Tuesday, April 28, 2015

An Endless Climb
Review
Tower of Guns, Terrible Posture Games (PS4)

Abstract: Tower of Guns, released by Terrible Posture Games on the PS4 in April, is a game with a lot of big ideas, but perhaps even bigger problems. Despite a solid foundation, gameplay that gets stale quickly and an unrewarding sense of progression dampened my enthusiasm for the final product. Tower of Guns was great to play for a couple hours, but lacked any compelling reason to return once the game shows you what is had to offer.

In Tower of Guns your climb never ends, as you ascend further and further up a deadly tower only to die or repeat again. An intriguing enough premise, and one that got me excited when the title was first announced as free with a PlayStation Plus subscription. Reading a bit more about the game, I quickly found out that Tower of Guns is a Roguelike first-person shooter that was met with positive reviews when it first launched on PC in Spring 2014. Made primarily on the back of a single developer, Joe Mirabello, Tower of Guns looked to have a lot going for it. As a big fan of Roguelikes I booted up Tower of Guns as soon as I had it downloaded to see what the game had to offer.

Tower of Guns, created by Terrible Posture Games, was released for PS4 in April 2015. You play as an ever changing character whose purpose is always the same: pick your starting gun and move your way through floor after floor of deadly enemies as you work your way to the top of a mysterious tower. Exposition is limited to in-game text bubbles that appear at the top of the screen. While a functional system, I certainly would have liked a little more. The text would often appear at inopportune moments that, if you stopped to try to read them, would result in your death. For that reason, my deciphering of the story is tenuous at best. From what I gathered, you play as several adventurers who are doomed to traverse the gun filled tower for one reason or another. In some of these scenarios, you’re traveling to the top of the tower to destroy a deadly artificial intelligence; in another you’re trying to defeat a final boss to break your family’s curse. There is no real plot to Tower of Guns, however. Humor and mystery go hand-in-hand in these expository moments, giving the player just enough to want to know a little more. For a game like Tower of Guns gameplay and design are key, and story is secondary. It certainly felt that way while playing through the game.
Why are you shooting these flying robot drones? Your guess is as good as mine.
Not that it matters so much.
Each time you start a session in Tower of Guns you are placed at the bottom of the tower. Moving through each floor involves a couple of elements: destroy the enemies in your way, traverse platforms and obstacles, and reach and defeat the level’s final boss. The player must get through five to six floors to reach the final boss who, upon being defeated, allows the player to start another run at the tower. A run through can take anywhere from 10-45 minutes, which is a perfect length for a Roguelike. In between attempts you can unlock new starting guns and equipable abilities, allowing you to tailor your experience more to your liking. As a Roguelike, Tower of Guns features randomized floor layouts, enemy placement, and bosses. In theory, this makes the game feel fresh and new every time you jump in. Due to the small number of enemy and boss types, as well as the limited pool of  ‘chunks’ from which the game pulls to assemble the levels, however, each session of Tower of Guns feels largely the same. This isn’t inherently a problem. For example, in Rogue Legacy, another Roguelike recently released for the PS4, each run through feels similar. And this is fine because Rogue Legacy has a fun gameplay loop and a compelling sense of progression as you build up your stats or unlock more powerful weapons to use. This is not the case in Tower of Guns.

The biggest issue with Tower of Guns is the gameplay. The game is a first person shooter (FPS) with platforming and bullet hell elements. From a gameplay perspective, Tower of Guns takes obvious inspiration from old school FPS games like Doom or Quake. You character is just a floating gun in front of you, moving around through these 3D environments. Movement is lightning fast—whether you’re moving forward or strafing or jumping, your character is rapidly propelling through the world. Certain powerups can be found in game that further augment your movement, adding to both walk speed and number of jumps. Gun in hand, your character blazes around the deadly tower seeking to destroy and explore. On the destruction front, your character begins with the gun you selected before starting a new session. Killing enemies causes powerups to drop, which can be collected to increase the power and firing rate of your gun. I really enjoyed the weapons Tower of Guns had to offer, but I wish there were more to choose from. Even after putting in some time and accomplishing specific goals to unlock more, your selection of starting weapons is pretty limited. The real issue however, is that the shooting gameplay just isn’t fun. For starters, enemy design is problematic. A handful of exceptions aside, essentially every enemy in Tower of Guns is a stationary turret. This is where the bullet hell elements come in. Each room tasks you to navigate an onslaught of projectiles from these turrets before getting within striking distance. Because you are in a first person view, however, dodging can be tricky and I often found myself taking damage from projectiles that were not even on screen. Further, since the enemies are mainly these turrets, destroying them gets boring quickly. There’s no real challenge to it; the player usually ends up strafing around in circles to dodge projectiles, keeping the aiming reticle on the turret until it explodes, and then moving on to the next target. More often than not I just held the firing button down as there was little penalty for it. Nothing in the game really tests your FPS abilities, which is a serious weakness. Back to talking about movement, the systems are functional but not entirely engaging. Completing platforming sections in first person can always be a little tricky, but I never found them to be too problematic here.

