Views : 485,165
Genre: Gaming
Date of upload: Jul 7, 2022 ^^
Rating : 4.768 (707/11,493 LTDR)
RYD date created : 2024-05-12T02:57:16.133554Z
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Top Comments of this video!! :3
I don't know, I miss Demon's Souls' variety in bosses. It had this enjoyable freedom from convention. If anything, constant leaning towards "bosses are only hard, bossfights should not be able to be outsmarted, boss arenas are fair and wide" is what I'm growing tired of in the later entries. When you equip a silencing ring to beat the blind warrior boss, it's like being in an ancient myth, in a fantasy novel. When every boss is just a combat challenge it is kind of immersion-breaking, very game-like. Not a single archstone past the first one has a combat-oriented arch-demon, and that's lovely. They're all gimmicks, they're all weird and memorable. Astraea can't even fight you, Storm Lord is just this weird sky beast. And, after looking at the cut content exploration, the Sixth archstone finale had this weird circular dome room, its walls made of pentagonal ice panels, and you know what, I've always been incredibly curious what that arch-demon might have been like.
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I think the boss design choice is what split the souls fandom. Bosses in the latest titles have been more about a big spectacle and difficulty which leans it more toward and action game. Where as the earlier titles really had a sense of overcoming the world and its inhabitants. I still say dark souls 1 was the closest to blending them both.
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14:33 Demon Souls came out before the seriesâ marketing banked on the âdifficultyâ sales pitch. Miyazaki in one interview back in 2011-ish was asked about why he made his games so difficult. He corrected them, saying that the purpose of the game [Demon/Dark Souls] wasnât to be difficult for the sake of difficulty, but to challenge the player and give them a sense of satisfaction when exploring the world. After all, discovery doesnât mean anything if you didnât have to work for it. Whether the development team succeeded in doing so is subject to debate, but thatâs another argument.
So yes, the bosses were meant to be part of the level, rather than a separate entity to serve as a flashy challenge (at least in Demon Souls). The design philosophy did change as the entires went on, which left some fans of Demon Souls behind.
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All the bosses were like puzzles. Most of them had tricks that you needed to figure out. That was the beauty of it. You can't compare a first game with newer Souls game mechanics that literally didn't exist in 2009. It's like using a computer from the 90s and being like "This isn't as powerful or well made". For its time, it is a masterpiece.
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Personally I really love the bosses in Demon's Souls them being a last huzzah for getting through the level instead of a kick in the pants is just more my style. For me the meat and potatoes of souls games for me will always be exploring the levels and not the bosses which is probably why Demon's Souls is my second favorite souls game. Thanks for helping me put my feelings into words on this game.
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My theory for the bosses has been for a while that the strategy of the Old One isn't just "big monster go smash," but that it very intentionally has its demons corrupt/possess/take the form of whatever a particular land most believes in or respects, whether that's a god, a saint, a king and his round table of knights, or a royal sage of incredible knowledge. That way, before they ever have to do any violence at all, many people just walk up and willingly offer their souls to them without a fuss. Then they can send those husks out to hunt other people's souls and bring them back to their masters
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It is also interesting to understand the context this game was originally released. With a sea of games that were oversimplified to the point of being boring (in a vacuous attempt to make them more "accesible"), many of us were about to abandon the medium. Then, this strange Japanese game with exactly zero "anime vibes" suddenly appears out of nowhere and dares you to complete it. For many of us, it was a challenge we could not back from... And while it had many flaws and was far too punishing at times, it was everything we were asking for and more. Truly, this game was revolutionary at the time.
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When playing foundational games it is important to go in with an open mind and try to see the origins of the things you love about the newer entries.
I was lucky enough to play this back when it came out and simply saw it as itâs own thing without all the expectations the series had put on it. I encourage anyone who wants to play it to do the same. Think of it like looking at one of your best friendâs childhood photos or something.
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Really surprised you were disappointed with this game. Jank and limited mechanics compared to the future entries aside, it's one of my favourite games of all time and I place it as superior to Dark Souls in many ways. I respect your opinion though, I just don't agree on it being "just decent".
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11:30 death isn't a complete reset of progress, you keep all of the items that you gained before you died and your souls are left on a bloodstain where you died so you can pick them up.
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There's one point that Gingy weirdly forgets to mention or is unaware of in this video: FromSoftware - at the time of developing Demon's Souls and Ninja Blade (a game which bombed painfully) - was in the slow verge of financial bankruptcy and possible company closure. As such, a lot of Demon's Souls is reflective of that: a beautiful, experimental and messy climb up through developing a spiritual successor to avoid company death - literally a quality product of constraints. A lot of the issues Gingy has with Demon's Souls are almost all linked to this, like Yuria not being expanded (NPC quests), the lack of boss cohesion with the level, and the lore not being elaborate. As you may understand, it's hard to figure these things out with such a tight circumstance (e.g. budget, time, etc.), which naturally forced the development team to focus on gameplay elements (e.g. enemy and level design, gameplay loop, etc.) over thematic elements (e.g. story, lore, etc.). This can be plainly seen in the data-mined game files for Demon's Souls, and has been discussed many times in interviews post Demon's Souls release. Even Miyazaki said that Demon's Souls did not get the benefit of a flourishing game development cycle, which Dark Souls 1 and Souls games after had (except for Dark Souls 2). Thinking about all the hurdles the development team had to go through to develop Demon's Souls, it's astonishing that Demon's Souls exists.
As such, comparing it strictly to Souls games released after is kind of ignorant, considering that - if Demon's Souls was not successful/amazing for its time - what Souls games we have now would not even exist to compare Demon's Souls with. Shit, *we wouldn't even get Armored Core VI*. Stop and think about this for a moment. If Demon's Souls was not developed, we would've just had Ninja Blade (which sucks arse), and FromSoftware might've closed around 2010.
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Probably my favorite thing about Demon's Souls is the ending. After all these other vague or mysterious endings in the other Souls games, there was something uniquely satisfying about making it through all of Boletaria's challenges and having your character straight-up just save the world (or ruin it, if that was your choice). It's uplifting, if a bit more played out in terms of plots. It was also nice to have a similarly hopeful and satisfactory final boss and ending for Elden Ring as well, and not just "it's all a cycle, lol".
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@daltonmallett1536
1 year ago
"You will never see an NPC travel between archstones" Patches enters the chat
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