Thứ Năm, 3 tháng 1, 2019

Auto news on Youtube Jan 3 2019

Look at the moon!

Can't even enjoy the view!

Bald guy! Mr Proper!

Mr PROper(ProHair) or perhaps Mr ANTIper( AntiHair) cause he ain't got any!

Lol, he just kicked me.

Alright, pal. Come down then.

U kicking me eh?

Take that.

Forcing me to look under your robe.

She's doing the Round dance, so I'll watch.

2019, My Dears! Welcome to a new fresh year.

Wishing you all, Happy Easter and best wishes. God Bless.

To many more exciting episodes with adventures, traps, monsters

swearing, frustrations and many more.

including more nasal talking.

I'm planning to start our episode with a Boss fight

which is one of my favourite Bosses!

I always say this, don't I...

She's pretty challenging

we will either first try or getting wrecked 40 times.

OR she wrecks us 40 times and I'm gonna edit it out!

Let's see how's Grandma doing

she was lying on the floor earlier on and we completely ignored her...

I've become a man now, dudes.

Higher level.

One hit, one kill, watch.

He knows what's coming.

Three hits??????

What?!

Why three hits?

Look at him.

That's better, ONE hit!

Told you I'm coming back stronger.

These guys used to bully me

at the beginning of the game. Do you remember?

Well well well. Even this guy with glowing eyes.

Do you remember him?

Killing me several times...

Come here, Raresh. Let's see.

Yeah right. Sure...

Activating your blade...

Wow, the Boss fight, here we go, folks.

Alright, Grandma!

Sorry for ignoring your earlier. What happened?

*Prince Lothric is in your hands*

*Please save his soul"

"Tell him what he must be. A Lord..."

A Lawwwd.

She's dead!

She died and left some things for me.

Uh-oh...

Is there a draft?

Who left the door open?

Uh-oh.

Watch out, folks. It's happening.

What have we got here?

What's happening, my dears?

Look at this.

Someone's got "oscylosis"

oscylosis?!

Spondylosis!! hehehhee

Over here.

Okay.

She means business.

Ah!

It's gonna be a first try, folks.

I'm here!

Over here.

Guide yourself by my axe.

Nice try.

She got me!

It's gonna be soo easy!

This fight is gonna be so easy, dears.

Let's give her a chance, I feel bad for her, honestly.

Get your other sword as well, let's fight.

Keep trying.

Sooo easy!

You have no idea, how I used to struggle with her before.

Luckily she's short-sighted.

Look at that.

Look at me, underestimating her.

She killed me?!?!?!??!

So, Karma does exist.

First time in this game when I actually feel bad for a Boss.

Do you realize, that I feel bad for killing her?

Besides I really lik- WHAT?

Who's shooting???

Oy, come here.

Interrupting me when I engage my audience??

Such rude people here.

Rudeness rules this place.

Meanwhile..

Gonna spread this knight's ass cheeks open

Same to this guy.

You made me use a Flask to heal tho.

Wow, I'm so scared... NOT!

Gonna let her do her thing a bit more.

For your own entertainment.

Let me get my souls back!

Wait! I'm here.

She can't see me, anyway.

Glasses.

She felt me!

Ooo, new moves!

NEW MOVES

I think my laughing face starts to fade...

and about to take this fight seriously..

Later, boys.

That's it. She made me ignore this guys.

So this means-

WHAT??!

He barely hurt me.

Why don't you fight each other.

"Play with Michael"

Lol, did you see that?

He almost stabbed me through the fog!

Okay, that's it.

This is serious now.

I wanted to take it slowly, but you....

Stand next to her right leg.

The trick is to stand next to her right leg,

NOT THE LEFT!

The other left!

This one here. Stand here.

That's it.

She pulled out the other sword.

Whoop! I'm over here, honey.

Come here.

Okay, gonna get her.

Ow.

She got me!

She's got me!

Nah, I'm winning. Last hit, watch.

Come on. Last hit. Let me finish this fight.

Alright.

Let's do this.

Okay, come here.

The other side.

Told you, her right leg.

Not the left, the right leg.

Over here.

Right here.

Get an appointment for a prescription, sweetheart.

She saw me?! She got me!

Hehe, I've got health left, sweetheart.

Wait. Wait!

Let me drink!

Do your Round Dance, whatever.

Alright, now let's do this.

You died.

Cause you're stupid.

I've very underestimated her.

Almost undergroundestimated her?!

Way lower than underestimating someone.

Underground?!

Oy, when I'm explaining grammar.

You leave me alone okay?

Alright.

Let's do this. Come here.

Come.

Okay, luckily my earphones are falling off.

But, wait!

Dodge!

Watch out!

She doesn't like me standing next to her right leg!

But I like it. Next to the right thigh!

She got me!

Let me drink!

Alright.

Come here.

That's a new move!

Sweetheart, you're setting the walls on fire.

Do your round dance and I'll watch.

That's it, folks.

This is it.

I cannot even get angry,

Because I'm such an idiot, it's actually funny.

I really like this Boss, honestly.

She's got some really smooth moves.

At least she's in shape.

Considering how much cardio she does.

What's your diet, sweetheart?

Told you, we either first try her or she first try us.

Wait, what did I say?

Straight in the skull, she got me!

How did you grab me, honey??

Yeah right! I'm frustrated already!

I did this to myself.

She's raging!

No!

Please!

I'll do the dishes!

Please, I'll do them!

First try, folks.

Haha, Okay.

I'm frustrated now, I admit it.

I like the way you move!

U can tell Yoga pays off.

This bitch killed Grandma.

Nobody messes with Grandma.

Nobody!

Not even somebody!

Alright, spawn your dark cloud.

I'm here.

Over here.

How cool. She barely touched me!

Now let's tear those leggings!

Yoga pants.

Dat ass

Apologies, my dears.

You dress bad.

Actually she's not but can't find anything worse to say.

Last one!

So this is it, sweetheart.

I'm really sorry.

I admit, folks. This was heartbreaking.

So hard...

I've avenged Grandma, my dears.

How cool. That fight was awesome.

How creepy.

Look, it's filling up quick!

It filled up already, lol.

It's activated, folks.

It's moving back.

I like my armor.

Our access is granted!

We're continuing our adventure as I promised.

Again, saying that I promised when I didn't!

Many optional paths, my dears.

And this is not one of them. Or maybe it is?

I'm not supposed to be here just yet.

There's an optional Boss here.

Optional but mandatory, just like in school.

Remember that?

Optional subjects but actually mandatory.

I couldn't understand this.

Please don't hit me while I'm reminiscing.

Oy!

He knows how to fight?

Take that.

Playing rough, aren't we.

Here.

Come here.

Come here.

He did hit.

But I hit as well.

Give me what you have.

Okay.

See that old man with the robe?

The one walking on his knees.

That's how I walk when I barely make it to the toilet.

Alright.

He's got some damage.

He's got some damage.

He's enjoying it.

Never back down.

Recovering!

Behind the pillar. Now come here.

Wow he's got some damage, daddy boy.

I struggled a bit.

For only 4000 souls?!

Wasn't worth it.

What have you got here?

Wore souls. Whoop, that sword.

I'd like that.

I knew it!

Cause I played this before.

They're in the mood for fighting.

They do not play.

This is where it ends.

I'm about to die, my dears.

One at a time, next one.

I'm doing great!

But to be honest..

Ah!

Sorry, not today, pal.

Boonfire.

Strained glass, my dears.

That was unnecessary.

This act of vandalism.

Vandals!

Jean Claude Vandal!

Don't fall for this, folks.

These look like rookies, but they hit very hard.

And they've got plenty of health.

Let me show you, look.

This is a very difficult area.

What?!

Wait. Hold on.

Actually they're not that bad.

He slipped one in!

Trap!

It's a trap!

Chop of their fingers!!

Ummmm

What a fatty.

Go!

Go!

Now come here.

Forward!

What?!

How?!

They're giving me a bit of hard time.

Twinkling Titanite!

Worth it!

Look at the moon.

Oy, can I please enjoy the views???

They're not letting me, folks.

I've been baited.

Woah!

I know Sebi, from previous episodes!

Sebastian and his new Axe.

He's got an Axe like min-

I can't even get to speak properly!

They're not letting me do anything.

Right, who's shooting?

Let's do this properly.

So it's the guy on the wall.

Oh, I can't heal!

Can't heal!

What we gonna do?

Get 'im!

Free item?

No repercusions?

I knew there was gonna be something.

Free item and not a setup in Dark souls??

Look how angry he is he can't drink.

Wow I deserve to die here.

Titanite chunk, I can upgrade my weapons.

I can drink!!

I can drink now

Who's throwing s**t

bonfire.

Who's alive here?

Out of the way.

Better be cautious, my dears.

One of them is gonna be alive!

But which one?

Whoops

Give me that.

Give me what u have.

Great lance.

Alright.

That one-

I'm not supposed to be here.

I'm covered!

But..

Where do I go?

That item, over there.

If only..

Uuuh.

I made it, dears!

Thanks for the landing, sweetheart.

Get'im!

No!

Noooo!

No.

Let me drink!

Is he facing the other way?

Give me back my souls.

Wow he's got proper damage, unbelievable.

Unbelievable, Mihnea the Mean.

Little Stephen.

Little Stephen, give me what you have.

Not nice.

Now I get it.

Good items here.

Twinkling Titanite.

Oooh

Ummmm. Come here!

Come here.

What have you got for me?

ummm.. Don't know what this is.

But first...

making sure this is safe.

He hit me!

Let's go, pal.

How many of you?

What's that sound?

I'm scared.

This is definitely an ambush section.

It's a trap, folks. I swear.

I hear them as well.

Behind the walls?

I'm scared!

I know they're here!

There they are!

THIEVES!

Grand theft dark souls!

Life thieves!

They want to steal my life!

But I stole theirs, my dears.

Oh, okay. Come.

Let's do this.

Mkay..

You hit decent.

"You fight, very well"

Hm!

"I'm gonna teach you a lesson"

He hits through walls.

He won't even let me walk up the stairs.

Woah.

How useless. Wow. Spell.

He's dead!

or not.

I'm better than you, fatty.

Meanwhile.

He's the one throwing alcohol free bombs.

Come here, alcohol free beer

Won't let me drink?!!

U telling me not to drink??

He was having fun here.

He had good views. Watching me coming this way.

Then throw a bomb once in a while.

Um branches....

Fantastic branches?

Leveling up is easy here.

I think we can jump on the other side of the bridge.

This way.

Where there's an item!

I've handled it pretty well, eh?

Watch out!

Close one.

It's a trap, my dears. Look!

He's coming.

He's very keen.

Come here, boy. One on one.

You and me.

Got him!

Like always.

Another Sebi the Skeleton?

He's raging cause he heard my shout.

Right through that bald skull.

Mr Proper (ProHair) or rather Mr Antiper ( Antihair) cause he ain't got any

I'm actually ProHair

It's good to have hair.

Who threw that?

Ow!

Was it you?

He was about to swing his jar of jam.

So far, so good.

No!

Not supposed to be here.

That was close.

He saw me!

First, let's keep exploring this area.

Oh no, God no.

No, thanks.