Yikes, that's a LOT of projectiles.
When thinking about the gameplay and design of Tower of Guns, I found myself always wanting just a little bit more. The gunplay is fine and has a solid foundation, but I wish the game has done more to let you really explore the power of each of the guns, rather than just running around in a circle with the shooting button held down. I enjoyed the randomization of the floor layouts, but wish that there had been more total level elements. After only five or six runs I began encountering floors with essentially identical construction. I liked the idea of the enemies, but so much more could have been done to improve upon them. Killing the same four of five enemies for hours on end led Tower of Guns to become predictable and boring pretty fast. Tower of Guns had some pretty cool end-level bosses that uniquely tested players’ shooting and bullet hell skills, but there were equally as many bosses that were just bigger versions of the boring turret enemies you face constantly. Finally, I enjoyed the powerups in game that increased movement speed or number of jumps but often found myself wishing for more powerups with more unique effects. And I recognize just how close Tower of Guns is to pulling all of this off. One run out of my thirty or so was fantastic. In the first floor or two I found a couple hidden weapons that changed how I fought my enemies, an incentivized me to level each of them up. A couple more secrets later, my jump height was dramatically increased and I was soaring through the levels. I felt unstoppable (until I died to the final boss). These bonuses changed the way I played that session of Tower of Guns and it felt great. Because of how rare or inaccessibly hidden some of these items are, though, I never had a run like this again. Making discoverable guns or impactful powerups more common would have gone a long way towards reinvigorating each new attempt at the tower.
More starting guns or abilities could have gone a long way. Or at the very least,
let me find more of them during my run.
Tower of Guns also lacks one of the best aspects of Roguelikes: the feeling of getting better the more you play. One of the main reasons I find Roguelikes so compelling is the idea that you, the player, are the experience points. The more you play the better you get.  My favorite Roguelike and one of my top five games of all time, Spelunky, offers this feeling in spades. The more you play, the more you understand the game world—what you can, and can’t, get away with. Like how certain traps function, or the arc of your bomb throws. In Rogue Legacy you are rewarded with an incremental sense of progression, as leveling up stats or buying new weapons will let you more comfortably tackle progressively more difficult areas. Over the course of the roughly eight hours I spent with Tower of Guns, I never felt like I was gaining new skills or getting better at navigating the world. My deaths were often a result of me walking into a projectile-filled death trap or not finding enough powerups to deal or take enough damage in the higher floors. Like I mentioned earlier, dodging projectiles that are not on screen is impossible, which can cheapen deaths on some of the later levels. Without the sense you’re getting better the more you play, the less incentivized I was to keep playing.
After only a couple runs I felt I reached my skill ceiling for Tower of Guns.
I got really good at strafing in a circle and shooting, I'm sure of that.

I’m glad to have tried Tower of Guns, but I just wish there was more to the final package. I enjoyed the aesthetic of the world, which was filled with some cool environments and some nice humor. Exploring the world was fun, and I certain felt compelled to scour each floor for its hidden secrets. For a game that relies so heavily on gameplay, however, Tower of Guns falls flat. The tower beat me I guess.

Tower of Guns
2/5

Friday, April 24, 2015

News & Views
4/18/15-4/24/15

I hope you all enjoyed Souls week here on TheImpactFactor! Time sure flies. As I am writing this, we are less than two months away from E3 2015. We’re already starting to get news about it. SquareEnix’s newly announced press conference now puts the total up to six. E3 aside, a lot was going on in video games this past week. From the huge Star Wars: Battlefront announcement to new exciting media partnerships. I’ve also found some great written pieces about the muting of Japanese culture as games get ported over to the states, lies adults tell kids about violent video games, and the extremeness of the human body in games. I hope there is something for everyone here! See you all soon.

