when he's discussing that the combat system doesn't work against multiple mobs (while I will agree that projectile attacks phasing through enemies is BS), it sounds like he just isn't good at fighting multiple mobs. You dodged away from one attack and into another? Your positioning was bad, or you dodged the wrong way. Enemies bashing your shield into submission? Stop turtling and reposition. Sword bouncing off a wall? Use a different attack. Although I'll agree that that one can be wildly inconsistent.
The problem with fighting multiple enemies can be worked around by using a long weapon, particularly the pike Andre sells or the Halberd also found in the Parish. It's very useful to have a spear for the corridor where the hollows attack in the upper level of the church. This breaks down against multi-bosses though, where reach alone doesn't provide enough of an advantage due to their size.
13:54 you’re supposed to use the alluring skull that you pick up right there on the bridge to lure the boar closer so you can do a normal plunge attack
13:46 the boar can be killed easily by throwing the luring skills you pick up on the bridge above into the fire below so that the boar runs into it. 3 times does it, as I remember
I think the gargoyle boss is great, if you have patience you can separate them, if you run into their layered attacks then that’s your fault for not being patient
About the dragon: He lands on the bridge right before you reach the first bonfire in Undead Burg and you can see him fly up to the bridge where he'll sit from then on. When you reach the bridge, you can see the charred ground and if you remember the dragon, you can expect him there. It's not as clearly communicated as in Demon's Souls where there are smouldering piles of corpses everywhere, but I don't think it's entirely by surprise when he kills you. You can still argue that the moment's a bit cheap, but it's not entirely indefensable like you say. The game shows you the dragon and where it flies. But it expects a bit too much from the player to make this connection.
Just finished DSR and I am currently playing Nioh. The latter has stellar combat, but seeing this video makes me realize the value of From Software's level design -- the varied enemies and environments, the sparks arising from the scrape of your weapon against the wall, etc. Such great touches. Nioh is a GREAT game in it's own right but has very bland environments and this video made me pine for Dark Souls levels. I am so glad I have saved more of From's games like Sekiro, Bloodborne, DS2 and DS3 to play later, I look forward to getting back to this world once I am done with other games.
The design decision to have the "intended" path be directly behind the player when they first arrive in Firelink Shrine has always bothered me. The fact that the path in front of you leads to the Catacombs, a path that will eventually dead end assuming you dont give up on it, is just strange design imo.
the first half of dark souls up until pikachu and snorlax (Especially undead church\perish) is the best gaming experience i have ever had, what a mater piece
Great critique man! I'll be sure to continue watching the whole series when I find time, it's really thorough! How long did it take you to put together this whole critique out of curiosity?
+thinreaper Thanks! It took an embarrassing amount of time. Not including many playthroughs to capture footage, over a hundred hours went into editing the video and tweaking the audio. I got sick halfway through making it and had to rerecord some sections. It's why I sound so different during the Blighttown sequence. The whole series is almost two hours so it sort of makes sense why it took so long to make. But I also had to learn how to capture video, then put it together, and how to use Audacity for the audio. I had zero knowledge about this sort of thing so that definitely contributed to the long production time. If I had to do it all over again, I think I could do it in about half the time. I hope you enjoy the whole thing when you get around to watching it. Thanks for the comment.
+Joseph Anderson haha I know the feeling, it takes me an absolute age to make videos too, but i'm sure you'll find it gets easier, it's all a learning process! I can't wait to see what videos you have in store for the future, any ideas what you're going to tackle next?
+thinreaper I wrote up and recorded the audio for a video on ActRaiser, a Super Nintendo Game. It was one of the first I ever played when I was a kid. It's mostly a continued learning exercise for me to see how quickly I can make a followup and get more experience with the editing software. After that, I want to do another analysis like this one for Dark Souls 2, but that's such a huge undertaking that I might do some more smaller games first. Maybe Diablo 3 or Hearthstone. Or maybe an overall look at Blizzard's games. I didn't realize you were a content creator. Which of your videos would you recommend starting with for someone new to your channel?
+Joseph Anderson Ahh cool I would love to watch a critique of any of those games, they're ones I've obviously heard a lot about (except ActRaiser haha) but I've never played them and probably never will. Would really enjoy seeing them analysed though, don't seem to get many critiques of those kinds of games. What editing software do you use? I use Premiere Elements. My Mirror's Edge video is probably the one I'm happiest with but I guess whatever game you're most familiar with would be best haha
I totally have to agree on that 2v1 part. I just finished Pikachu and Relaxo for the very first time today and I've lost countless attempts to either Relaxo constantly spamming his charge while Pikachu sniped me with Thunderbolts or Pikachu going full ADHD and pouncing all over the place, making it nearly impossible to find an opening to get in hits on Relaxo. Managed to kill them though after about 20-30 attempts.
I think the first dragon encounter being in the back of your head and the fact that you're in a very elevated place without any cover should help the scorch marks convey the incoming dragon attack but I can see it easily going over your head after the taurus fight. I remember being a bit confused at whether I was supposed to pass the bridge too, thinking that maybe I should've gotten a key from burg to go through the door instead, or whatever.
When you come across the armoured boar in Undead Parish theres actually Alluring Skulls placed on the bridge above him, throw one closer to the bridge and he'll walk in range. That's what I always assumed they were there for.
The problem with the Gargoyles being a DPS check to make sure that you've upgraded your weapons is that if you've talked to Solaire then you're looking for ways to get his help, and he can beat them himself even if all you do is not die. You have to figure out that you need to be unhollowed and you need to survive getting to the fog gate (which is only more daunting than otherwise, not more difficult until someone invades you), but that isn't too difficult compared to farming to upgrade your weapon.
Is it possible that the part where the Taurus Demon jumps up to the tower is less about teaching you to quickly do something you've already been taught before you are punished for it, and more about teaching you that the game, even to the savvy player, will subvert your expectations time and time again? Just a thought. :P
Didn't mention the alluring skulls and it's uses, either distract the enemy and run away or throw them into the fire so the bore walks into it and kills himself. Also makes plunging attacks on him easier to use.
