The camera not zooming out is something I'm glad you mentioned. FS always has this problem and oftentimes compounds it by putting you in a tight space that sends the camera into a divespin. ...Looking at you Sekiro! The camera has always been my biggest Jank in a FS game.
One thing that actually impressed me about Dark Souls was actually how precise the hit boxes are -- then, I often play games where everything is a cylinder or capsule and the attacks all just use hit scans (short range or long).
@@ScootalooInMyShoe27 skyrim and the fallout games uses a conical hitscan for melee attacks, that are all the same range regardless of weapon, bioshock might be the same as well with the wrench.
For the first one, attack taking over everything, I do think it was deliberate. Just like you've said. When you rpress the attack button, you should very well fucking mean it. No way FS devs overlooked this simply. This was a deliberate choice. On the other hand, what I love about the game is that IF you learn the timing of your and the boss' attacks, you can roll-attack-roll-attack-walk away schotch-free, fluid as a river, because the boss design (in most cases) actually supplements that. DS games are still janky as hell, don't get me wrong, I ain't gatekeeping or being an elitist. But IMO the attack action overwriting rolls/other actions was and is deliberate, and not being able to animation cancel from any move (be it dirnking a flask, attacking, etc.) is/was a deliberate move in all FS games.
the refusal to zoom out is my biggest complaint and one that probably has the easiest fuckin fix. absolutely adore these games but when the biggest, “spectacle” bosses are just close zoom ankle shots as you chew away like a feral chihuahua, it kinda takes away from the damn spectacle, FromSoft.
from ds3 onwards they intended for you to fight the larger bosses from the front, they often take more damage, can be read easier and the harder attacks are more easily avoided.
@@Ghorda9 sekiro combat is completely different and is built around parrying so ofc fighting from in front is the best. elden rings large bosses are often fought most safely from positions that make seeing the boss itself most difficult. all dragon bosses are easiest from underneath aside from placidusax which is easiest from behind for the most part, fire giant is easier from underneath, as well as pretty well every other large boss aside from rykard who has the gimmick weapon that allows for actually engaging combat. because of the structure of dark souls combat and the emphasis on positioning, the naturally easiest position to be against large bosses is directly underneath them where most of their attacks miss. it’s less a fault in game design as it makes sense, it’s just a stubbornness with the camera that makes playing the most advantageous positioning feel less engaging because you’re staring at feet or ass the whole time.
@@coszii.7582 especially with fire giant phase 2, his hands, eye and head take extra damage, you can see everything he does and he doesn't roll nearly as much as if you where at his legs you can also easily avoid his fire breath if you're not right under him. Phase 1 you just need to listen to his moans and watch what his feet are doing.
@@coszii.7582 fortissax is harder to deal with underneath because of his lightning bolts and his head takes a ton of damage, a single riposte from misericord before half health one shots him.
My reaction to loss in these games is simply to laugh and try again Miyazaki taught me that..... To me gaming has always been about a set of rules a set of systems within the game some are easier to break....Morrowind/ oblivion/ skyrim ...than others Dark Souls is definitely one that is easier to break than some of the others...
2:58 "Although I haven't *yet* played Demon Souls" implies you plan to. Any idea when you might? I would literally commit atrocious acts for a Demon Souls video from you
What is the best way to play the Dark Souls series today? I have a Switch because the classic Zelda series is my favorite of all time, yet after Nintendo broke my heart for the third time in a row I picked up Dark Souls Remastered. This game is amazing! It is the spiritual successor to Zelda 1 that everyone claims BotW to be. The trouble is that it is the only FromSoftware game on the Switch. Obviously I do not care too much about graphics or framerate, so do I pick up a Steam Deck, or a PlayStation?