The magic sword.

What about the other one?

Gotcha alone!

I got you, and torn your leggings, dumbass.

You're tough together.

But on your own..........

We're gonna use a shield for this guy.

Ah!

Nothing?!

All this for nothing?

He knows I'm here, I know he's there.

Okay.

YOLO

uuuh

Good God.

I don't even care what's here.

I made it!

A lot going on here, Daddy boy.

Proper merciless.

Look over there.

Look at this.

He's throwing more bags of piss.

A bit too quiet, let's go upstairs.

Let's what's up there.

Ah!

Doing pranks, when your parents are not home??

Throwing bags of water from the balcony?

Haha, that dude fell down.

I hope you're hurt, dumbass.

Where are you?

He was about to climb the stairs. Got him!

Stairs theft. Steps theft!

What? He's kicked me!

Alright, pal. Come down.

Take that.

For forcing me to look under your robe.

Another one.

This is where I die.

In this chamber

full of pitch black.

Umm.. I think.....

Meanwhile.

Ah! I see.

So that Dragon is pissed because of this abyssal beast.

to which we will gift some

Fire bombs.

Go!

Come here.

Take that.

and that.

I've freed the Dragon, my dears!

How cool.

Doing good deeds, my dears.

Meanwhile.

No!

uuh, Good God!

Ah!

It's all clear now

heheheeeeeeeeeeeeeeeeeey

When everything's okay.

So this is it, my folks.

We've used up all the drinks, before I reset.

We're stopping here for today, gloriously.

We've done pretty well, I think.

Next time, we're continuing towards

the fortress tower you see in the back.

Where more traps, adventures and increasingly difficult creatures awaits us.

So, thank you for watching.

If you don't mind sharing, liking, subscribing, bla bla bla

Cheers, have a good day, folks.

For more infomation >> Dark Souls III #14 Lothric Castle | Dancer of the Boreal Valley | 2019 - Română (English Subtitles) - Duration: 35:45.

-------------------------------------------

FREE | Dark Travis Scott Type Beat 2019 - "CASH FLOW" [prod. OFEY] - Duration: 3:14.

FAILING FOR YOU OFEY PRESENTA ENJOY

For more infomation >> FREE | Dark Travis Scott Type Beat 2019 - "CASH FLOW" [prod. OFEY] - Duration: 3:14.

-------------------------------------------

Syphon Filter: Dark Mirror - Mission 04 - Training 4: Multiplayer - Duration: 5:24.

For more infomation >> Syphon Filter: Dark Mirror - Mission 04 - Training 4: Multiplayer - Duration: 5:24.

-------------------------------------------

Chinese spacecraft will attempt to land on dark side of Moon tonight - Duration: 2:54.

 Tonight, China will attempt to land a spacecraft on the 'dark side of the Moon' in a world first

 The spacecraft, called Chang'e-4, has been orbiting the moon since Sunday, and will attempt the tricky landing at around 01:00 GMT on Thursday morning

 It's aiming for a crater in the South Pole-Aitken basin - an enormous basin measuring 1,600 miles wide, and eight miles deep

 Speaking to The Guardian, Dr Katherine Joy, a lunar scientists from the University of Manchester, said: "Going to the far side of the moon is a major technological feather in the cap for China

Quadrantid meteor shower 2019: How to see shooting stars from the UK this WEEK  "The Chinese lunar space programme is hugely ambitious

"  This side is known as the 'dark side' as it faces away from Earth

 However, this makes communicating with the rover tricky, and has to be done via a relay satellite that is orbiting the moon

Space news  If the landing is successful, the Chang'e-4 rover will be used to track radiation levels and gather soil samples - something that China's National Space Administration hopes will put it in good stead to set up a lunar base in the 2030s

 The spacecraft is also carrying seeds and silkworm eggs, which it will attempt to grow on the moon

For more infomation >> Chinese spacecraft will attempt to land on dark side of Moon tonight - Duration: 2:54.

-------------------------------------------

Dark Souls Design - Retrospective - Duration: 1:13:09.

Hey, what's up guys - I'm Dave Klein, and welcome to a new series of mine.

A breakdown retrospective of various games.

As people know me for the Souls series, I thought this would be a good place to start,

but I do intend to cover more games outside of Souls, as Game Design is a passion of mine.

Also, I'd love to know your thoughts on this type of video when it wraps, as I'm

new to this.

So, that said, here's a critical analysis of Dark Souls - both its pros and cons.

What makes the game work, and perhaps, would could have been improved.

There will be spoilers, as I'd like to talk about the overall game in depth, so you have

been warned.

Dark Souls starts the game simple enough, with a character creator.

Which, I think for repeat play throughs, and experienced players is a great place to start

- but can be kind of intimidating for someone new to a franchise.

While players returning from Demon's Souls will know what kind of character they want

to play - being immediately thrown a number of stats without ever having played a game

is a rough place to start.

To be honest, on my first play through, I pulled up a guide as I already felt like I

could be screwing up at this point.

I've never been a huge fan of presenting new players immediately with stat choices

to choose before they've even had a chance to play the game for this reason.

If you've never played a game before, you don't know what build you're going to

like, you don't know what works and doesn't work for that particular game, and it's

a lot to handle right from the get-go, before you have any investment in the game at hand.

I'm definitely a fan of RPGs, and love the ability to customize your stats, but my main

point is this can be intimidating, especially for a game that has the reputation of Dark

Souls, whether deserved or not, of being challenging.

One possible solution is to have a tutorial portion of the game where the player at least

learns base mechanics before they get to choose their stats - and in this case, that would

happen when the player arrives at Firelink Shrine.

However, that's really just a different choice, as it creates its own problems.

The character creator, at that point, would pull you out of the game - and possibly ruin

your sense of immersion as you should already have an idea of who your character is if you're

doing role playing.

I don't think there's necessarily a solution to this problem, but do want to point out

my own frustrations with it, as I'm sure I'm not the only one who struggles with

this.

From here, we get what I think is one of Dark Souls strongest aspects over Demon's Souls,

Dark Souls 2, and Bloodborne… and even to an extent - Dark Souls 3, which is its intro

cinematic.

There's a strong pull to take cinematics completely out of video games, as they take

you of the game, and at that point you're watching something happen as opposed to playing.

But, I think they can have their place, and this is the perfect example of that.

In the intro cinematic we find out about the creation of the world, and are given a little

backstory to the overall game, which will become essential to its story.

But the main point I want to focus on here, is what the cinematic highlights.

We're shown horrifying looking Ancient Dragons, and then 4 amazingly powerful lords fighting

off these Ancient Dragons and starting the entire world as we'll come to know it - Gwyn,

The Witch of Izalith, Nito, and Seath.

The cinematic makes them look incredibly powerful, and they absolutely stand out as they're

shown fighting off the ancient dragons.

What this creates is an automatic understanding of who some of the major bosses you'll end

up fighting are.

You don't know it yet, but as you progress further into the game, and realize you're

about to have to fight Nito… or Seath… or the Witch of Izalith… or finally Gwyn

- living legends who we witnessed creating the world and destroying the ancient dragons

- the tone is set for you.

These are characters we know, we might revere or fear, and know are insanely powerful.

They created the world you stand on, and you're about to have to go fight them.

And that's both intimidating and exciting.

In Demon's Souls, we're told the overall lore of the world, and given some minor backstory

about warriors who've disappeared - which works just fine but doesn't have the same

effect.

In Dark Souls 2 we get some cutscene about some weird world under the water… which,

despite all of my lore videos on the game, I still don't really understand.

It doesn't do anything for you other than make the world seem mystical and strange.

Bloodborne, sets the tone of you being in a creepy world where you seem to have just

screwed yourself - but not much beyond that.

And finally, Dark Souls 3 replicates what Dark Souls 1 did - giving us beings that we're

going to have to fight, and names that we'll know.

But, it's not as effective, as these are simply beings who became Lords and had sacrificed

themselves to extend the Age of Fire at some point in time.

That's not nearly as important or wild as the beings who created the entire world and

mythology you exist within.

And I know I'm harping on this intro for a while, but I think it's just that good,

and that well worth praising.

Finally, with the intro cinematic out of the way, we find ourselves in prison, and a character

helps break us out - Oscar of Astora.

It's worth mentioning this, as it's something I've heard other creators talk about before

in mentioning what makes you like an NPC.

We immediately like Oscar, and he's more important to us than most NPCs in other games…

simply by the virtue of its he who gives us the key that gets us out of prison.

Characters who help you, or do things for you, are the ones who you'll tend to end

up liking.

If characters get in your way, such as Lautrec… we end up hating them - regardless of how

virtuous they may end up being.

Let's further look at Oscar…

Oscar later on gives us Estus Flasks, which finally allows your character to heal themselves,

with refillable vials.

Once again, he endears himself to the players by being useful - and he tells you to leave

before he goes hollow… as he doesn't want to hurt you.

When we find him hollow and attacking you later, he's once again endeared himself

through his actions of helping you.

But… when you really think about it.

Oscar is also the one who tells you about the Undead journey, which within the lore…

is a trap created by Gwyndolin, Frampt, or Gwyn… to get an undead to unwittingly sacrifice

themselves to link the flame.

It's all a giant lie.

But, what makes you, the player, so susceptible to this is that it's one of the game's

most likable characters who unwittingly tells you this lie - and sets you on your journey.

It's fascinating when you think about the psychology of it… and I think other games

should look at this as an example of how to properly lie to players.

Another game that did this really well was the original Bioshock.

It's similar in making you trust someone who keeps on doing things that would seem

to help you, when that character has their own ulterior motive.

It's great writing - and whether Fromsoftware did it on purpose or not, which given the

other characters we find, I assume they did - I applaud them for this.

So… here we are at the Undead Asylum, and what happens to be the tutorial area of Dark

Souls 1.

I think this, along with Demon's Souls were the best tutorial areas of the Souls games,

but before I get into that, I do have a criticism for it.

Anyone who's played Dark Souls for an extensive amount of time - especially if you've played

Bloodborne, will know that the optimal way to play the game is usually in rolling to

dodge enemy attacks.

However, the tutorial heavily emphasizes playing the game sword and board style.

It definitely teaches you how to roll - but what I mean is this:

You're pretty much immediately given your shield, and told how to use it.

After this, one of your first scenarios is being ambushed by a mob, along with an archer.

The best way to handle this situation is with your shield, so you block all of these attacks,

and then strike at your first opportunity.

I do think that's great for teaching how to use the shield effectively.

But…

I also feel like you're given the shield too early, or don't have enough enemies

to train with… and by that…

I mean even a single real enemy - to train with without a shield.

Especially when you're light, and before you're mid-rolling or fat-rolling - it's

the perfect opportunity to present a situation where all you have is a sword, and the best

way to avoid getting hit is through rolling.

Outside of that, I think the Undead Asylum is by far the best tutorial in any of the

Souls games, and here's why:

Simply put - the Asylum Demon is the perfect first boss.

When he first jumps down, it's shocking, especially if you've never played a Souls

game, and terrifying.

If you try attacking him, you'll probably die.

And, it quickly sets the mood for Dark souls in multiple ways.

For one - the game is going to be challenging.