The boar can also be killed by luring it to the huge campfires, there is an item on that bridge, the bridge over the board, that lures the enemy to the thrown location.
Good commentary, a lot of insightful points. I gotta say, though, I couldn't disagree more about the moment when the red dragon first covers the bridge in fire -- that's one of the most effective and best designed moments in the game in my mind. When I reached that point, I was really nervous about the giant open expanse of the bridge, so I was moving slowly and wearing my best armor, with topped-off health. When the dragon came over, i was still on the outskirts of where the flames hit. I was hurt but not killed, convinced that the bridge was the correct way forward but terrified to set foot on it. Eventually I nervously worked my way across, found the staircase leading to the ladder, and experienced what you rightfully describe as one of the most brilliant moments in the game -- the shortcut back to the Burg bonfire. While I agree that the moment is problematic for the reasons you describe if you don't survive the initial fire blast, for those like me who did it's a completely different moment. Great video! I'm looking forward to watching the rest of the series.
I disagree. There are innumerable scorch marks throughout the game. The bridge tells you nothing about a dragon torching the bridge, or, more importantly, if/when/and whence he's coming to scorch said bridge. It's an absolute crapshoot figuring out the optimal path past the dragon, and you're almost certainly never getting those souls from the Taurus demon if you chose to soldier onward. I got lucky myself the first and second time on that bridge. I turned around once I saw it, as it looked ominous with all the hollows standing on it, and I played it safe by going back to the bonfire before attempting to cross. The second time, I somehow got lucky with a sliver of health after being burned and found the shortcut. This is still bullshit. This tells you nothing about a dragon, simply because you saw him moments before in undead burg. Does anything about the bridge (even assuming you're wary of the dragon showing up) tell you how to get across and whence the dragon is coming? How to get to the shortcut without being immolated, provided you even know about it? If anything, the hollows on the bridge allude to it being safe and crossable. They're standing there just fine after all until the dragon burns them, too. Half the bridge may as well fall out from underneath you while crossing with all the "clues" you're given. The dragon is a crapshoot. So is the Capra Demon. Even if you get it right the first time, that doesn't mean it's not bullshit. Probability and luck shouldn't be factors in a game like this. It's fuckstick design, albeit it's crammed into a great game overall. I don't agree with Joe about everything, but he's right about the dragon. It's "haha, this game is hard because dragon" logic.
maybe a little late to the party but plunging attacks actually remain useful in a lot of places, they are just usually optional, can use it on capra demon, the guards outside O&S, anywhere in blighttown, etc. and just like you said theres lots of verticality
14:00 the intended way to kill the boar is to either buttstab it or lure it into the fire (That's why you get Alluring Skulls on the bridge where the archers were)
I'd argue gargoyles is more showing you cooperation can be key to defeating bosses as its the first time you are allowed to do co-op and even while offline you can summon Solaire.
I both missed the blacksmith and kicking down the ladder in Undeadburg. It took me sooo long to realize I hat to upgrade my weapons to beat the Bell Gargoyles. I literally spent hours upon hours fighting them until I found the blacksmith.
The gargoyles give you plenty of time, you can separate the gargs a lot while one gets stuck in an animation or even just use the angle of the roof from pretty close up. The only issue is when their pathing and attack selection wastes A LOT of time, but that rarely happens if you lead them well
I love how you've put so much effort into these videos. Just a suggestion: perhaps you could get a better microphone in the future? (I am aware that microphones are expensive, but it would do a great deal in improving the quality)
I got a better one for the Hearthstone video. That should be a big jump in quality--at least it should be, since it was bloody expensive. I agree that the audio isn't the best in these early videos. I wish I had gotten a new mic sooner.
Great video. Dark Souls is one of my favorites buts it's hard to recommend to people who know nothing about it. I was one of many who encountered the skeletons first. I love that everyone has their own horror story after starting this game though. Keep up the good work. Subbed.
I just came here from one of your videos. Stop stalking me. Creepy, dude!
What a pleasant surprise that a channel I subscribed to almost 2 years ago left a comment on a great channel that I just discovered.
Fancy meeting you here
Hello there Jakey.
Oh whoa hey there
Holy shit your mic quality has improved over the years
Whoh, a sucsessful RUclipsr improved thier equipment? Who would have thought THAT would happen...
@@Morishintaru lmao unnecessary dickishness
@@lexark If you think mild sarcasm is "unnecessary dickishness" then you must have not met many dickish people in your life. Lucky you!
@@Morishintaru whether or not it was "mild sarcasm" doesn't mean it wasn't unnecessary or dickish.
@@lexark neither does thinking your subjective interpretation of said sarcasm is objective fact yet here you bloviating like an idiot with your feelings buttblasted
"I have no idea what he's doing up there"
He's smashing Oscar down through the roof :(
eyyyyy nice to see a fellow plague of gripes/ two best friends fan
El Bandito big boys with big poise
Nathan Eskin DEMON ON THE ROOF!
he´s also "overseeing" the area, which is his job, I guess.
@@ethanieldude1 nice theory but u have no clue that he get hit by the demon mabe he just fandomly fall down and died cuz his armor is too heavy
That moment when I'm 24 minutes in and am sad that the critique is about to be over, then realize its only part 1.
Makes me feel nostalgic to come back to these old videos (which I still enjoy immensely) and be able to tell the difference based on the sound equipment/mixing.
14:00 YOU CAN CLOSE THE GATE ON HIM? I NEVER KNEW THAT
i didnt even know it had a plunging attack animation
my whole life is a lie
Funny thing is, the way I kill him is throw alluring skulls into the bonfire and let him kill himself.
@@EmeraldWolfPack This is what I've always done. I assumed that's what they were for in the first place.
@@EmeraldWolfPack me too
Haven't you seen Return Of The Jedi?! :P
For the boar plunge, you're probably supposed to throw an alluring skull to get him next to the bridge, that's how I did it on my first blind run.
I threw an alluring skull and then I tripped and fell down, anyone can guess what happened next.
i think they meant to teach you that you can use environmental hazards to dmg enemies. in this case, the huge fires (one below the bridge, the other near the stairs you use to get to the bridge).
alternatively, it serves as an area where you can try many different approaches (as clearly stated by 3 people doing it in 4 different ways)
L D B the boar was kind enough to let you walk away?
hahah I just commented the same thing and then deleted my comment after I read yours.