I feel like The Input buffer was more than fine in the older games, but was horrible in ER. In older games like ds1, 2 etc the bosses were so slow that if they ever caught you in an attack you couldn’t roll out of, it was usually you’re fault for being greedy. But in ER it feels like the bosses are just to fast to ask you to commit to extra attacks. An ER Boss like Morgott can literally throw out more attacks in one combo than a ds1, 2 boss can during theyr entire fight. Hell even games that were fast pace like Blood Born weren’t nearly as fast. The only one that comes close is Sekiro and there you can, at almost any time, perform a deflect to avoid all damage. The Lock on thing could be used to make certain bosses more difficult in a fun way but can also be done badly, like in ds2 where it was so bad that ever using it in any Boss fight was a bad idea. The Horrible Hitboxes have made me want to die in the older titles altho lucky in elden ring it’s JUST AS BAD so fuck me I guess. (Well it’s not as bad but the animations that show where the hitboxes are fuck up unbelievably often. Almost every animation thats suppose to show a „shock wave“ of damage does a shit job at it) Btw by „show wave i mean something like an enemy stomping the ground (like a dragon) and that causing some wind to fly around.
Input buffering in ER sucks, but not because of the bosses (you have a skill issue btw, yes they are fast as fuck but thats what makes them fun imo as you have ample opportunities to punish them during combos), but because the window for input buffers is larger so you accidentally buffer inputs much, much more frequently
@@das6109 I meant skill issue for the relentless attacks complaint. I think the reason input buffering sucks is because the margin is far too large, much larger than in DS3 or Sekiro, so it is very prone to mistakes on the player’s behalf that could have been avoided if the window wasn’t so huge. Not because of how the bosses have changed.
@@das6109 Seeing as you’re talking to me I hardly make the mistake myself. So maybe you should be saying the original commenter has a skill issue since they’re the one complaining. And it’s true that the window for input buffering is at fighting game levels.
I'm glad somebody finally described the attack queue accurately because that's easily the most frustrating thing when coming back to it as somebody who plays videogames by literally any other developer, and the #1 thing besides the hitboxes that ultimately ends up turning me away every time I try and get into it. Cancelling/tweening like you can in character action games would obviously break the feel, but one thing you didn't mention is that if you get hit, actions queued before you got hit will still happen, meaning that an actual tactical error that you made can easily turn into a total of two or three mistakes, all of which except the first were created from a non-neutral state which is the time when you can most easily attribute 100% player error in execution/strategy rather than it being a result of furiously arguing with the game's input system. This creates a frustrating problem where it feels like if you get hit and you had pressed any two buttons, literally any of them before you got hit, you have to wait and see which ones still got queued before you press another button, because if you press a button again while a queued action from before you got hit plays out, you'll queue up ANOTHER action, which is a huge problem in a series where, at its most demanding, if you are close to an enemy, there are zero ways to escape the enemy attack range or avoid damage other than to hit a precision roll. That's something you won't be able to do if the actions you queued previously incur stamina penalty, which is especially likely to happen in Demon's and the first two Dark Souls games where every action just costs an absurd amount of stamina. Them cutting the stamina use of player actions by a significant amount for Bloodborne and then moving forward is, I think, a very obvious sign that people within From took issue with the lack of resources players have to correct their mistakes in real time without dying. That this somewhat compromises the original King's Field-esque flavor of the earlier Soulsbourne titles is both damning and telling. inevitable
Why not emulate OG Demon's Souls on PC? The PS5 remake was just a graphics overhaul and they kinda killed, or at least noticeably downgraded a lot of the games atmosphere.
cool thing is that at least they know these are kinda shit but they try to making them better and more manageable. hitboxes for example are way better than before. ds3, bloodborne and now elden ring (I haven't played sekiro) are just amazing most of the time
I wouldn't call anything that good 'jank'. That implies the product is low quality or somehow broken. Not when compared with most everything else on the market on that scale and with that vision.