And for two, if you stop panicking and explore around the room, you'll find an escape,

and get away from the boss.

You've now been rewarded for thinking and properly assessing the environment, which

is a huge deal in this game, which constantly pounds that into you: Be cautious, check the

environment for clues, and utilize it properly.

Not only that, but when we come to the boss better equipped, you're given a new mechanic

- that being the drop attack.

This takes out roughly half of the Asylum Demon's health, and presents with an optionally

easier boss fight.

Now, fully equipped and with healing items, knowing the mechanics of the game, you should

be able to take out the Asylum Demon after a few tries… if not your first.

He is difficult for new players… but not overly difficult - and this drop attack is

a great way for new players to feel like they have a real chance to defeat him.

Not only that - but because of how intimidating and challenging the Asylum Demon was when

we first met him, it's extremely rewarding when the player defeats him.

Right from the get-go, the tutorial has established what the game is about: overcoming challenging

situations, and a great sense of reward for doing so.

Demon's Souls attempts this by having an intimidating boss - but allows you to lose,

thereby potentially never gaining that sense of reward.

Meanwhile, both Dark Souls 2 and Bloodborne omit having a boss, which I think was a mistake

on the part of Dark Souls 2, where-as Bloodborne I'm more forgiving as it has totally different

feel as a game.

I think Dark Souls 3 actually handled this the worst with Iudex Gundyr.

He's overly difficult for new players, and certain builds, such as the thief build, are

at a huge disadvantage against him.

While he sets the tone for: "These games are about overcoming challenge", I think

it's at the point of potentially being too discouraging.

Finally, another great thing about the Asylum Demon and the tutorial area is it has a now

well-known easter egg that rewards observant players.

The Asylum Demon can be seen at the top of the Undead Asylum if the player truly pays

attention.

Meanwhile, we find Oscar bashed in throughs he ceiling of the Undead Asylum, about to

die.

And - if we piece this together - it was the Asylum Demon who did this to him.

The story is there, and you're rewarded for paying attention… but it's never thrown

in your face.

Anyways, I think that's all I have to say about the Undead Asylum.

To be honest, the area's a little boring to me, but it does make for a great tutorial

area.

So, let's hitch a ride with a crow, and head into Firelink Shrine.

————

Ahhhh, Firelink Shrine.

Thanks in part to the sound design of the game, which opt to almost never play music

unless you're fighting a boss, this truly feels like a relaxing hub and safe spot.

This element of sound design is actually something I'm a little torn on.

On one hand, some of my favorite video game music comes from environmental music.

For example: Playing through From Software's first video game series, King's Field, there's

constantly this creepy music that plays in the background - and it really helped set

the mood of the game.

Meanwhile, a game like Skyrim has peaceful tracks playing the background which helps

make the game feel relaxing while you're exploring.

Dark Souls instead opts to only have environmental sounds ringing throughout, which heavy music

playing during bosses to indicate a heightened sense of danger - which I'll touch on more

when I get to the Taurus Demon.

And while I sometimes do miss the music, it also makes it so every track is far more effective.

Because Firelink Shrine is one of the only places in the game with music, it really does

feel like something separate, important, and peaceful.

Meanwhile, if you eventually find Ash Lake, the track that plays there immediately creates

a sense of awe and importance - as no-where else in the game does this.

I think - to my point - it's an interesting design choice, and I think one Dark Souls

pulls off effectively.

Another great thing about Firelink Shrine is that there are multiple branches here,

with the game not holding your hand or telling you where to go.

It's refreshing for a game to trust its player to figure out what's too difficult

for them.

And while I'm sure there are some players who have frustratedly quit out of the game

at this point, this is the type of choice that makes Dark Souls stand out to players

who do end up enjoying it so much.

From Firelink Shrine, you can head into the Catacombs, Undead Burg, or New Londo - which

actually has even more branches - but, let's first look at a new player's perspective.

If you go into the Graveyard, the skeletons are genuinely hard and will probably kill

you immediately.

One thing I hate in games is when they block off a path telling you: "You shouldn't

go here yet".

It's such an obvious marker and pulls away from immersion.

But - this tells a player all they need to know.

If you died to the skeletons right away, you should probably be thinking: "I'm not

ready for this yet", or at leas try to avoid it and look at other areas.

If you want to keep on attempting the Graveyard - fair enough man - but at least you're

given the choice.

Option #2 is New Londo.

To be honest, I didn't even notice the entrance to New Londo my first time playing the game

until multiple trips back to Firelink Shrine, which I think is one good point to why it's

for later in the game… it's harder to find.

That said, everyone's different, so if you do end up here first - once again, there's

a lot that will show you not to come here.

For one - unless you know to utilize a Transient Curse, you can't hurt the ghosts - and that

definitely feels too advanced for a first section of a game.

So again, you should figure out right away this isn't the first place to go.

And finally, our third option is Undead Burg.

Which is really the section designed for a first-time player, and the first area you

should go to.

BUT.

The great thing about all of this, is that it drastically boosts the replayability of

this game.

When you know what you're doing, it's fun to jump into the Catacombs and see if

you can defeat Pinwheel at a low level - or even pick up different equipment there.

If you grab the Master Key, all of Undead Burg is entirely optional, and you can head

into New Londo, out to Blight Town or the Darkroot Garden.

And this non-linear interconnected world design is part of what makes Dark Souls so charming

- and it's, unfortunately, the only game in the series that has as open of a design

in this sense.

At this point of the game, everything cleverly wraps back to Firelink Shrine - and as far

away as you get, there's typically multiple ways to get back - but more on that a little

later.

So, all of that said, let's talk about Undead Burg.

————

If I'm being honest, this is one of my least favorite areas of the game.

Visually, it's just not as interesting as the other sections, with the enemies also

being kind of bland here compared to other sections of the game.

And look - that's totally fair as it's the first area of the game - and the game

SHOULD build up to something more interesting - but, I think my issue comes from everything

that adds up with the section.

To say some positives first: The level design is really well done.

Undead Burg has a lot of clever side paths that feel like secrets when you find them,

offer some extra goodies, and then smartly wrap you right back onto the main path.

There are also areas that are teased to you, where you'll see an item in the distance,

wonder how to find it, and then if you search can find a path that will make you feel rewarded

when you do find it.

There's also a clever shortcut/drop, which seems impossible to do if you're new - but

when you discover it is possible, that in itself is massively rewarding.

But, as far as the enemies are placed, this area has a decent amount of mobs - which can

be incredibly intimidating for new players.

There's a section you have to run past with firebombs being tossed down at you, where

you're basically forced to run into a mob scenario.

Unless you know about the Black Knight shortcut… which has a Black Knight guarding the path

- this is one of the harder areas to run through and avoid enemies - which is good and bad.

On one hand, it forces the player to learn that running past enemies isn't an option

- and force them to learn to be slow and methodical, and learn how to play the game.

It teaches you to be observant and take your time.

On the other hand - as players are still learning the mechanics of the game at this point, it

can be incredibly frustrating if it feels like you aren't making any progress.

And while you'll probably be returning to the bonfire to level-up frequently - at least

I know I was on my first play through, as this was my first Souls game - I think being

stuck in an area that seems a little more bland, without much option of any other section

of the game to try without a far steeper difficulty curve, could be problematic.

And look, there's no way for me to really know, as looking at Achievement rates in Dark

Souls is always a steady drop-off, as it is with any game, it's my guess that this area

may be highly discouraging to new players.

Of course - I'm sure many of you in the comments will tell me about how easy this

section was for you, but it's my opinion that this area, including Undead Parish, could

be the most discouraging part of the game for someone new.

But, okay, let's talk about some more positives:

If you get the Master Key, you can head down to Havel's chamber, and out into the Darkroot

Basin.

The Darkroot Basin is visually interesting, has the Hydra which is horrifying but super

cool, and if you explore you can get the Grass Root Shield, which is a really good shield,

at least in my opinion.

And, while this experience won't be the same for everyone: It was here that I realized

part of what helped me get through the game and enjoy it.

While it felt super punishing to die because Dark Souls gets rid of all of your currency,

with the chance to pick it up again - I realized that I could explore areas and just say: "Fuck

it!" about my currency, and just try to find useful items, which I would keep.

Exploring in hard areas could actually be rewarding, and as long as you weren't thinking

about leveling up, dying was actually beneficial.

It's a different way to play other Action RPGs, where you die and lose everything.

Weirdly enough, it actually makes exploring potentially easier to do.

So, with that, let's talk about the death mechanics of the game:

————

When both Demon's Souls and Dark Souls came out, this was actually a pretty big talking

point, and one of the reasons these games were considered so challenging.

When you die, you lose all of your Souls, which act as both your currency and your experience

points.

That's normal enough… but there's no true saving in Dark Souls.

In most games, when you die, while that's punishing enough, you return to your save

point with all of the experience point and currency you had prior to saving.

However - as Souls doesn't have this, you'll lose everything.

The game does counteract this, though, in a couple ways.

For one, you have the chance to collect all of your Souls again… unless you die a 2nd

time, at which point they're all lost.

For two… this currency is really the only thing you lose, and I think that's a really

important point.

Every item you collect while exploring, even if you die, you'll still keep.

You also never lose levels from dying - at least in Dark Souls - so a dynamic is created.

On one hand, exploring is encouraged because you can find new and incredibly useful items.

On the other hand… you'll always have to pay attention to how much health you have,

how many estus flasks for healing, and how many souls you have.

There's a risk/reward for exploring, and if you have a lot of souls, you may decide

to just cash them in before you explore, and not have to worry about.

Or, you can take the risk.

Once you're used to it…

I actually find this mechanic in a lot of ways less punishing than normal Action RPGs,

where you lose everything when you die.

And it's been incorporated into a lot of games since… so it definitely has inspired

a lot of modern game design - despite the initial criticism it received.

————

Okay, so Undead Burg is fully explored, you've gotten used to the basic mechanics of the

game, so you think… and you come upon your first real boss:

(Show footage of Taurus Demon, but without the music, like I have in my remastered recording)

Look, it's a bigger, scarier enemy!

But, it's not too bad, right?

Wait a sec…

(Show footage of Taurus Demon again, but now with the music).

Oh my God!

That thing is horrifying now!

And this is really the power of Dark Souls' sound design.

By the combination of a bigger, badder enemy showing up, and the music, the fight immediately

feels far more daunting.

Obviously if you're new to the game, being trapped on a small bridge with this thing

is going to be frightening anyways.

But, by not playing any music, and suddenly blasting it when the boss appears, you've

drastically heightened that sense of tension.

So, I don't have too much to say about the Taurus Demon outside of that I think it's

a good "2nd boss" if that's the order you choose.

It's big and intimidating like the Asylum Demon, so you'll feel rewarded when you

defeat it.

It's a little quicker and more challenging, though, with a bigger health pool.

But, if you're clever, you have the option to plunge attack it, which really hammers

in how important it is to explore the environment.

Archers who shoot down at you indicate there might be another area you can go, and you're

rewarded for exploring this by finding a way to significantly decrease the Taurus Demon's

health in an easy way.

It calls back what you learned from the first fight against the Asylum demon, but implements

it in a more challenging fashion.