I just firebombed him to death.
I wasn't aware there were other ways to quickly kill the armored boar without giving it a prostate exam.
This comment made me giggle like a child
favorite way to kill the boar is to throw the alluring skulls into the burning pile. The boar cooks itself alive lol.
@VIIIrats
I’ve always been under the impression that leaving the alluring skulls so close to him is like an intended way of showing the player how to use them, by throwing them into the fire that can also hurt you
@@nickoliekeyov746 yeah. Although it did seem like a pretty one-off scenario. don’t think i’ve used alluring skulls ever since.
@@VIIIratsthe alluring skulls is the only way I ever kill the boar 😂
My 3rd time watching, once before playing, once while playing, and once afterwards, cant possibly explain how much i love this
That twinkle twinkle little star moment got me laughing so hard. I FINALLY got my hands on this game and have been slowly making my way through it and I thought I'd give this video a watch now that I'm almost at the halfway point. The difference between watching it without playing and watching it after playing is kind of astounding.
Great commentary of my favorite game of all time.
How? Its shit
@@adnandelic9093 nah its good
@@adnandelic9093 you're the one shit at the game
@@adnandelic9093 opinions
@@adnandelic9093 why?
I have a gripe with the Asylum Demon intro. For people who hear how brutally hard this game is and have no spoilers other than that going in, think they are supposed to beat him at that moment with the broken sword. Had two friends get stuck and give up saying the game is too hard. They didn't try running past before giving up.
Yeah, I think the marketing for the game and its reputation for being difficult can make this worse. There was even a Prepare to Die edition released for the game. Some players may therefore believe the Aslyum demon intro is something they're meant to fight through.
Not sure if youll even see this comment. Had a friend reciently play the game. She dies 17 times before she realised she had to run from the AD. Loved every death.
Same here. I got so frustrated I looked up a guide - I didn't even notice the door to the left
This is a great video and you make some good points, i honestly hadn't even experienced a death where i was struck through a wall. I have to disagree about your point on the Gargoyles though. I don't think they are meant as a dps check, i see them some as a means to teach you about the summoning system. They are the first boss with summon npcs and you get the white soapstone just a few minutes earlier. Fighting them 2v2 is much easier and Solaire's sign is found literally right outside the boss, to ensure that he survives into the fight. The roof has no obstacles so you can easily keep track of your companion and their gargoyle. To further emphasize that you need to summon they give you 2 summons, one of which is acquired right before the boss and it's one of 2 places in the whole game that gives you 2 npc summons. The only other place is an optional boss nonetheless. Also, it's unknowable by the player at the time but there's even a mechanic where the bell tolls if another player rings it in their world, again reminding you that you are not alone.
You could argue that instead. And you'd be right. I have never used summons since it felt similar to "items" to me which I also never use in games--not for challenge reasons, but because I'm neurotic about using finite resources. This has evolved into challenge reasons since my first time with the games but that's not important.
Using the phantoms, along with using items or magic, is another way to get past the gargoyles. But I think it's undeniable that the DPS check for solo, melee builds (which I earnestly think are what the vast majority of first timer players are going to be. Not all of them, but most) is present. There are too many things in the church area that are screaming at you to upgrade your weapons.
+Joseph Anderson I think the upgrade mats are there to be a safeguard more than anything else. If i recall correctly there isn't enough laying about to upgrade to +5 without farming. It lets the less skilled players gradually get a better weapon as they lose to the boss. A huge part of Dark Souls is the online experience though. That's why they still try to simulate it for offline players with npc invaders and summons. It's such a huge part of the story that it's not something they could afford to skip
There's also the fact that likely your first experience with NPC summons happens with at least one in form of sunbro being bluntly visible right in front of the boss door if you're human. Two if you freed the prisoner. Use both and gargoyles are a joke upgrades or not. sorcery or not.
I would also point out that your big clue about the dragon bridge isn't the scorch marks. It's the fact that said dragon landed directly in front of you to say hi before leaving. Then, with that image of an enormous flying lizard which are usually portrayed as fire breathers etched into your mind, a floor with a massive goddamn scorch-mark in an open air area should make you nervous.
It's also not the only time the game uses environmental hints like this. There's also the elevator in sens fortress which will murder you if you stay on too long that has a blood stain all over it, or the massive skeletons you find in tomb of the giants after just getting extensive lessons on bones being potential enemies. Almost like stuff is gonna get more threatening soon.
hockeater Honestly that bridge thing is still pretty bullshit. Yeah the scorch-marks are there but i had absolutely no idea they were scortch-marks the first time through. The game isn't perfect in every regard. The elevator in Sen's though is pretty obviously a trap, especially since you just spent like an hour avoiding other traps. It's kinda the theme there.
LordZeebee Like I said it wasn't just the marks that made me afraid. I was constantly afraid of the dragon from our first encounter saw the bridge and immediately had an sh shit moment. Looking very closely at the other side with my bow I saw the fire too which was another tell to me. Sadly, as that was all I knew and refused to go online I started checking inventory items for literally minutes looking for anything that might be useful. I stopped on the sacrifice ring I found leaving firelink and smiled. With this on I could die without consequence and make a suicide run just to learn things. I tried to cross completely dying in the process of course, but saw the stairs on my way for next time.
Also I got to keep my boss kill reward and spent it on some attunement slots. I was a caster my first run because I like mages as a concept. It wouldn't be until after I beat the game that I learned that was optimal and that I wasn't as good at it as I could've been but eh.
why no mention of the alluring skull hidden tutorial ?
You find it on a ledge above the boar, you read it's description stating it works on certain enemies, you try it out by throwing it into the fire right below the ledge... and thus you learn how it works without the game telling you
I literally never used alluring skulls ever nor even knew the game is trying to teach me. Just spam fire bombs usually.
boredomkiller99 right. Give me a consumable and ill hoard it for years
I feel personally attacked by the using magic on gargs clip
My guy blocking 100 hits with a shield only taking stamina damage and then proceeds to trashtalk magic with probably 30 int just cause that starting boss doesn't have proper gapclosing attacks.