I honestly hatewatched a lot of your videos. I don't like the "git gud" mentality without constructive criticism, so here we go: What I don't like about you, is, that all your criticism can be boiled down to: I can't play the way I want to play this really hard game, even though I don't put any time into optimizing. Most of your problems ( even the janky hitboxes) can be eleviated by putting on the right gear, leveling the right stats, USING THE GODDMAN ROLL!! When enemies are about to land their hits, you press dodge. It's even possible while being locked on. Really useful. Alternatively you can hit them with your weapon, to stagger them or push them out of range. The archer before the foggate in the Iron Keep must be hit to traverse the fog. You can also kick enemies down ledges. Use your tools. If you don't want to roll: Use heavy armor. Despite what the community says, armor really makes the difference. DS1 and 2 are much more like traditional Rpgs in that sense. If you take less damage and can dish out more, you win. Hittrading is the preferred option in both games (against non-bosses). Lifegems really don't change anything, considering you have 15!! flasks in the first one. Plus the (seemingly) infinite humanity. You said you are now a pro at the game, but I feel like, maybe, you are just a pro at fighting enemies. Granted, that's the most important skill, but it is not needed as much, when you prepare accordingly. Kinda like in Monster Hunter.
One thing to correct, Dark Souls remaster only has 4 directional rolling while locked on.
The camera not zooming out is something I'm glad you mentioned. FS always has this problem and oftentimes compounds it by putting you in a tight space that sends the camera into a divespin. ...Looking at you Sekiro!
The camera has always been my biggest Jank in a FS game.
Some call it jank, I call it personality.
Unlike underachieving fanboy drones, I call it bad design
@@buckschneider7973 thank you Buck Schneider, very cool
@@alexisacarrot1036 facts. Idiot cult fanboys would defend anything, even it's trash lazy storytelling
@@buckschneider7973the messiah has arrived, heed the words of buckschnieder
Bad personality
I enjoy u diving into specifics and things you find interesting, even niche stuff, one of my fav channels, looking forward to your next
They didn’t fix shit in DSR
The motion blur in the DS 2 footage makes the game 10 times scarier than it probably is. I cannot explain it. Lol
One thing that actually impressed me about Dark Souls was actually how precise the hit boxes are -- then, I often play games where everything is a cylinder or capsule and the attacks all just use hit scans (short range or long).
@@ScootalooInMyShoe27 skyrim and the fallout games uses a conical hitscan for melee attacks, that are all the same range regardless of weapon, bioshock might be the same as well with the wrench.
For the first one, attack taking over everything, I do think it was deliberate. Just like you've said. When you rpress the attack button, you should very well fucking mean it. No way FS devs overlooked this simply. This was a deliberate choice.
On the other hand, what I love about the game is that IF you learn the timing of your and the boss' attacks, you can roll-attack-roll-attack-walk away schotch-free, fluid as a river, because the boss design (in most cases) actually supplements that.
DS games are still janky as hell, don't get me wrong, I ain't gatekeeping or being an elitist. But IMO the attack action overwriting rolls/other actions was and is deliberate, and not being able to animation cancel from any move (be it dirnking a flask, attacking, etc.) is/was a deliberate move in all FS games.
Ahhh, good ol' Dark Souls jank. Where would I be without you?
Oh yeah, I'd have one more functional controller.
I like that the player has to commit to the attack button, but it is pure jank that only the attack behaves like that
it's the same with everything, heavy weapons are just more punishing in this regard.
the refusal to zoom out is my biggest complaint and one that probably has the easiest fuckin fix. absolutely adore these games but when the biggest, “spectacle” bosses are just close zoom ankle shots as you chew away like a feral chihuahua, it kinda takes away from the damn spectacle, FromSoft.
from ds3 onwards they intended for you to fight the larger bosses from the front, they often take more damage, can be read easier and the harder attacks are more easily avoided.
@@Ghorda9 fire giant disagrees
@@Ghorda9 sekiro combat is completely different and is built around parrying so ofc fighting from in front is the best. elden rings large bosses are often fought most safely from positions that make seeing the boss itself most difficult. all dragon bosses are easiest from underneath aside from placidusax which is easiest from behind for the most part, fire giant is easier from underneath, as well as pretty well every other large boss aside from rykard who has the gimmick weapon that allows for actually engaging combat. because of the structure of dark souls combat and the emphasis on positioning, the naturally easiest position to be against large bosses is directly underneath them where most of their attacks miss. it’s less a fault in game design as it makes sense, it’s just a stubbornness with the camera that makes playing the most advantageous positioning feel less engaging because you’re staring at feet or ass the whole time.