So, I think it's a perfectly implemented boss fight… when it works.

(Show a glitch kill).

(Add a source at the bottom for whatever YouTube channel's footage I use)

————

Onwards and across to the Undead Parish… where we get one of my least favorite things

in the game - the Hellkite Drake.

On one hand, I do like how intimidating it is, and I think it was a fun design choice

to have the Hellkite Drake show up almost immediately after the Taurus Demon, without

a bonfire or anyway to feel safe or as rewarded for what you just did.

But…

I think this is one of the areas that properly fails to warn the player there's a trap

and they will get injured.

If you look at the ground, there's burn marks before you walk onto the bridge where

the Hellkite Drake is.

But… there's really nothing to indicate to you that you should walk on it, then turn

tail and run away from it.

There are tells that are really well done in this game, but this particular one bothers

me.

Fortunately, if you have full health, when the Hellkite Drake breaths fire on you, it

probably won't kill you.

But…

I would have preferred if the Hellkite Drake cut across the bridge, and lit fire directly

in front of you indicating: Hey, this area is going to be problematic - with a better

tell.

Or, alternatively, if the Hellkite Drake swooped up from under the bridge, shot fire directly

at the bridge in front of you, with the fire coming towards you.

That way, you could at least have a moment to react and possibly run back to safety,

before the Hellkite Drake then perches on wall across from you.

Even getting through the bridge feels kinda poorly handled at this point.

You can go underneath to find a path, where you're punished because you can't reach

the bonfire - but at the very least, you can still progress without figuring out how to

cross through the Hellkite Drake.

So, on the positive end, that option was handled well with you losing out on a bonfire - which

is a major reward - in return for safety.

To get the Hellkite Drake to react in a way that you can run past it to said bonfire,

and get your reward, you have to wait in one of the safe zones until the Hellkite Drake

reacts, seemingly gets annoyed, and flies into get you.

I do like this reaction by the Hellkite Drake… but there's nothing inherent to tell you

to just wait in the safe zone until the Hellkite Drake gets bored and comes to attack you.

Running out onto the bridge resets the amount of time you have to wait, which makes it especially

difficult to figure out what to do in order to cause this animation.

Something notable in this area is the ladder you can kick down to reach your previous bonfire

at Undead Burg.

Not only is it a great checkpoint, but more importantly… it's clever.

After feeling panicked that you beat a boss, you have a lot of souls, and debating if you

should carry on or not - if you get through the first attack by the Hellkite Drake, you

get what's essentially a double reward.

A ladder that creates a shortcut back to your previous bonfire.

It's so cleverly designed where even if you feel like you're traveling away - you

end up looping right back to this bonfire, and now have easier access to the Undead Merchant

or Firelink Shrine if need-be.

Which… leads nicely into my thoughts about the Undead Cathedral.

————

The Undead Cathedral contains what I consider to be one of the most critical shortcuts in

Dark Souls, and what's quite possibly a game-changing moment.

After traveling even further along the path past the Hellkite Drake, and making it to

the end of the Undead Cathedral, you'll find an elevator which leads directly back

down to Firelink Shrine.

This creates multiple major moments.

First - It shows just how interconnected the world design of Dark Souls is.

While Undead Burg has an interconnected level design, with various paths that cleverly loop

back onto themselves - this is a major moment that should show just how well the entire

world of Dark Souls does this.

Secondly - It's incredibly rewarding.

At this point in the game, you've traveled pretty far away from Firelink Shrine, which

is essentially a hub and the one place the feels like a peaceful respite from all of

the Hell going on outside of it.

You've defeated a boss, and traveled even further, to a point where a 2nd boss is looming.

But, after all of that, you've unlocked a quick and easy way to travel back home to

Firelink Shrine.

Another thing I haven't mentioned is kindling bonfires - which I think is a bit too obtuse

and confusing.

But - point is, bonfires typically start with 5 estus flask recoveries for your character,

which also acts as a limit for how far you'll want to explore, as once you're out, it's

a good idea to head back to the bonfire, recover these, and try again.

While you can level up a bonfire to allow for up to 20… by its obtuse nature, I have

a feeling not all players will have figured this out by this point.

BUT, Firelink Shrine's bonfire starts with 10 estus flask recoveries.

So, for players who haven't quite figured out this mechanic, the bonfire is made even

more rewarding to be able to return to.

This leads me to talking about bonfire warping… and an important point I really wanted to

touch on in this video:

————

With the release of Dark Souls: Remastered, I've seen a number of complaints about changes

that weren't made… one of them being about Bonfire Warping.

[SOT - Jim Sterling complaining about how there should be Bonfire Warping in DS: Remastered]

Sorry Jim, I do enjoy your videos, I just want to illustrate this point.

The problem with bonfire warping, and why it was such a smart decision in Dark Souls

1 to not allow players to do this immediately, is it completely negates the interconnected

World Design of Dark Souls 1.

You see, when you can warp at the start of the game from any bonfire to another bonfire,

it lowers the tension of exploring.

Part of what makes the game get more intense as you progress further into the game, is

that you're slowly exploring further and further away from the safety of Firelink Shrine.

At the same time, because you can't warp - that's what makes the shortcut in the

Undead Cathedral to Firelink Shrine feel so incredibly rewarding.

If you could warp from any bonfire, this wouldn't matter, and there'd be no reason for this

shortcut to exist.

When you find the bonfire in the Undead Parish - which is next to the Undead Cathedral, you

would be able to just warp back to Firelink Shrine from there.

Which - yes, is convenient - but again, completely negates any reason for this shortcut to exist.

And at that point, the interconnected world design doesn't matter as much.

Not only that, but the game is designed around the idea that you can't warp.

If you decide to travel into the Catacombs before you have access to warping and The

Lord Vessel… you'll find a fairly difficult path down to the bottom, based on your level

and how good you are at the game.

But, again, playing off the notion that there's tension to exploring as you can't warp…

once you hit the bottom of the catacombs, you'll have to somehow make your way back

up, which in many places can be even more difficult than traveling down.

You've now put yourself in a predicament that you have to get out of.

And that's something you'll always question anytime you pick up a new bonfire in Dark

Souls during a first playthrough: How far away am I from Firelink Shrine?

And how hard is it going to be to get back?

It creates an entirely different feel of playing through the game, than if you can just warp

out - because at that point none of it matters, because you can easily escape to safety.

Even looking at Blighttown, the area was also designed with the idea that players will be

looping out of it.

Most first time players will travel to Blighttown via the Depths, and the escape out of Blighttown

is it's own challenge, again, purposefully designed that way.

I mean, hell, the game even put Lautrec in Firelink Shrine, who'll take out the bonfire

once you reach Blighttown…

Let's consider what happens when you can't warp:

You have a tense trip traveling up the mills of Blighttown, and passing through a cave

of trolls.

When you finally reach Firelink Shrine, the bonfire doesn't exist, and that's horrifying

as this is the safety hub you've been trying to reach.

But suddenly, you remember that you created a shortcut to the Undead Parish, and because

you're a smart player, you can safely travel to that, making the shortcut you opened way

back at the beginning of the game even more important.

None of this would exist if you could warp in Dark Souls right off the bat.

It wouldn't matter.

You finish Blighttown and… okay: Just warp back up to wherever you want to go next.

It's a completely different game feel, and part of why it's my opinion that it was

such a good decision not to allow for warping.

So, what would happen if you could warp right off the bat?

The answer is… the design of the game would have to change to accommodate for this idea…

which is exactly what we see in Dark Souls 3, and to a lesser extent Dark Souls 2.

Both Dark Souls 2 and Dark Souls 3 allow for warping right off the bat, so let's talk

about both.

In Dark Souls 2, you have Majula as the main HUB, acting like Fire Link shrine, and then

4 branching paths that go in completely opposite directions, and never connect.

And while it's not as satisfying than as if the world connected… the truth is - you

don't really NEED it to.

The individual level design isn't as strong, which is more of what people noticed, but

again… the world connecting doesn't matter.

You can travel to the far end of any branch, and warp there whenever you want, there's

no reason it needs to connect.

In a lot of ways, it's really more similar to Demon's Souls in that regard - the world

connecting to the HUB is just a nice, but unnecessary touch.

Meanwhile, while Dark Souls 3 contains certain areas of the world that connect… for the

most part, you have distinct paths that go in separate directions, then dead-end - because

again, making the world interconnect isn't as important.

However, Dark Souls 3 does a better job of accommodating for this design choice within

the level design, and the way they need to in order for it to work with warping bonfires.

So, let me show you what I mean:

The Cathedral of the Deep contains a minor Firelink Shrine in some ways.

You'll find one bonfire in the entire area, but next to it are 2 incredibly obvious locked

shortcuts.

So, in order to create more tension, you spend a certain amount of time traveling away from

this bonfire, and then the game eventually wraps back to that singular bonfire opening

1 shortcut.

You then use that shortcut to repeat the same process of looping around to open shortcut

number 2.

This is how the game functions in order to create a similar feeling.

There's no reason to include a wrap-back to the overall world or HUB at any point,

as you can just warp there.

So - they have to create this feeling in individual levels… which isn't as effective.

But compared to Dark Souls 1…

Dark Souls 3 is designed around this concept.

Dark Souls 1 isn't.

Simply adding warping completely negates the overall design of Dark Souls 1.

Bloodborne is a little better in this regard… as while you can warp immediately in the game,

you're forced to warp back to the HUD before you can then warp to another area.

This is so inconvenient… especially with the loading times of Bloodborne… that it

disincentives warping just enough to make Yharnam mostly connecting a rewarding touch.

I know I've been harping on this for a while, but I really want to hammer in how important

of a choice not allowing warping off the bat in Dark Souls 1 is, and how much it changes

the game, as well as how much the game is designed around this concept.

Similar to not having a mini-map, or objective markers, this is one of those touches that

makes Dark Souls unique and stand out.

It's part of the reason many people enjoyed the game.

And while you could argue: "Warping is optional", you could say the same thing about a mini-map

or objective markers.

The point is, not being given the option to use these things are what creates tension

and adds both challenge and reward to the game.

If you know that you can just warp at any point, even if you choose not to, it completely

destroys that feeling - as any predicament you get yourself into, such as getting stuck

at the bottom of the Tomb of Giants… which happened to me - the easy option is there,

and it's no-longer a daunting prospect to get out.

The shortcut to Firelink Shrine is nice, but it's no longer important.

How much you hate Lautrec for killing the Firekeeper at Firelink Shrine doesn't matter,

because you'd be able to warp to any bonfire regardless.

While yes - it certainly is convenient to be able to warp at any point in Dark Souls

1, that's not what the game is about.

The point of the game is to establish obstacles and challenges for the player to overcome,

and then reward them for doing so, and not being able to warp ties directly into that.

————

But, I'll stop harping on this point.

Your first truly required boss, as Taurus Demon is actually skippable, are the Bell

Gargoyles.

This is another great boss fight that perfectly works off what the game is about.

For players who haven't played Demon's Souls, the fact that a second Bell Gargoyle

comes halfway through the fight is a daunting surprise.

But, while it adds another layer of challenge to the fight, you actually have a pretty large

space to try and escape from - with this fight being a balance of patience and choosing when

to be aggressive.