@@TOTFAHRER Dude, most of the enemies in the entire game have poor to no gap closing attacks. Using magic in 1000% broken in DS1.
@@MrMichealHouse yeah bro, magic op! *literally parries and ripostes the final boss and kills him in 2 hits*
@@TOTFAHRER learning how to Parry is a skill and forces you to engage with the enemy at point blank range. Back pedaling while pressing R1 over and over is not a skill.
@@MrMichealHouse LMAO if you think parrying is that hard. Also it's clear you have never played mage builds. Keep sweating
Decided to go back to the start of my favorite RUclips channel, and after seeing how fantastic a foundation this is, but also just how insanely your skill in writing, audio and specifically the visual editing has improved has seriously inspired me to keep going with my own creative outlets. So, thanks for keeping this public, I know a lot of RUclipsrs hide their earlier content out of embarrassment, and me and my new inspiration thank you for not doing that
"Killing the boar is really awkward from this position and requires a really awkward jump" *game literally gives you alluring skulls right there on the bridge w the archers*
I've beaten the game and never knew what the alluring skulls did and never cared to use. When I got it I immediately thought it summons or lure skeletons which caused me a trauma since I accidentally went into the catacombs first not knowing you weren't supposed to.
JUSTIN MARK RIVERA Everyone made that mistake; the catacombs. Scary.
Nah just throw fire bombs at it till they die
@@riverajustinmarks. When I first played the game I didn't know where to go after killing the gargoyles or moonlight butterfly. I ended having to look up a guide to know where to go next and learned that I picked up a key who's description I didn't read. I never failed to read the description of non weapon items after that.
If you tell someone to play dark souls the only thing you should tell them is to read item descriptions and pay attention.
I realized that DS actually NEVER even said, that plunging Taurus Demon was intended way to do it. More likely you must lure him on the tower, because this arena is more comfortable to fight.
14:01 - Well guys, that just happened.
20:00 I think the Bell Gargoyles (which I had the *most* initial problem with, of all the bads in DS - playing staight SP) is teaching you either: A) (offline) Jolly Cooperation - With the first bright summon sign just before the Gargoyle fog-wall
B) (Online) summoning other folk to fight with you
- It's teaching you that this isn't a standard western Single Player RPG - you need to play at least partially with help.
Also: the Armoured Boar in the burg is for teaching you to use the "Alluring Skulls" (throwing them into the fires draws the boar into the flames to kill it) - These first skulls are placed on a safe bridge over the boar.
Exceptional commentary. I don't agree with you regarding the inconsistent mechanics when engaging multiple foes, but I enjoyed your fleshed out ideas about them. I look forward to your next video.
+Christopher Bray I wasn't expecting a comment so soon! The other videos aren't even finished uploading yet and someone's already watched it. That's really encouraging. Thank you.
My upload speed isn't the best so it'll likely be late tomorrow before the whole series is up. It's quite long--I hope you enjoy it.
I look forward to watching them.
14:10 - You forgot about the Alluring Skulls. The Item that you get near the Boar. You can also use it to either A) Draw him closer to you in order to plunge attack, or B) throw an alluring skull at a pire, n' let him damage himself by running into it
good vid and series. but you mention the plunging attack is never introduced again nor is a viable option again after the Taurus demon. That is is simply not true, and is even apparent in your run in this particular video. the wild boar in minute 14:00, can be plunged into up from above where you kill the undead archers. furthermore, on that ledge, you are introduced to the alluring skull. Both its location and its introduction at that location is designed to encourage the player to lure that enemy below you, where you can easily drop below to engage in a powerful plunging attack. You are also encouraged to do a plunging attack into the giant rat, met in your entrance to the sewers via the lower burg. Its also a very viable option on smaller enemies in areas with ample verticality, such as the anor londo, the painted world, and especially blighttown... not to mention in pvp.
> but you mention the plunging attack is never introduced again nor is a viable option again after the Taurus demon
I say it's not something that's **required** from that point onward. The first two bosses use it like it's going to be a regular mechanic to keep in mind, and then there are hardly any instances of it being useful. The boar, as you point out, requires the use of an item to get it close enough to pull off which many players will miss. The giant rat requires you to find a hidden shortcut. Other times are when it just so happens that you end up above your enemies and decide to use it. But it's never required or that important. That's what I was saying in that part.
Have you considered it being useful in PvP? There are far too many instances where it is useful. Not just for bosses. Also, Capra Demon if it hasn't already been mentioned can be killed using the ledge in its very confined boss room as a strategy to kill him.
I just replayed Dark Souls, so wanted to point out: if the boar doesn't move from its starting position, you can chain a leaping jump into a plunge attack. So the item isn't strictly needed.
youre daft lol tht one extra instance does not mean anything, his overall point is there is never a time when you NEED TO PLUNGE ATTACK. the capra demon is beat easily without plunging so is the wild boar the tarus demon not so much.
@@JosephAndersonChannel Fair enough, but you sounded as though you disregarded its utility in its entirety from thereon out. This simply isn't true, due to the innumerable chances you get to use the plunging attack in both PVE and PVP onward. "Required" has no bearing on utility or in the teaching of it once the lesson has been learned. Once again, this isn't OoT. Your not being required to use a mechanic to defeat a boss doesn't render a mechanic moot in any way when it has demonstrable utility. I.e. using it to kill the crossbow hollow on the lower bridge from the upper bridge in the Undead Parish and then again on the armored boar. This just isn't a great point.
I love your videos. This is seriously one of the best video game journalism channels with in depth analysis videos. Keep up good work.
I love your analysis of these excellent games. Never stop what you're doing, you deserve far more subscribers and views.
Love your critique! My experience with the dragon on the bridge was quite different. It felt like a trap to me, because the path seemed so easy and one already learned before in the game that there are traps. The boss before appeared out of nowhere in a place like this as well. So I ran out a bit but not very far and back again and saw the dragon flying right over the bridge not harming me. To me it was a gotcha moment in reverse. It felt very satisfying.