@@coszii.7582 especially with fire giant phase 2, his hands, eye and head take extra damage, you can see everything he does and he doesn't roll nearly as much as if you where at his legs you can also easily avoid his fire breath if you're not right under him. Phase 1 you just need to listen to his moans and watch what his feet are doing.
@@coszii.7582 fortissax is harder to deal with underneath because of his lightning bolts and his head takes a ton of damage, a single riposte from misericord before half health one shots him.
as someone who has now beaten both ds1 and ds2 without leveling, I can say for certainty that these games are utter bullshit and I love them
I thought BB hitboxes were bad, but saw DS2 and said “hell no!”
This title, thought you were talking about Dragon's Dogma.
Iron golem has his own gravitational pull of course 😅
I played the games without realizing I - frames were a thing, I always dodged to the left or backwards so this rarely happened.
3:18 Is what he's saying here true? I've played DS1 remastered and I definitely remember only being able to do 4-way rolling, or am I crazy?
four way rolling is only for lock on and it's still a thing in remastered.
Just realised watching this that Nameless Kings weapon is literally the same thing as the Serpent Hunter
My reaction to loss in these games is simply to laugh and try again Miyazaki taught me that..... To me gaming has always been about a set of rules a set of systems within the game some are easier to break....Morrowind/ oblivion/ skyrim ...than others Dark Souls is definitely one that is easier to break than some of the others...
"Some may call this jank, me I call them treasures."
2:58 "Although I haven't *yet* played Demon Souls" implies you plan to. Any idea when you might? I would literally commit atrocious acts for a Demon Souls video from you
I love your videos keep up the good work man!
There is no 8d rolling in the remaster...
What is the best way to play the Dark Souls series today?
I have a Switch because the classic Zelda series is my favorite of all time, yet after Nintendo broke my heart for the third time in a row I picked up Dark Souls Remastered. This game is amazing! It is the spiritual successor to Zelda 1 that everyone claims BotW to be.
The trouble is that it is the only FromSoftware game on the Switch. Obviously I do not care too much about graphics or framerate, so do I pick up a Steam Deck, or a PlayStation?
Everybody complaining until miyazaki says everything is working as intended
There isn't omnidirectional rolling when locked in Dark Souls Remastered
As a boxer, the analogy was pretty accurate.
Damn you are spot on with all of this, I couldn't agree more.
It’s dignified insanity
I feel like The Input buffer was more than fine in the older games, but was horrible in ER. In older games like ds1, 2 etc the bosses were so slow that if they ever caught you in an attack you couldn’t roll out of, it was usually you’re fault for being greedy. But in ER it feels like the bosses are just to fast to ask you to commit to extra attacks. An ER Boss like Morgott can literally throw out more attacks in one combo than a ds1, 2 boss can during theyr entire fight. Hell even games that were fast pace like Blood Born weren’t nearly as fast. The only one that comes close is Sekiro and there you can, at almost any time, perform a deflect to avoid all damage.
The Lock on thing could be used to make certain bosses more difficult in a fun way but can also be done badly, like in ds2 where it was so bad that ever using it in any Boss fight was a bad idea.
The Horrible Hitboxes have made me want to die in the older titles altho lucky in elden ring it’s JUST AS BAD so fuck me I guess. (Well it’s not as bad but the animations that show where the hitboxes are fuck up unbelievably often. Almost every animation thats suppose to show a „shock wave“ of damage does a shit job at it)
Btw by „show wave i mean something like an enemy stomping the ground (like a dragon) and that causing some wind to fly around.
Input buffering in ER sucks, but not because of the bosses (you have a skill issue btw, yes they are fast as fuck but thats what makes them fun imo as you have ample opportunities to punish them during combos), but because the window for input buffers is larger so you accidentally buffer inputs much, much more frequently
@@anonymous01201 Trouble with input buffering in ER? Skill issue.
@@das6109 I meant skill issue for the relentless attacks complaint. I think the reason input buffering sucks is because the margin is far too large, much larger than in DS3 or Sekiro, so it is very prone to mistakes on the player’s behalf that could have been avoided if the window wasn’t so huge. Not because of how the bosses have changed.