The fight feels nicely balanced, and is definitely something new players can overcome - which

you want at this point in a game.

Moving forward, you find the Darkroot Garden and Darkroot Basin which is a nice change

of scenery that should help add a new layer of intrigue to players.

I also love the inclusion of the Hydra at this point in the game, because if further

helps distinguish Dark Souls from other action games.

Leading up to Demon's Souls and Dark Souls, most action games would actively encourage

you and reward you for fighting crazy and horrifying enemies.

So-much so, that nothing really ends up feeling daunting or intimidating.

In God of War, Devil May Cry, or Bayonetta - which I acknowledge are completely different

types of action games - if you see something like the Hydra, your instinct would be to

run up and attack it.

However, at this point in Dark Souls your instincts should be the exact opposite, that

giant monster in the distance could very easily kill you, and further more, the question of

'how' you're going to get past that thing is a real question.

And that's part of what I find so endearing about Dark Souls - You actually feel helpless

at times, and unprepared for various situations - which makes overcoming them all that much

more rewarding.

Another thing I think is important about the Darkroot Basin is - if you don't have the

master key - this is where the game truly opens up.

Even for new players with the master key, this is probably where you'll feel like

you suddenly have options.

You can head to the Moonlight Butterfly and take down that boss, you can try and take

on the Hydra, you can go into the Valley of Drakes, and thereby Blighttown, or you can

fight the Bell Gargoyles or Capra Demon… depending on your progress at this point.

You can even head into the Darkroot Garden, either by saving up for the Crest of Artorias

or by going around it, and find Sif.

This non-linear element works to the games favor in plethora of ways.

For new players, it's nice to feel like you have options, especially if the game is

overly challenging.

If you're struggling too much with one area, you can tackle another, level-up, better equip

yourself, and return to an area you were struggling with later.

Even if they're all challenging, at least you're open to choose which challenge you

want to tackle.

For returning players, this gives you several routes you can tackle, and allows for completely

different types of play throughs.

It's the same thing as what makes the Mega Man games so replayable.

Part of the fun of those games is that you can pick the boss and level in any order you

like - which was revolutionary for the time of the games release, as it was the first

game to do so.

In this way, returning to play those games is always fun, as you're not stuck to a

linear route.

While not every game is necessarily serviced by this choice (with Octopath Traveler being

a prime example I'd like to talk about at some point), when done well it massively boosts

how repayable a game is.

————

Despite how much I love the forest, as it turns out, you're actually supposed to head

back to the Hellkite Drake to get into Lower Undead Burg with a key you should've picked

up around this point if you were paying attention and properly exploring.

I do think this is a little obtuse to find.

From personal experience, I completely forgot about the door the key opens, despite looking

at the key's description - and I've also watched friends stream the game who also had

no idea where to go at this point.

I'm sure it's nit-picky, and other people had no trouble finding it, but I think it's

worth pointing out.

Either way - for a game that's heavy on exploration, I don't think it's a big

deal.

Capra Demon is notable, as it's the first boss with extra enemies in boss arena.

It's also by far the most aggressive boss so far, with the demon and dogs immediately

running at you right when you enter the fog-gate.

Like most people I've seen talk about this - I'm not a fan of extra enemies in boss

arenas.

While I don't mind a boss who doubles-up, like the Man-eater or Bell-Gargoyles, those

feel properly balanced.

This, on the other hand, is just kinda annoying and can feel unfair.

Especially with the dogs, who are already pretty hard to hit in the first place.

On a positive note, I like what Fromsoftware was going for with the boss beings super aggressive.

It's a great way to keep players on their feet, and change things up at a point where

you might be starting to get comfortable.

But…

I think a hyper-aggressive boss would have done the trick without resorting to the dog

gimmick.

————

With Capra finished, we reach The Depths… and the Basilisks.

The Basilisks who are capable of cursing you … which I would call by far the largest

punishment in the game - as it reduces you to half-health until you find a Purging Stone

to take care of it.

This is one of the punishments in the game I feel is a little too harsh.

Both Dark Souls 2 and 3 back-tracked on the effects of this with the curse of Dark Souls

2 dropping you hollow level… and Dark Souls 3 it just kills you with no lasting effect.

I do like that curse has a different kind of penalty than other effects, which makes

it unique - and I actually think Dark Souls 3 and 2's penalties are too tame.

That said, I think a penalty of 1 quarter of your health gone after being cursed would

have been much more manageable, and still a decent penalty.

You do die from getting cursed, and the lasting effect would still be harsh, but at least

you'd feel like you could still carry-on to a degree.

With half of your health gone, it's truly crippling, and I think that's far too harsh

this early-on in the game.

You do open up the Female Undead Merchant just before this point who sells purging stones…

but I'm not sure how many people will realize this, as you'll have no idea just how bad

the 'curse' status is until you get knocked down by it.

So - it's not something you'll be looking out for.

Also, you could pretty easily think to go to the first Undead Merchant to find an item

to cure your status - only to find he doesn't carry it, which would feel defeating.

Outside of that…

I don't have too much to say about the Depths other than the Gaping Dragon is an awesome

boss.

————

With Gaping Dragon down, we enter Blighttown.

An area that honestly gets a bad rep… partially because of the garbage frame rate at the bottom.

Leading down to the bottom is a fun area of narrow bridges and platforms constructed together

to make a maze-like path.

But… reaching the bottom of Blighttown, we get to what I truly dislike about the area

- which is a poison swamp.

There was an area like this in Demon's Souls, and also similar in the future installments

of the game.

Looking at the game as a whole, and from the perspective of a large world, it's an interesting

area and fits in nicely … But…

I've never been a fan of these poison locations.

When it's a swamp, like in Dark Souls 1, it's something you're forced to trudge

through slowly, which just makes it annoying more than anything else.

While you can get the Rusted Iron Ring to counter-act this, even being forced to switch

it on is a hindrance.

Being slowly poisoned isn't too challenging… again, it's more of just kind of annoying.

The design of Dark Souls is overwhelmingly setup to give players various challenges,

with the point being a sense of reward and accomplishment for overcoming the set of challenges.

For my part - these types of areas fail at that, as getting past them never feels rewarding

outside of: "Thank God I'm done with that shit.".

The boss of the area on the other hand, Quelaag, is a lot of fun with a mix of attacks that

change up what we've seen before, making for an interesting battle.

Apparently she's overwhelmingly easy in co-op, but I like tackling these games solo,

so it's not something I can comment on too strongly.

————

With Quelaag's defeat, we both unleash a new NPC and open up Sen's Fortress.

While I'd go into Frampt, he's really more important from a lore stand-point, and

I've already covered that so heavily in other videos, I'd say to go watch one of

those if you 'd like to see that.

He does give you your next goal in the game, which, as our cutscene has indicated - is

to travel to Sen's Fortress and into Anor Londo, the city of the Gods.

Sen's Fortress really tests if you've been paying attention to what Dark Souls has

been trying to teach you the most of the game…. which is to pay attention to your surroundings.

It's also a nice nod to previous FromSoftware games… in that we've actually seen similar

trap-filled dungeons in the King's Field series - and in particular, King's Field

2's Passage of Death.

While this area can be Hell to go through, I absolutely love it for the challenges it

presents.

Almost every trap here is fair, and the game has already made it abundantly clear to you

that you should take your time in new areas and not rush through.

If you do so, you'll be able to notice the various switches and traps.

The first trap we find is a switch that activates arrows that will shoot out at you.

You're given plenty of time to avoid these, and even have Lizard-Men who will rush at

you, and possibly get in the way of the trap, getting injured themselves, giving you yet

another means of learning the trap and understand what the area will be about without it feeling

unfair.

Another trap in the area is an elevator that leads to spikes on a ceiling that will kill

you.

Unlike the Hellkite Drake bridge, this is far better indicated.

For one - you're already in an area filled with traps, and you know that you need to

pay attention to this stuff.

Secondly - this elevator has blood all over it, indicating something's wrong.

While you may not know exactly what - it's a good clue-in to it.

In fact, the only trap in this area that I find to be unfair is the Mimic Chest.

While I actually love these things, and think they're fun - and overall when you know

of their existence, do think they're fair - as they move around slightly and if you

have a keen eye, you can spot them… the first time we find one, there's really no

indication that something will be wrong.

Yes - you can spot it, but it's so subtle, I doubt most players would ever notice.

You're also so used to chests acting in one way, I think you need a slightly better

indicator that there's going to be something wrong for it to feel fair.

Of course - the fact that the first chest is in Sen's Fortress is a great start, as

that is the perfect placement for this chest.

That said, I don't personally mind this "gotcha" moment, which is really what

it feels like - but coming from the stand-point of how fair it feels, it doesn't match most

of Dark Souls design.

————————

Finishing Sen's Fortress, we reach Anor Londo.

I think Anor Londo is a bit of a mixed bag.

The area is giant and grandiose, which definitely gives it the impression of an important place,

and is fitting both for the lore, and the build up to this point.

However… the outer portion also feels kind of empty.

Now - I do understand the lore perspective of this, and there's nothing wrong with

breaking up the pacing with a wide open space like this.

But, it mainly sticks out when you're trying to traverse from one point to another after

you already know the layout and have completed it's various challenges.

On a positive note, I love that getting into the chapel requires you to run across the

top of a buttress.

It almost feels unintentional - and while it definitely is - the act of finding it and

realizing this will be a way to get to your next destination actually feels like you're

sneaking into somewhere you're not supposed to go.

The rafter segment that follows can be a bit of a pain, but it's not so bad that it feels

unfair.

I also love that - by running through the rafters - not only does it cement the grandiose

scale of the area - as this is where Lords resided - but it also feel like a new kind

of challenge.

However… we do find the Anor Londo archery club here… which… is a bit ridiculous.

When you know how to play the game, you'll know various ways to get through this challenge.

If you're good at dodge rolling and parrying… it's really not all that bad.

If you're not - HOLY HELL, MAN.

And, I think this is one of the examples in the game of an area that goes too far towards

unfair.

Especially as it decides to toss not one… but two archers at you.

I think it's an interesting challenge.

But… my God man…

I wouldn't fault anyone for being pissed about this.

While the outside is a little hit or miss… and I'm not just talking about the archers.

- I think the inside of Anor Londo really shines.

Going through the Cathedral is a bit of a maze, and the Silver Knights really help train

players at parrying if it's not something they've worked on yet.

Also, the fact you can skip half of this makes me happy… as these exploits are always fun

and can make you feel clever.

Of course, what's really one of the most interesting parts of the whole section is

Ornstein and Smough - who are perhaps the biggest test of the entire game.

From a lore perspective, they're meant to test if an undead is worthy enough to see

Gwynevere.

And you can bet your ass I'm gonna try to be that person.

BUT - It also ties in with the gameplay, as this boss fight is a culmination and true

test of your skills.

It'll ask you to properly manage fighting two enemies at once, and understand that sometimes,

being patient is a better strategy than trying to rush-in - which is something the game has

been teaching the entire time.

Ornstein and Smough behave differently, with one being quick and agile, while the other

is slow and powerful.