If the aim was to teach players about the effectiveness of turning off the lock-on, the point would have been made clearer if they disabled lock-on for the fight.
3:15
I think the implication is that the Asylum Demon just got done with his battle with Oscar but knew you were coming since Oscar was dropping keys into the cells.
My favourite genre of RUclips video is hour-long in-depth critiques of dark souls
14:08 this boar also can be killed by the fire. You pick up alluring skulls right there and player can threw some into the fire behind the boar (he will charge into it and burn to death).
I just watched your DS 1,2,and 3 videos the past few days. I like your videos because of your objectivity towards all three. Most videos attack DS2 way too much for my liking and I enjoy that you don't do this. DS2 was my first Souls game as I wasn't able to start with DS1 because I lived in Poland at the time and couldn't download it due to region codes. Then I played DS1, bought a PS3 to play Demon's Souls and then DS3....I don't have a PS4 but will soon for BB. So, DS2 holds a very special place in my heart and I'm happy you didn't crap all over that. I have subscribed and you're cool in my book, my dude. Keep it up.
This comment comes from very early on in the video: I really love that you compared Dark Souls with Ocarina of Time because this is a point I've been making to my friends. Dark Souls feels like a mature, refined Ocarina of Time that went through hard times and developed PTSD.
Your mom pterodactyl
@@wakkjobbwizard yes
13:50 The hog is supposed to be a tutorial for using an item to lure enemies into fire to die. I think it's called the will skull. this is another example of what you talked about with plunging onto the Tourys Demon. The game is trying to reinforce an idea for no reason. This hog actually could have been pretty cool, if it had been intended as a tutorial for the backfist and a bit better designed around it.
Warped in 7 years late to say that boar plunge was fucking clean
Nicely done.
+jackdarko3 Thanks!
I did not die the first time to the hellkite drake, and in many other 'indefensible' cases it's just a matter of remembering that this kind of thing (i.e. something that will instakill you that you cant necessarily see coming) exists in this game and to always be on your toes. Either way, death is a part of the game and the point in the bloodstain system is that if you haven't learned from your mistakes, you don't deserve to get your stuff back.
Started watching this after being familiar with your other, more recent work. You've REALLY grown in your craft. Always a baseline quality but you've only gotten better
Thanks for the critique. I played DS1 for the first time only 9 months ago, and it has rapidly risen into my favourites of all time.
I'd like to disagree strongly on one point/area: I do not concur that the "gotcha" deaths fit poorly within the game. That's not to say I agree with those who say they should be predictable, I agree with you completely that they are unpredictable. And that, in my view, is the entire point. They serve to remind the player that, no matter his or her ability, death is readily available and often entirely unpredictable on a first playthrough. This in turn encourages the player not to horde souls, and to treat every step forward with the required trepidation. It's an important lesson that forms part of the game's sublime use of risk versus reward.
I think it's telling, for example, that the dragon death comes, as you point out, right after the player's first accumulation of a reasonable number of souls from the Taurus Demon. The game may be saying: "what you achieve from hard fight may be taken in an instant." The player did have a chance to bank those souls after they got them - they didn't have to go on from the Taurus across the bridge, they could have gone back to the bonfire. Of course very few will, and immediately afterwards the inherent risks of not doing so is clearly, if cruelly, emphasised. I spent the entire game agonising over whether I was carrying too many souls, constantly wondering if I dare push on or if I should go back and spend some. That overall feeling was consistently wonderful, no matter how frustrating any individual death was - indeed, often *because* of that very frustration.
I can of course understand that for some players these deaths felt unwarranted, or cheap. But for me those three deaths felt entirely right, like an expected part of the general dread and excitement I felt around every corner; yet more lessons, cruel or not. Either way, I am sure it was entirely intentional on the part of the developers that these three examples were instant-deaths or near-instant-deaths, not mistakes or bugs on their part; and certainly not a case a case of the player failing to read environmental clues, for the reasons you mention. (Though there are other examples you mention in later videos that could fall into the category of developer mistakes/bugs.)
Sorry, bloke, different game design rules don't apply here just because it's Dark Souls. I might say Sonic 06 is a perfect game, because the game is supposed to be buggy and it can in fact be beaten. Every enemy can be killed, it's just that different rules apply to that game and "bugs" aren't bugs, but different means by which the game surprises you. Dragon should've been more obvious, the mimic should've been more obvious. I just beat all 3 games in the span of 2 weeks and the first game has the most cheap moments by far. Not to mention that difficulty later in the game is constantly supplemented by pits and enemies that are placed to throw you into them, rather than more interesting enemies to fight like later games do.
+Karl Marx Thank you, i was just about to type something similar lol
Karl Marx Why should the mimic be more obvious? That kind of defeats the point of it being a mimic. It's meant to make you wary of chests and feel like you're never on sure footing. The dragon is shown to you earlier in the game but it is the more "gotcha" moment and really the only time in the game it happens. However there are three things. One he's not wearing any armor except for trousers so he has almost no defense. No way should he die in that spot. Two the game shows you this large open bridge so almost every new player should be questioning that as suspicious. And three the game gives you an audio cue that something big is coming. This is arguably a gotcha you moment but it teaches you a few things and that gotcha shouldn't be a death. Is that really any different from the ball down the stairs that Anderson seems to be okay with?
I feel that DS1 relies way too much on making you fight in narrow corridors and on ledges. I agree completely about later games introducing more interesting enemies that progress difficulty instead of just adding numbers, making you fight in more awkward spaces or my favorite turning the lights out and making you fight on ledges. Also the bosses in DS1 just aren't that difficult or really interesting when compared to BB and DS3 (though that's largely because the later games has conditioned the players and my first play through back in the day was a different experience so maybe I'm being unfair).
I respect this critique it made me rethink some of the mechanics and game design choices of a game I've played through lots of times. With a recent growing community of so called "dark souls critiques" (since matt's great critique of Dark souls 2) or critiques in general I would have blown this off as another half baked attempt at being analytical. I leave with nothing but good insight, and critiques I really have never heard discussed.
It's hard to make sure you're saying something new. I put a lot of effort into thinking about things so I have worthwhile things to talk about. I try to find a lot of things before I start writing the script, instead of starting the script and then finding things to say. If you understand the difference. That sounds awkward actually, Maybe not, haha.