@@anonymous01201 Just don't make inputs you don't want to execute. Skill issue.
@@das6109 Seeing as you’re talking to me I hardly make the mistake myself.
So maybe you should be saying the original commenter has a skill issue since they’re the one complaining. And it’s true that the window for input buffering is at fighting game levels.
That bloodborne vod tho? 👀👀🥲
Make that DS1 remake video!
I'm glad somebody finally described the attack queue accurately because that's easily the most frustrating thing when coming back to it as somebody who plays videogames by literally any other developer, and the #1 thing besides the hitboxes that ultimately ends up turning me away every time I try and get into it.
Cancelling/tweening like you can in character action games would obviously break the feel, but one thing you didn't mention is that if you get hit, actions queued before you got hit will still happen, meaning that an actual tactical error that you made can easily turn into a total of two or three mistakes, all of which except the first were created from a non-neutral state which is the time when you can most easily attribute 100% player error in execution/strategy rather than it being a result of furiously arguing with the game's input system.
This creates a frustrating problem where it feels like if you get hit and you had pressed any two buttons, literally any of them before you got hit, you have to wait and see which ones still got queued before you press another button, because if you press a button again while a queued action from before you got hit plays out, you'll queue up ANOTHER action, which is a huge problem in a series where, at its most demanding, if you are close to an enemy, there are zero ways to escape the enemy attack range or avoid damage other than to hit a precision roll. That's something you won't be able to do if the actions you queued previously incur stamina penalty, which is especially likely to happen in Demon's and the first two Dark Souls games where every action just costs an absurd amount of stamina. Them cutting the stamina use of player actions by a significant amount for Bloodborne and then moving forward is, I think, a very obvious sign that people within From took issue with the lack of resources players have to correct their mistakes in real time without dying. That this somewhat compromises the original King's Field-esque flavor of the earlier Soulsbourne titles is both damning and telling.
inevitable
Theres a prepared to die edition thats kinda part of the game your first playthrough NG+++ your almost Godlike
Why not emulate OG Demon's Souls on PC? The PS5 remake was just a graphics overhaul and they kinda killed, or at least noticeably downgraded a lot of the games atmosphere.
that's sony's fault.
Good stuff
cool thing is that at least they know these are kinda shit but they try to making them better and more manageable. hitboxes for example are way better than before. ds3, bloodborne and now elden ring (I haven't played sekiro) are just amazing most of the time
I wouldn't call anything that good 'jank'. That implies the product is low quality or somehow broken. Not when compared with most everything else on the market on that scale and with that vision.
Your voice reminds me of Synthetic Man
I honestly hatewatched a lot of your videos. I don't like the "git gud" mentality without constructive criticism, so here we go:
What I don't like about you, is, that all your criticism can be boiled down to:
I can't play the way I want to play this really hard game, even though I don't put any time into optimizing. Most of your problems ( even the janky hitboxes) can be eleviated by putting on the right gear, leveling the right stats, USING THE GODDMAN ROLL!! When enemies are about to land their hits, you press dodge. It's even possible while being locked on. Really useful. Alternatively you can hit them with your weapon, to stagger them or push them out of range. The archer before the foggate in the Iron Keep must be hit to traverse the fog. You can also kick enemies down ledges. Use your tools.
If you don't want to roll:
Use heavy armor. Despite what the community says, armor really makes the difference. DS1 and 2 are much more like traditional Rpgs in that sense. If you take less damage and can dish out more, you win. Hittrading is the preferred option in both games (against non-bosses). Lifegems really don't change anything, considering you have 15!! flasks in the first one. Plus the (seemingly) infinite humanity.
You said you are now a pro at the game, but I feel like, maybe, you are just a pro at fighting enemies. Granted, that's the most important skill, but it is not needed as much, when you prepare accordingly. Kinda like in Monster Hunter.
Bruh lothric do be spell spamming
You still didn't play bloodborne
I love the way you ignore the existence of dark souls 2 when you say good things about this games, it makes me happy as it deserves it
I see the title. I thumbs down. I stop watching.