They test two different skills, and they work perfectly in tandem.

Killing one will make the other stronger, suddenly giving you a challenging 1 on 1 boss

fight - yet again, testing how well you can pick up on the enemy's tells and react.

Interestingly, this also gives them more replayability, as if you come back on a New Game + run, or

a separate game, it's fun to test your skills against the boss you didn't fight the first

time.

It also gives new players a choice, so if you're struggling with one… you can choose

the other.

I think Ornstein and Smough is the most challenging boss in Vanilla Dark Souls, and this is the

perfect placement for this battle.

At this point, players should already be dedicated and have a strong understanding of the game.

It's immensely rewarding to defeat the pair of them, and doing so opens up multiple previously

locked-off paths for you, which is a massive reward in its own right.

————————

At this point, you reach the final portion of the game, and… where the game has it's

biggest issues.

You're presented with 4 paths you have to travel in order to get the various Lord Souls

to finish the game.

In theme with the game so far, the order in which you do this is completely up to you.

However, structurally, this is where the game feels different and loses some of its charm.

What I'm mainly referring to is the game loses its interconnectivity.

Part of the charm of the game, up to this point, was discovering how parts the world

connected to each other, discovering new shortcuts, and discovering new paths.

Now, the world of Dark Souls has grown to a grandiose size, with 3 distinct far away-branches

- that being the Duke's Archives, the Giant's Tomb, and Izalith… with New Londo still

being relatively in the middle of things.

To make up for this, you're now given the ability to warp, which does add a level of

convenience, and a sense of accomplishment - as it's something you unlocked… but

also feels necessary.

So, I'm going to present an alternative concept, that could potentially solve this

issue.

That said - it does have its own issues, which I'll also bring up.

One way to solve this problem, is within Anor Londo itself.

If - say - when you reach Anor Londo, there's now 2 branching paths on top of the Duke's

Archives, you could now create an entirely new area of interconnected paths and locations

around the city itself.

From a purely gameplay perspective, this could give players a continuing sense of discovery

as they work there way around the city.

Then - the bonfire at the Princess' Chamber could warp back to Firelink Shrine, or the

Undead Parish (given Lautrec's involvement).

Now, without warping, you can explore beyond the Princess' Chamber, and feel even further

from your HUB of Firelink Shrine, and what's essentially home, creating a greater sense

of danger as you stray further and further away, as you know that Princess' Chamber

bonfire is the only way to get back to your HUB.

This now heightens the sense of danger at the final portion of the game, which the game

has been ramping up to, and continues the design of Dark Souls you've known up to

this point, but with an even greater sense of fear for being 'far from home'.

On the flip-side, this concept does break the overall world design.

It is interesting from a lore and world perspective to see these opposite ends of the world the

various Gods and Lords of the world have made their homes.

I'm not claiming my concept is better than what the solution FromSoftware found was - especially

as the overall world design and lore of the game, even if you don't know the lore, is

part of what makes the game so interesting to play.

My first time playing the game, without knowing any lore, something about each area felt important

- and like it truly mattered as it all fit in to the world you were traversing - so that

is an important aspect to keep in mind.

It's really meant as food for thought, and a way to try to critically think about gameplay

design, and how you can continue to build and heighten the initial design around the

game.

———————

So, let's talk about these branches:

While I briefly mentioned the Catacombs before, this area leads directly into the Tomb of

Giants and Nito.

The Catacombs is actually one of my favorite areas of the game, because it so strongly

utilizes vertical game design.

There are several branches for traveling down the Catacombs, and several shortcuts you can

find as well if you're creative enough.

And I think that was the fun for me - it was in carving my own path downwards.

Another thing about it, that I actually find to be great - is that the path back up is,

in some ways, more challenging than the path down.

My first time going through the Catacombs was before I activated the Lordvessel, and

the realization that I had to make my way back up after trapping myself at the bottom

was pretty significant.

Of course, this all depends on when you choose to go into the Catacombs, but I like that

this is a possibility.

If you're a new player, you actually get a really great reward in doing so…

The Great Scythe!

The best weapon in the game!

… Okay, I do love The Great Scythe, but really - you get the Rite of Kindling, which

for any new player is a major find, as it'll allow you to upgrade your bonfires so you

can get 20 Estus Flask uses instead of 10.

However - returning players and skilled players can entirely avoid this until they need to

traverse to the Catacombs later in the game which just adds to the brilliance of the design.

From software was smart enough to reward players for taking the challenge early on.

Pinwheel on the other hand…

Alright - here's the thing with Pinwheel.

He's a joke of a boss because he's so easy when you need to traverse the Catacombs,

but he's also designed so you can fight him early in the game.

In some of my runs, I travel into the Catacombs first, just for the Hell of it, and to get

some quick Souls, and he's actually pretty challenging.

I do like his design, but he probably should have had more defense or health, to make him

at least slightly more challenging for when players will typically tackle him.

The Tomb of Giants, on the other hand…

I'm not so fond of.

To its credit, it does mix things up, which I like.

The challenge of not being able to see what's in front of you, unless you specifically hold

up a light source instead of a way to defend yourself - that's a great dynamic to add

in.

I'm willing to say I might just be bad at fighting them… but I hate the Skeleton Dogs.

There's also the issue of getting the Large Divine Ember… which is stuck in a Tomb with

a ridiculous amount of aggressive giant skeletons.

While I usually enjoy these types of traps - they should either be utilized for areas

where there's nothing important… or have a better way to tackle and get out of the

challenge.

As it stands, unless you're a range build, going for the Large Divine Ember is basically

a suicide mission.

Which - you can do as you'll still have it after you die, it's just not great design.

The area's pathing does have some nice twists and turns to it, if you follow it properly…

at least during the front end.

But, overall, it mostly feels like a straight line.

I get that might sound like a hypocritical critique, considering I just praised the Catacombs.

But - with the Catacombs, the area does have a lot of interesting design choices and twists

to it if you follow the normal path down, where-as the shortcuts - which are the reward

for exploring and taking risks - turn it into a straight path.

The Tomb of Giants really is just… a straight line if you turn on the lights.

Which, leads me to my suggestion for the area.

The gimmick itself is interesting and cool, but it's really the overall bathing that

make the area feel more flawed.

I think if the area had been more of a maze, maybe even more-so than any other area of

the game, it would have heightened on the design choice of being unable to see in front

of you.

The area does do it for a little bit, when you're going through the caverns… but

it could have really built upon this idea.

Nito as a boss if fine.

I know some people hate the boss, as he's pretty easy, minus skeletons who won't die

unless you have the proper weapon equipped, making him a bit of a gimmick boss.

For my part, I don't actually mind these gimmick style bosses as long as they're

done with restraint.

So-long as the overall gameplay is still in-line with the rest of the game, I think it can

help add a bit of variety.

And for new players who aren't so skilled… it can actually be a bit of a relief in a

way - which I'll talk about more when we get to The Witch of Izalith.

I do, however, think there are some other ways Nito could have been made into a more

interesting boss fight, but still included a gimmick.

For my suggestion with Nito - as we see him rotting away branches during the intro, it

could have been interesting if you fight him in an arena where he can rot away certain

paths you're on, so you have to toggle handling him or the environment.

Similarly, as he's the Lord of Death, and seems to have some control over skeletons

- the arena could have been built with various bones the wall that he could summon to attack

the player, making the arena hazardous - but still something a player could spot and react

to if paying attention.

Either way, these are just gimmicks I think would have been more interesting, as I haven't

really seen them in a Souls game yet period, and you'd still be fighting as you normally

do, but with an environmental hazard.

Needing a divine weapon to take out the skeleton guards is … fine - as you've already had

a chance to learn this is a thing throughout the Catacombs… but it's also the only

time you ever need to change weapons for a boss fight, which sticks out.

——————

The next path we'll take is The Duke's Archives and Seath.

We're presented a number of obstacles that make this area unique.

In the Duke's Archives, you're more-or-less required to die and taken to a prison where

you're cut off from warping.

I mean… look - there's a way around this utilizing the elevators, but I'm sure that's

unintentional.

Luckily, unlike Dark Souls 2's Shrine of Winters shortcut, it was at least never patched

out.

These glitches and unintentional shortcuts are, in my opinion, a part of the charm of

games.

They add another layer to exploration, so I'm actually pretty disappointed when this

sort of thing is patched out.

While it's a little disappointing you're required to die in the game, unless using

the unintentional shortcut, I do think from an overall stand-point this was an interesting

element, especially for first time players, which too often gets forgotten when fans of

Dark Souls discuss the design.

After Anor Londo, and especially if the Duke's Archives is one of the later areas players

choose to explore, this is the point when new players should start to be feeling more

confident and powerful.

Not only that, but you can warp around, which takes away some tension.

So, the game has to find different ways to continue to challenge the player.

And, rather than just upping the difficulty and health of enemies, which gets monotonous

after a while, trapping you in a dungeon and taking away the ability to warp to safety

is one such way to present a new challenge.

And, while I honestly find the area to overall be kinda tedious when replaying, I do think

this was a good choice by Fromsoftware, and I'm glad they went through with this concept.

It also brings up another thing I want to talk about before jumping into the Crystal

Cave and Seath…

———————

While I complained about the linear branches in this latter portion of the game, it is

worth noting a major challenge the developers had to face.

When playing through the first portion, it's pretty clear there's a specific path that

you're meant to play through.

While you can go in any order you like, which I already praised enough earlier, the game

is still able to properly ramp up the difficulty and various challenges the player faces, due

to the clear order you're intended to progress.

After finishing Anor Londo, the player is suddenly given 4 branches they can tackle

in any order they want - which presents a number of design questions with both pros

and cons.

Do you make the enemies in certain branches more challenging than others, so there's

a clear order the player should tackle these?

The pro of this is players will most likely play in this order, and never get to OP.

But… that somewhat takes away the non-linear factor of presenting 4 branches.

So, if you really want players to be able to go to any of these branches with no particular

advantage to each, you have to make the enemies relatively similar in difficulty.

However - in an RPG where you level up, like Dark Souls, the branches will slowly grow

easier and easier, with the final branch players choose being the easiest.

This is leading up to the climax of the game, so this is pretty problematic… unless the

point of the game is a power fantasy, which Dark Souls isn't.

So - Dark Souls solution to this was the various gimmicks I've discussed so far.

The Tomb of the Giants is dark, so the challenge is in the environment.

The Duke's Archives locks you in a prison and away from warping, then has a Harry Potter

staircase puzzle.

It's final segment, The Crystal Cave, uses another environmental challenge with invisible

paths.

Izalith has you treading on lava which drains your health, and New Londo has… well…

New Londo uses narrow paths and ghosts whom you need transient curses to fight.

The challenge of these areas aren't really the enemies… except for the skeleton dogs,

fuck those.

But, really in the environment, and that was Dark Souls solution to this issue.

And, while certain areas were more successful than others at attaining this, I do think

it's an admirable solution, and the correct one for this specific game.

—————————

So, back to the Crystal Cave!

This is the second portion of the Duke's Archives, with the conceit being there's

invisible paths you'll need Prism Stones or can use the snow flakes to spot.

To be honest, I don't think this area was handled well.