Thank you for the comment.
Your videos are fantastic dude. Keep it up; I'm glad I found your channel.
I wasn’t prepared for the nostalgia from the audio quality.
I think the purpose of surprise dragon attack after taurus demon is meant to teach you that bosses don't respawn. You don't tend to die after asylum boss so you haven't learned this yet. So when you die after taurus demon you worry that you're gonna have to fight it again and then feel relief when you realize that you won't need to.
The dragon teaches that sometimes going back after a boss is better than imideatly moving on
exactly!
The door leading to capra demon from the undead burg bonfire also was a pleasant surprise for me
"The combat system is bad against more than one enemy"
It's nice to see others recognizing this. Excellent video!
Now then, let me tell you about the combat system when it comes to the Bell Gargoyles in Dark Souls 2...
It's hell.
Mr Joseph can you make a remastered version of this Critique?
At 14:15, you can also use lure to lure the boar toward fire, the item is exactly at where the fire is on a corpse on the bridge. That's how the game intend the player to kill the boar. There are many such clues in the game for such reason.
The microphone quality sure has improved since this video, but I'm still glad I'm watching it.
In a way, after beating Dark Souls, there was one final key that the game gave me. Just like how beating a boss can be that much sweeter because you think of all the new areas you can go to, after beating Gwyn, I got to watch your five videos without spoiling the game for myself.
21:10 You're wrong on this one.
When you interrupt Artorias' special move, you do that not by damage, but by poise damage. Which is a constant value for a weapon class and is not increased via upgrading weapon.
Thank GOD for your new mic ❤
I remember trying this game years ago only to get so frustrated that I quit. Came back a month later with a more steadfast attitude and managed to push past Taurus. From there, I was hooked. I remember my absolute confusion and caution of getting invaded for the first time, as I had an invasion before I ever saw a white soapstone. I had no idea the game had a multiplayer feature. The game opened up into a huge and amazing experience. Now the series is one of my all time favorites.
"Gotcha" moments aren't a problem in a game like Dark Souls, which is based on the idea of careful exploration and trial and error. It is part of the experience and, I'd argue, of the twisted concept of fun that this game entails. It's more interesting to keep you on edge all the time, afraid to lose your hard-earned souls, than to feel safe.
You're completely right, although we can agree the Hellkite Drake could've used a better introduction.
For example:
You turn around and see the bridge DECORATED with charred, smoking corpses laying around MUCH closer to the start of the bridge, to you, the corpses are more spread out ahead. The bridge is coloured by patches of scorch marks with more detail than what they presented. The enemies planted metres across give a false sense of security, they should have been hidden in the safe spots they want the player to go to anyway. Although this defeats the farming method, I'd rather have a better-set-up outcome than a cheap way to acquire souls, since this game does NOT encourage grinding like other RPGs or online-based games.
You take a couple of steps forward and you begin to hear loud flapping noises gettimg closer. The shadow of the drake dominates your view as it flies in a menacing way towards the perch ahead. It lands and the indication that it'll breathe fire is given when its mouth begins to emit smoke and its mouth opening widely, whilst giving off a thunderous roar.
You realise you need to get the hell out of there, you frantically look around for a place to go, sighting the hollows snuggling in the safe spots and head there as fast as possible. I guess you could argue that the hollows would just gang up on you and block the stairway, however that can be rectified by the fire of the drake scaring the hollows to flee further down below the bridge off the stair case as you run to them.
no bro if it's you're first playthrough there are a lot of gotcha moments like the dragon, if you didn't fall for it the first time you were using a guide simple as that
first time i played as soon as i heard the dragon on the bridge i realised shits not good and started sprinting immediately and reached the stairs without dying, i dont see a problem with the dragon only that it might begin the attack a few seconds later for slower people to realise that something bad is going to happen
Your newer videos are higher quality as far as sound/editing etc. but what a hell of a first try. I still watch this first series all the time.
"Never have to use the plunging attack every again"
Good job for not cheesing the Capra demon lol
You make a brilliant point when talking about the shift in the role of estus during the Gargoyles fight. I agree that they represent the number of times you can go on the offensive, which is a major flaw in the game and is something that shows up many times. I digress, man this brought back so many memories, the way you explained how the player feels. I was a clueless 12 year old when I first played it and I went in completely blind and got annihilated. I remember dying to ornstein and smough at least 20 times. But the game changed the way I play everything you know? Other games don't teach you the same survival skills, they hold your hand but Dark Souls is so rewarding. However I must admit that getting through the anor londo archers on my first play was heart wrenching and life destroying
I fall asleep to this video every night. I wish this was a joke but it’s become a ritual
I never even noticed the charred floor by the bridge hellkite. A better argument in my opinion would be the use of orange soapstones warning about “ambush ahead”, “beware of up”, “imminent fire”, etc.
okay, after i first watched your Diablo 3 Video, i was so fascinated that I watched all other Uploads in a row...
Kepp up the good work ***** Stars
+Steven Poscher That's a pretty big compliment. Thanks a lot! Hopefully you like the next few videos I put up.
poor level design?! blasphemy! lol jk also in the gargoyle fight you can summon both lautrec and solaire and I think it was meant to introduce you to multiplayer.
the only problem is that the game tells you next to nothing on how that works. the developers designed the game so that if you want to figure shit out you gotta either explore and interpret or go online and discuss findings with other players.
For the boar, you are meant to use the alluring skulls to make him stand in one of the various fires in the area and burn to death.
I love Dark Souls and you've captured all the points about the game with perfect precision. Absolutely brilliant mate.
I think someone else pointed out that the "intended" way to kill the bull boar thing is to use the alluring skulls, placed directly over a fire, to lure the bull into the fire for massive damage. I worked this out without prompting on my first playthrough and it actually made me feel clever for figuring out a method of dealing with the boar which I'd tried fighting directly a couple of times til then.
Alright Mr. Anderson, you got me to go back to video 1.
Hey! Just wanted to say i found your channel through the No Mans Sky review and i quickly came to realise that you are a great game critic and i really enjoy your videos even if I've not played the game. When recommending you i like to describe you as the same as Your Movie Sucks but only for games!