I do like the concept of it, as it's an interesting quandary.

But… the prism stones aren't good enough to be useful.

Since you drop them right in front of you, and the ledge to a path could be anywhere,

they're totally unhelpful, and you need a giant number of them if you're actually

going to try using them to find paths.

The snowflakes are fine, but they're fairly slow, so you'll end up standing and waiting

a bunch, until you eventually memorize the paths.

And…

I think the solution here is pretty simple, which is really what makes it a shame.

If the prism stones had a glow to them, and highlighted a larger area, suddenly they'd

actually be useful.

Additionally, the snowflakes could be more plentiful and fall a little faster, maybe

even with a little more of a glow to them when they land on the path.

That way, the path would be at least a little more obvious… and with that, more invisible

paths could be added.

As it stands, there's hardly any invisible paths, and thank God for that, as they're

so annoying the first time playing the game.

So, I think a solution where the paths can be spotted at least more easily, but not fully

given away to players, would have allowed for far more invisible paths in this section,

and potentially are much more interesting area.

As it stands now, it's really just a raceway to Seath, and becomes pretty forgettable once

you know the linear path to get to him.

As far as the Seath fight goes…

I actually like this boss fight.

He's different from other bosses we've seen before, and fighting him doesn't involve

any strange gimmicks to make him more challenging.

He's also a reference back to FromSoftware's very first game series, King's Field…

which is an absolutely amazing series of games, and I appreciate the reference.

Seath also has a tail drop, the Moonlight Sword, which is yet another King's Field

reference - as The Moonlight Sword is highly important to the King's Field series, and

has become somewhat of a mascot to Fromsoftware making a cameo in multiple games of there's.

So, good job.

Sneaking in references like that without be obvert about it is always a nice touch.

—————————

Next up, let's head to New Londo and the Darkroot Garden.

While New Londo can be confusing at first, as the enemies are ghosts you can't seem

to hit - right at the start of the area you'll find some Transient Curses.

And - so long as you're paying attention to what things do, checking the description

of them will reveal using them is how you can attack a ghost.

So, we have another interesting change of pace with how to approach an area - with this

area letting you only attack enemies while a limited-time buff is taking place.

That - or you're cursed with half of your health.

I think that's another element of Dark Souls that makes it so strong I don't see people

talk about too much, though.

The game could have settled with making enemies stronger and relying on it's primary gameplay

mechanics, but the game constantly tests you in different ways, while still revolving around

these mechanics - which is great overall design.

It constantly says: Okay, you can understand these mechanics and can perform them well

enough… but what if now you're on a narrow bridge?

What if now you're surrounded?

What if now you have to pay attention to a buff and can't use some of your other buffs?

The overall design of New Londo is also really cool, with the eventual reveal that you've

only been able to see half of it, and there's a full area underneath you.

There's also major lore implications to all of this which…

well, I've talked about enough in my other videos.

Another cool this about this area, is you can drain the water at the very beginning

of the game, and if you manage to beat the Four Kings early on, you actually discover

a MAJOR secret with huge lore implications, and a new covenant - that being Kaathe.

If you're playing the game straight, and not murdering every NPC you come across, this

is the point you'll be required to return to the Darkroot Garden to deal with Sif.

It's nice that, similar to New Londo, we're returning to an area we've probably explored

before - and an area you can similarly conquer before you need to.

Sif himself stands out as another exemplary boss battle in Dark Souls - both because of

how sad it is fighting him when he's injured… and even-more so if he recognizes you due

to the DLC - as well as because the battle is different than other fights in this game

and stands out creatively.

Which is something Dark Souls 1, as well as Demon's Souls and Bloodborne, did so well.

Many of the boss battles stand out as new experiences, and many feel completely different

than the other fights in the series.

Of course…

Dark Souls does reuse the Asylum Demon 3 times - but for the most part it does a great job,

with Sif being yet another prime example.

New Londo's big bad - the Four Kings - is another good example as well - as this fight

tests not just how well you can do against the boss, but also how quickly you can defeat

them, as the longer you take the more Kings you'll have to deal with at the same time.

———————————

Finally… we come to the Demon's Ruins and Izalith.

The visual aesthetic of the area is fantastic, with it truly feeling like a civilization.

The Demon's Ruins seem like an ancient hellish land that feels lived in, with Izalith being

based off of Angkor Wat, which works beautifully.

Ceaseless Discharge is another unique and interesting boss, with him being a slow and

heavy hitting tank.

The Centipede Demon also stands out as a different and unique boss, and I absolutely adore the

fact that you can actually see the Centipede Demon clinging to the wall if you're observant

prior to fighting it.

The optional Izalith shortcut via the Chaos covenant is a cool touch, and a nice way to

reward players for joining and exploring the covenant system.

But… that's sadly about where the pros of the area end… as I'm sure everyone

is aware.

The Demon's Ruins are almost entirely filled with Taurus and Capra demons, with little

variety.

And while I don't personally mind the reappropriation of former bosses as normal enemies, especially

in the way it adds to the overall lore of the game, I do think a little more variety

would have helped - and I think adding just 1 more animal-based demon would have been

enough.

Either that, or at least re-working the design of the area a little bit.

The top portion where the lava drains from could have been similar, but had more weaving

lava puddles players could choose to either run through or try to avoid - and the Taurus

and Capra Demons placed a little more interestingly within this maze of puddles, and that alone

would have been an easy change without dramatically changing the area.

I find the ruins themselves aesthetically interesting, but they're short lived, and

it's a shame there isn't at least a little more travel through them.

While the Asylum Demon and the Stray Demon work well in that they're both bosses found

in the same area, with one being upon an optional revisit of the Undead Asylum - The Demon Firesage

is stretching the re-use of this boss a little too far, in my opinion.

But, while the Demon's Ruins could have used a little upgrade, Izalith is probably

the most in need of a sprucing up, which is unfortunate as the overall concept is an interesting

one.

You're forced to use up a ring slot in order to equip the Orange Charred Ring and traverse

over lava that's constantly draining your health while you're on it - but you can

also find various branches where you're safe from this health drain.

It's disappointing, as this is a good concept, and all that really needed to be done was

to play around with the layout of the elements in the bottom portion of Izalith, as well

as enemy placement, - maybe add some narrow corridors you have to travel through where

you can't easily avoid enemies, and it could have been truly interesting area to traverse.

As it stands, it's a simple run through where you easily avoid the various dragon

butt demons and stone dragons.

The Chaos Eaters are completely under-utilized, which I don't completely understand why.

And the boss of the area…

The Bed of Chaos….

In general, it seems like people hate these types of objective bosses in the Souls series,

with the Dragon God of Demon's Souls being another example of a despised boss.

For my part - I actually don't mind as it changes things up, and on my first play through

of the game, it was actually kind of a relief… because I wasn't very good at the game back

then.

But - before I get all of the hate - on subsequent play throughs Bed of Chaos has quickly become

my least favorite boss, as it just feels like it's partially luck and just praying I don't

get pushed into a pit.

The main reason I bring up that I didn't hate this boss at first, is that I think that

- so long as it's only one boss, having an objective based puzzle boss isn't inherently

a bad thing, it just has to be done well and be fair.

I think the real problem with the Bed of Chaos isn't the overall concept of the boss…

it's that it often feels unfair, and it's so easy to get insta-killed, with certain

builds also being at a heavier disadvantage - that's the true issue with the boss.

Something I think is fairly well known at this point thanks to people digging through

Dark Souls files and finding cut content and animations is the Bed of Chaos actually has

other created animations, and Hidetaka Miyazaki has stated they tried to do something else

with the Bed of Chaos for the boss fight, but ran out of time and were unsatisfied with

how it came out.

So - if you were unhappy with the Bed of Chaos, so was the Fromsoftware team, by the sounds

of it.

——————————————

With all of the necessary Lord Souls, we can head into the Kiln of the First Flame and

fight Gwyn.

But, before getting into that, let's talk a little bit about the hidden areas and bosses

of Dark Souls.

For me, one of the things that truly elevates Dark Souls into being one of my favorite games

is how unflinchingly unafraid it is to have a multitude of major locations and bosses

that are super easy to miss and genuinely rewarding to find.

While many modern games will hold players hands and guide them to every area, including

ones considered secret, as companies don't want to waste time, money, and resources on

locations players may never discover, these sorts of secrets make the overall experience

more enjoyable, even if you never find the secrets.

The reason being that exploring actually means something.

Ash Lake, which is aesthetically my favorite location of the game, is found behind not

1… but 2 illusory walls.

For actually trying to find these illusory walls, or being online and using the message

system, players will find not just important and powerful items, but entire unique locations

and set pieces!

Similarly, properly exploring Fire Link Shrine will reward players not just with additional

items, but the ability to travel back to the Undead Asylum where there's an optional

boss, a ring to help traverse over water, and access to yet another major hidden area

- The Painted World of Ariamis - which includes yet another optional boss, major lore implications,

and is an entirely unique and well thought-out area of its own.

Even players who pay attention to the lore and item descriptions will be rewarded, as

a hidden item will reveal Gwynevere is a fake.

Players who take a leap of faith and attack her will discover a massive secret of Anor

Londo revealed.

And both through this and another hidden lore method, players can find yet another hidden

optional boss, Gwyndolin, who has possibly the largest lore implications of anything,

as he's essentially taken over as a shadow ruler of Anor Londo.

It's these kinds of things that make the world feel lived in and a place worth exploring.

While open world games often get knocked for being wide-open empty spaces…

Dark Souls is crammed with items, lore, and unique hand-crafted assets all throughout.

You can feel the love and care that was put into every area, and the uncompromising vision

behind it.

————————————————

Another thing I want to talk briefly about before wrapping up is the DLC… which comes

with the remastered addition.

Oolacile fits in perfectly with the world of Dark Souls, and also contains some if its

best bosses… all of whom feel entirely unique - with Artorias being my favorite boss of

the entire game, and series.

While big dudes in armor became a little overplayed in Dark Souls 2, what made Artorias so unique

was that Dark Souls 1 rarely contained these kinds of bosses.

He's also significant to the lore, and if players have been paying attention, a living

legend that you're discovering and fighting against.

It's similar to fighting the various lords after watching the intro cinematic… by the

time you discover Artorias, if you've been paying attention to the game's lore, he

should be super built up in your mind, and a bit of a shock when you first discover that

this is going to be a boss fight.

The Sanctuary Guardian, Manus, and Kalameet are also incredibly unique bosses, with none

of them being like anything we've seen before in the game - and Manus being a worthy 'new'

final boss, as he's hyper aggressive, and definitely one of the hardest, if not THE

hardest boss in the game.

Kalameet also stands out as the first actual dragon you get to fight, so you'll get yet

another taste of just how powerful the beings who were obliterating the dragons in the intro

cutscene were.

The Artorias of the Abyss DLC is the perfect addition to Dark Souls, and I'm glad new

players discovering Dark Souls through the remastered games will get to experience it

as part of the full package.

————————————————

So, with everything wrapped up, it's finally time to head into the Kiln of the First Flame

and face off against Gwyn.

I know many people find him too simple… especially if you know how to parry properly,

with parrying being the easier method for defeating him.