So yeah thanks for some great content.
man I put so much time into this baby.. thanks for the vid man can't help but agree on a lot of your points
The gargoyles are not a pure DPS check. Yes, there are a lot of items around the area to increase your weapon level, but that is because it is introducing that mechanic for the first time. They do no intend for a player to grind monsters until they have a +5 weapon or are able to wield the black knights weapons. They do want players to reinforce their weapons, but also to summon help. If you're playing solo, you can still do that with an npc right outside the boss door. Using a humanity gives the player a health boost, incentivising the player to battle after using it. Making it near impossible to miss the summon sign. The only reason to ignore summoning help is because of your pride, in which case, the game is going to be hard when you make it harder. Also, its pretty well known, for a long time seeing as two years have past, that the caster is basically a built in easy mode.
While I feel like the soulsborne games are unfairly held to way higher standards than any other games. It is refreshing to see someone who doesn't act like Dark 1 and Demons are these untouchable games that the sequels couldn't even hold a candle to. I think all the games are pretty equal (except dark 2 which still is a great game). All the games are better in some ways and worse in others. I'm just tired of seeing so many people shit on the sequels for reasons that they let pass on the first two.
pelleman02wb I'll definitely agree that 2 and 3 have made improvements in areas, and have regressed in others (every boss in 3 has a phase change >_>) but I'd still argue that 1 is the best. And while usually I agree with most everything Joseph brings up, a lot of his arguments here feel like they're coming from someone who isn't very competent. And that's not to be a dick, but for instance, when he's discussing that the combat system doesn't work against multiple mobs (while I will agree that projectile attacks phasing through enemies is BS), it sounds like he just isn't good at fighting multiple mobs. You dodged away from one attack and into another? Your positioning was bad, or you dodged the wrong way. Enemies bashing your shield into submission? Stop turtling and reposition. Sword bouncing off a wall? Use a different attack. Although I'll agree that that one can be wildly inconsistent.
pelleman02wb Yeah man that's why I love this guy he is just so unbiased.
The problem with fighting multiple enemies can be worked around by using a long weapon, particularly the pike Andre sells or the Halberd also found in the Parish. It's very useful to have a spear for the corridor where the hollows attack in the upper level of the church. This breaks down against multi-bosses though, where reach alone doesn't provide enough of an advantage due to their size.
Completely lost it when the music cut in for the caster. That shit was hilarious.
The dragon only kills you if you stand in the center of the bridge.
13:54 you’re supposed to use the alluring skull that you pick up right there on the bridge to lure the boar closer so you can do a normal plunge attack
id argue that the bell gargoyle fight is used to force you to learn to summon other players or solaire
or to learn patience and crowd control.
It’s so weird going from 24 minute Joseph Anderson videos to 3-5 hour ones
13:46 the boar can be killed easily by throwing the luring skills you pick up on the bridge above into the fire below so that the boar runs into it. 3 times does it, as I remember
7:35, in all these years I've never noticed that the game has a weird shrinking animation when putting weapons away.
I think the gargoyle boss is great, if you have patience you can separate them, if you run into their layered attacks then that’s your fault for not being patient
About the dragon: He lands on the bridge right before you reach the first bonfire in Undead Burg and you can see him fly up to the bridge where he'll sit from then on. When you reach the bridge, you can see the charred ground and if you remember the dragon, you can expect him there. It's not as clearly communicated as in Demon's Souls where there are smouldering piles of corpses everywhere, but I don't think it's entirely by surprise when he kills you. You can still argue that the moment's a bit cheap, but it's not entirely indefensable like you say. The game shows you the dragon and where it flies. But it expects a bit too much from the player to make this connection.
Just finished DSR and I am currently playing Nioh. The latter has stellar combat, but seeing this video makes me realize the value of From Software's level design -- the varied enemies and environments, the sparks arising from the scrape of your weapon against the wall, etc. Such great touches. Nioh is a GREAT game in it's own right but has very bland environments and this video made me pine for Dark Souls levels. I am so glad I have saved more of From's games like Sekiro, Bloodborne, DS2 and DS3 to play later, I look forward to getting back to this world once I am done with other games.
The design decision to have the "intended" path be directly behind the player when they first arrive in Firelink Shrine has always bothered me. The fact that the path in front of you leads to the Catacombs, a path that will eventually dead end assuming you dont give up on it, is just strange design imo.
the first half of dark souls up until pikachu and snorlax (Especially undead church\perish) is the best gaming experience i have ever had, what a mater piece
Great critique man! I'll be sure to continue watching the whole series when I find time, it's really thorough! How long did it take you to put together this whole critique out of curiosity?
+thinreaper Thanks! It took an embarrassing amount of time. Not including many playthroughs to capture footage, over a hundred hours went into editing the video and tweaking the audio. I got sick halfway through making it and had to rerecord some sections. It's why I sound so different during the Blighttown sequence.
The whole series is almost two hours so it sort of makes sense why it took so long to make. But I also had to learn how to capture video, then put it together, and how to use Audacity for the audio. I had zero knowledge about this sort of thing so that definitely contributed to the long production time. If I had to do it all over again, I think I could do it in about half the time.
I hope you enjoy the whole thing when you get around to watching it. Thanks for the comment.
+Joseph Anderson haha I know the feeling, it takes me an absolute age to make videos too, but i'm sure you'll find it gets easier, it's all a learning process! I can't wait to see what videos you have in store for the future, any ideas what you're going to tackle next?
+thinreaper I wrote up and recorded the audio for a video on ActRaiser, a Super Nintendo Game. It was one of the first I ever played when I was a kid. It's mostly a continued learning exercise for me to see how quickly I can make a followup and get more experience with the editing software. After that, I want to do another analysis like this one for Dark Souls 2, but that's such a huge undertaking that I might do some more smaller games first. Maybe Diablo 3 or Hearthstone. Or maybe an overall look at Blizzard's games.
I didn't realize you were a content creator. Which of your videos would you recommend starting with for someone new to your channel?