That said, maybe I'm just bad at fighting Gwyn in particular, or never have enough poise,

but I find that he punishes you incredibly hard for screwing up a parry, and unless you

know how to cheese him - by circling around while parrying - he changes up his moves often

enough to still be more difficult to read, and his hyper aggression and speed make it

hard… at least for me, to always land a successful parry and I frequently die due

to this.

If you're not parrying him, his speed makes him pretty formidable, with it hard to find

a window of opportunity both to attack him and to heal.

On a negative side to Gwyn, fighting him highly favors very specific playstyles, and where-as

Dark Souls has been a game that allows for a wide variety of play styles up until this

point, it is disappointing for the final boss to not be as accommodating to this as the

final test.

On a positive note - Gwyn's theme that plays during the battle is a perfect representation

of both him and the game as a whole.

I love that as opposed to the heavy dissonant songs that had played previously for many

of the boss fights, Gwyn's is one that's tragic and sad, which stands out in a good

way.

—————————————————

I haven't talked too much about the multiplayer, as I tend to be more a single-player gamer

when it comes to these games, as I enjoy the experience and solitude of exploring these

tragic worlds alone.

So, I can't comment too much on the ins and outs of how well or poorly the mechanics

work in a PvP setting.

I do think that Dark Souls is a great example of how to do an always-online multiplayer

game right - which is a carry over from Demon's Souls.

Invasions are an interesting mechanic that will keep players on their toes, and can make

already tense situations even more intense or possibly far more rewarding if players

manage to defeat the invaders.

Invading other players' worlds is also a fun mechanic, as it can be fun both to fuck

with someone and to test your skills.

Similarly, struggling players summoning other unknown players for help against difficult

bosses is a great organic way to adjust the difficulty of the game, and can feel super

rewarding to help a random player out during a point where they're struggling.

I love that the game works seamlessly both if you're online or offline, and it doesn't

affect if you're allowed to play the game.

It's just an additional element if you're online, but the base game is still completely

available and a full experience without it.

The ghosts, blood stains, and messaging system are a cool way to make players feel connected

even while you're having a solo experience, and I'm fairly certain Demon's Souls was

one of the first games to have a multiplayer in this style.

Both Demon's Souls and Dark Souls utilize a multiplayer that doesn't feel like a separate

mode, but is perfectly integrated into its core gameplay, and that's what makes it

stand out.

—————————————————|

So, with that, I think that wraps up my major thoughts about Dark Souls and the overall

design of the game I wanted to cover.

I realize this video is similar in style to Matthew Matosis and some other big YouTubers,

but I still thought it would be fun to put my own thoughts out there about a game I love,

and game design in general - which is a topic I'm passionate about.

I hope this was an enjoyable listen, and while the editing of the video wasn't as high-quality

as a lot of my content, as I wrote this video to be listened to, with the visuals to help

aide the audio, I hope you still enjoyed!

A huge thank you to everyone who supports me on Patreon.

Thank you - as always - for being patient in-between my uploads, as I know it can take

me a while to create and finish new videos.

In particular this month - thank you to Aslesh, Invidentia, Jason Buck, Ryan Draugn, Paul

Copeland, and Favian Garcia.

If you enjoyed this video, I have a similar video on Mario Odyssey.

Thanks for watching the entire video, and I'll see ya next time.

Peace!

For more infomation >> Dark Souls Design - Retrospective - Duration: 1:13:09.

-------------------------------------------

Why Doesn't It Get Dark When You Blink? - Duration: 2:58.

[♩INTRO]

Just stop for second, and pay attention to what your body is doing.

Did you notice that?

You've probably blinked at least twice since the beginning of this video,

but there's a good chance you barely noticed.

Your world doesn't disappear in those few hundred milliseconds

when your eyes are closed.

And that's all because of some clever tricks your brain plays on you.

As soon as your peepers close, your brain suppresses

and sends a bunch of signals to fill in that moment of darkness.

First, it suppresses visual input from the retina

the part of the eye that collects light and sends a signal to the brain.

And the way scientists figured this part out is pretty cool.

In a small study published in the journal Science in 1980,

they had two participants wear light-blocking goggles,

and then the researchers shined a light directly onto the participants' retinas.

But instead of shining it through the front of their eyes,

they shined it through the roof of their mouths

specifically, through the palatine bone,

which was thin enough to let light reach the back of their eyes.

During the experiment, the researchers momentarily switched off this light,

either before, during, or after a blink.

And what they found was pretty surprising.

Participants generally noticed when the light was switched off

both when they had their eyes open and held them closed,

since the light was directly hitting the back of their eyes either way.

But they often didn't notice the change when they blinked.

That suggested that the act of blinking causes the brain

to suppress information from the retina.

Then, it fills in that gap with whatever it last saw, in this case, with light.

Using the same methods with eight participants,

a 2005 follow-up experiment got even more specific.

With brain imaging, the experiment showed that the suppression happens

in three main regions: the visual and prefrontal cortexes, and the parietal lobe.

Dampening the visual cortex is what blocks that information from the retina.

And because the parietal and prefrontal areas are

involved in environmental awareness, the researchers think suppression there

means we don't even notice the action of blinking and moving our eyelids.

Finally, to fill in the gaps in visual information,

a 2018 study suggests the brain relies

on an area called the dorsomedial prefrontal cortex.

It stores whatever you were looking at before the blink,

and then uses that image to fill in the blip of darkness.

That creates one continuous moving picture.

When you blink, your brain even recalibrates

where your eyes should be focused afterwards

based on how objects out there in the world are moving.

That's why you can blink while watching sports,

and people won't suddenly have teleported across the field.

Scientists don't have all the mechanisms pinned down

for how that refocusing part happens.

But they are starting to piece together a pretty good picture

of what happens when we shut our eyes, so we won't be left in the dark.

Thanks for watching this episode of SciShow!

If you want to support the show and help us keep making episodes like this,

one way you can do that is through channel memberships,

which we recently enabled.

For around $5 a month, you can become a member

and get access to some cool badges and emojis,

and to our members-only posts in the community tab.

As always, our videos will continue to be free for everyone,

but if you want to support us by becoming a member,

you can click on the little "join" button below this video.

[♩OUTRO]

For more infomation >> Why Doesn't It Get Dark When You Blink? - Duration: 2:58.

-------------------------------------------

BREAKING: China probe 'lands on dark side of the MOON' in space exploration BREAKTHROUGH - Duration: 2:54.

 The robotic probe, Chang'e 4, designed by China's National Space Administration, started circling the planet at the weekend as it prepared to land

 Unconfirmed reports on Chinese social media network Weibo claim the craft landed on the moon at around 2

30am UK time. It is reported to have landed in the unexplored South Pole-Aitken basin, the largest, oldest, and deepest crater on the surface of the Moon

 The latest mission comes almost six years after its predecessor, Chang'e 3, which touched down on the Moon's Mare Imbrium region in 2013

 Because of a phenomenon called "tidal locking", we only ever see one "face" of the Moon from Earth

   This is because the Moon takes just as long to rotate on its own axis as it does to orbit the Earth

 This is a breaking news story and is constantly being updated. Please refresh the page regularly to get the latest updates

 Reporters working on dailystar.co.uk will be working to source the latest information, reaction, pictures and video related to this story

  You can also follow us on Twitter @Daily_Star to get the latest news updates 24 hours a day

  Or download the Daily Star app for flash alerts on the biggest stories of the day

Related articles China unveils DEVASTATING J-20 stealth fighter jet missile strength in MAJOR show of force War games: Taiwan military release army drill pictures as China tensions SKYROCKET China WARNING: 'Nobody will get close to global SUPERPOWER' claims expert

For more infomation >> BREAKING: China probe 'lands on dark side of the MOON' in space exploration BREAKTHROUGH - Duration: 2:54.

-------------------------------------------

Syphon Filter: Dark Mirror - Mission 07 - Fire and Ice: Finding Freeman (Hard) - Duration: 3:11.

For more infomation >> Syphon Filter: Dark Mirror - Mission 07 - Fire and Ice: Finding Freeman (Hard) - Duration: 3:11.

-------------------------------------------

China lands spacecraft on 'dark' side of moon in world first - Duration: 0:24.

For more infomation >> China lands spacecraft on 'dark' side of moon in world first - Duration: 0:24.

-------------------------------------------

Invisible Potential Blood Spots Detection on Dark or Complex Surfaces - Duration: 1:46.

For more infomation >> Invisible Potential Blood Spots Detection on Dark or Complex Surfaces - Duration: 1:46.

-------------------------------------------

*{The Dark Knight Rises}*[Full'M.o.v.i.e'2010'HD'] - Duration: 51:05.

Game VO: 3, 2, 1, go!

Translate By : yashar020

Ralph: Way to go kid!

Vanellope: One second I'm having

the time of my life...

What the?!

...the next thing I know my game is just...

Ralph: Kid!

Vanellope: Ahhhhhh!

...gone.

♪♪

Crowd: Gang way!

Ralph: Sugar Rush is getting unplugged!

Oh no...I'm freaking out hard.

If I'm not a racer, what am I?

Well, you're my best friend.

All we gotta do is find the part to fix your game...

everything goes back to the way it was.

But where we gonna find that?

Ralph: The internet!

Vanellope: What?!

Ralph/Vanellope: Ahhhhh!

Vanellope: Ralph isn't this great?

Ralph: No it is not!

Ralph: Wow.

Get rid of belly fat using this one weird trick.

Sassy housewives wanna meet you.

They do?

Wanna get rich playing video games?

Slaughter Race… it is wicked dangerous.

Ralph: Ahhh nice kitty.

Vanellope: Easy boy. Easy.

Nice kitty.

Ahhh...meh, the attention to detail is pretty impressive.

Shank: Well, well, well...

who are you?

I think we should get out of here.

Vanellope: Whoa.

Shank: Showtime...let's race.

Vanellope: Come and get it!

Ralph: Get back on the track!

Vanellope: There is no track,

I can drive anywhere!

Woooooo!

Vanellope: I love it here.

Ralph: Who knew there were so many

babies and cats in the world?

Ha! That is what the internet was made for.

Vanellope: It's full of weirdos.

Aaahh!

Vanellope: I want this to be my life.

I don't think I could ever tell Ralph.

There's no law saying best friends have to

have the same dreams.

[Screaming goat]

Ralph: Vanellopeeeee!!!

Aaahh!

♪♪

Spammley: This is what's called

the Dark Net.

Ralph: Are you sure this is safe?

Whatever you do, do not look at

his little brother.

Oh, he has a little brother?

Ewwww.

What are you doing here?

[Ralph clears throat]

The reason I came to your neck of the face…

I mean there's a face in your neck…

I mean woods, neck of the woods.

Translate By : yashar020

For more infomation >> *{The Dark Knight Rises}*[Full'M.o.v.i.e'2010'HD'] - Duration: 51:05.

-------------------------------------------

FREE Boom Bap Dark Piano Rap Type Beat (2019) Story Storytelling Instrumental "Sacrifices" - Duration: 2:37.

FREE Boom Bap Dark Piano Rap Type Beat (2019) Story Storytelling Instrumental

Không có nhận xét nào:

Đăng nhận xét