+Joseph Anderson Ahh cool I would love to watch a critique of any of those games, they're ones I've obviously heard a lot about (except ActRaiser haha) but I've never played them and probably never will. Would really enjoy seeing them analysed though, don't seem to get many critiques of those kinds of games.
What editing software do you use? I use Premiere Elements. My Mirror's Edge video is probably the one I'm happiest with but I guess whatever game you're most familiar with would be best haha
I totally have to agree on that 2v1 part. I just finished Pikachu and Relaxo for the very first time today and I've lost countless attempts to either Relaxo constantly spamming his charge while Pikachu sniped me with Thunderbolts or Pikachu going full ADHD and pouncing all over the place, making it nearly impossible to find an opening to get in hits on Relaxo.
Managed to kill them though after about 20-30 attempts.
6 years later but Pikachu and relaxo is still funny 😂
I think the first dragon encounter being in the back of your head and the fact that you're in a very elevated place without any cover should help the scorch marks convey the incoming dragon attack but I can see it easily going over your head after the taurus fight.
I remember being a bit confused at whether I was supposed to pass the bridge too, thinking that maybe I should've gotten a key from burg to go through the door instead, or whatever.
When you come across the armoured boar in Undead Parish theres actually Alluring Skulls placed on the bridge above him, throw one closer to the bridge and he'll walk in range. That's what I always assumed they were there for.
The problem with the Gargoyles being a DPS check to make sure that you've upgraded your weapons is that if you've talked to Solaire then you're looking for ways to get his help, and he can beat them himself even if all you do is not die. You have to figure out that you need to be unhollowed and you need to survive getting to the fog gate (which is only more daunting than otherwise, not more difficult until someone invades you), but that isn't too difficult compared to farming to upgrade your weapon.
Is it possible that the part where the Taurus Demon jumps up to the tower is less about teaching you to quickly do something you've already been taught before you are punished for it, and more about teaching you that the game, even to the savvy player, will subvert your expectations time and time again? Just a thought. :P
Didn't mention the alluring skulls and it's uses, either distract the enemy and run away or throw them into the fire so the bore walks into it and kills himself. Also makes plunging attacks on him easier to use.
The boar can also be killed by luring it to the huge campfires, there is an item on that bridge, the bridge over the board, that lures the enemy to the thrown location.
Good commentary, a lot of insightful points. I gotta say, though, I couldn't disagree more about the moment when the red dragon first covers the bridge in fire -- that's one of the most effective and best designed moments in the game in my mind. When I reached that point, I was really nervous about the giant open expanse of the bridge, so I was moving slowly and wearing my best armor, with topped-off health. When the dragon came over, i was still on the outskirts of where the flames hit. I was hurt but not killed, convinced that the bridge was the correct way forward but terrified to set foot on it. Eventually I nervously worked my way across, found the staircase leading to the ladder, and experienced what you rightfully describe as one of the most brilliant moments in the game -- the shortcut back to the Burg bonfire. While I agree that the moment is problematic for the reasons you describe if you don't survive the initial fire blast, for those like me who did it's a completely different moment.
Great video! I'm looking forward to watching the rest of the series.
I disagree. There are innumerable scorch marks throughout the game. The bridge tells you nothing about a dragon torching the bridge, or, more importantly, if/when/and whence he's coming to scorch said bridge. It's an absolute crapshoot figuring out the optimal path past the dragon, and you're almost certainly never getting those souls from the Taurus demon if you chose to soldier onward. I got lucky myself the first and second time on that bridge. I turned around once I saw it, as it looked ominous with all the hollows standing on it, and I played it safe by going back to the bonfire before attempting to cross. The second time, I somehow got lucky with a sliver of health after being burned and found the shortcut. This is still bullshit. This tells you nothing about a dragon, simply because you saw him moments before in undead burg. Does anything about the bridge (even assuming you're wary of the dragon showing up) tell you how to get across and whence the dragon is coming? How to get to the shortcut without being immolated, provided you even know about it? If anything, the hollows on the bridge allude to it being safe and crossable. They're standing there just fine after all until the dragon burns them, too. Half the bridge may as well fall out from underneath you while crossing with all the "clues" you're given.
The dragon is a crapshoot. So is the Capra Demon. Even if you get it right the first time, that doesn't mean it's not bullshit. Probability and luck shouldn't be factors in a game like this. It's fuckstick design, albeit it's crammed into a great game overall. I don't agree with Joe about everything, but he's right about the dragon.
It's "haha, this game is hard because dragon" logic.
That Knight on the top of the tower got me good.
Just found your channel. Very nice! Keep it up!!
maybe a little late to the party but plunging attacks actually remain useful in a lot of places, they are just usually optional, can use it on capra demon, the guards outside O&S, anywhere in blighttown, etc. and just like you said theres lots of verticality
14:00 the intended way to kill the boar is to either buttstab it or lure it into the fire (That's why you get Alluring Skulls on the bridge where the archers were)
Just watched 9+ hours of your witcher stuff, and I love how your videos get longer and you joke more. Bless you, and fuck this pandemic.
I'd argue gargoyles is more showing you cooperation can be key to defeating bosses as its the first time you are allowed to do co-op and even while offline you can summon Solaire.
10:10 "Dragon" called in Napalm Strike
I both missed the blacksmith and kicking down the ladder in Undeadburg. It took me sooo long to realize I hat to upgrade my weapons to beat the Bell Gargoyles. I literally spent hours upon hours fighting them until I found the blacksmith.
The gargoyles give you plenty of time, you can separate the gargs a lot while one gets stuck in an animation or even just use the angle of the roof from pretty close up.
The only issue is when their pathing and attack selection wastes A LOT of time, but that rarely happens if you lead them well
I love how you've put so much effort into these videos. Just a suggestion: perhaps you could get a better microphone in the future? (I am aware that microphones are expensive, but it would do a great deal in improving the quality)
I got a better one for the Hearthstone video. That should be a big jump in quality--at least it should be, since it was bloody expensive. I agree that the audio isn't the best in these early videos. I wish I had gotten a new mic sooner.
14:20 I fell for that my first time through, I was so sure it was going to fall...I tried the other side and was killed by the giant black knight :(