Spotlight
Susana Polo, Polygon

Worth Reading
Daniel Sims, PC Gamer

Paolo Pedericini, La Molle Industria

Ed Smith, Vice

Patrick Klepek, Kotaku

Bob Mackey, US Gamer

And the rest!
Nick Wanserski, A.V. Club
I’ve been loving Wanserski’s articles. In this piece Wanserski skewers Final Fantasy’s proclivity for dressing up their characters in the most ridiculous outfits. I have to agree with him, Tidus’ clothing is just terrible. Each leg of his shorts are a different length? Why?

Erik Kain, Forbes
Pre-ordering is a huge part of the video game industry. Publishers and developers offer exclusive content, early access to downloadable expansions, and more. Unfortunately, games are often buggy, unfinished messes when they are first released. All consumers need to be wary of pre-ordering any game, but especially in the case of an online title like Star Wars: Battlefront. EA / DICE’s track record with Battlefield 4 adds extra unease.

Richard Lewis, Daily Dot
I hate the term esports. Why can’t competitive gaming just be that—a competition? Why need to define it as a ‘sport’? Calling competitive gaming a sport brings up all sorts of legal headaches too, like the one Lewis writes about here. As ‘esports’ gets bigger and bigger, issues like this are going to need to be addressed.

Jamin Warren, PBS Game/Show YouTube
Warren does a great job covering the depiction of the human form in games. I appreciated the added emphasis about how the depiction of female characters is more problematic than that of their male counterparts. The discussion of overweight characters was nice too.

Telltale Games
I love Telltale Games recently. Justine and I eagerly await each new episode of Tales from the Borderlands and Game of Thrones. I can’t say I wouldn’t be interested in playing Telltale’s take on something like the New Avengers or Spider-Man.

Steam Workshop
This was perhaps the most controversial topic this week in games. Monetizing mods is anti-consumer and, as I found out, counter to what so many modders would like. Issues have, and will continue to, arise with mod creators not wanting to sell their product, but will be forced to in order to prevent others from copying & selling it on Steam. Valve has earned a lot of goodwill from the gaming community at large, but this seems to be a fairly transparent attempt to skim off the top of the modding community.

Thursday, April 23, 2015

Perspectives: The Top 10 Souls Bosses
Special Feature

Hey everyone! I hope you’ve liked my crazy amount of Bloodborne and Souls talk here on The Impact Factor! If you haven’t already, please check out my Bloodborne review. I’m pretty proud of it! Also, I hope you all have seen my special two-part article in which I ranked the Souls games. Part one can be found here, and part two here. Writing about the Souls games brought back a lot of great memories, chief among them being the series’ incredible boss fights. Souls bosses put player skills to the test, pitting them against hulking monstrosities, powerful warriors, and sinister beasts. When you look at the entire series, there are a lot of boss fights. So I thought it would be fun to go through them all and rank my top ten favorite bosses. The ranking is a combination of a couple things: how fun it is to fight them, how creative the boss fight is, how cool they are, etc.  The list is weighed heavily for how unique and challenging the fight was, though. In the end, coming up with a final ordering was really hard. I wanted to include so many bosses. But I cut it down to the top ten and here were are! I won’t go into too much detail about the fights, but there will be boss name SPOILERS, some general descriptions of the top 10, and one image of each boss on the list. Let’s get into it!

DISCLAIMER: I haven’t played the Dark Souls II DLC so none of those bosses were in consideration for this list.

Honorable Mentions:
German, The First Hunter
Gwyn, Lord of Cinder
Four Kings
Great Gray Wolf Sif
The Lost Sinner

#10 Gaping Dragon, Dark Souls
I just had to include this one on the list. The Gaping Dragon fight is just so awesome in so many ways. The monster is massive and its attacks are extremely powerful. Just expect that if you get hit, you die. In all honesty, the actual fight itself wasn’t why it is included at the #10 spot. Beating the boss is pretty simple—stay around its back legs, and run away when it jumps into the area. No, the reason I included it is its amazing design. I love the Gaping Dragon’s reveal: where a tiny snake head gives way to a colossal, twisted horror. Everything about the Gaping Dragon is interesting. I mean, its chest is a gnarly maw of sharp teeth. How cool.

#9 Flamelurker, Demon’s Souls
I know a lot of you probably hated this fight. So did I, until I went back and played through Demon’s Souls again. Flamelurker is one hell of a boss fight. Unlike a lot of other bosses in Demon’s Souls, he is fast and aggressive, constantly in your face attacking you. But I love him for that reason. He’s probably the hardest boss in the game. You absolutely have to get his patterns down, and learn where to punish his attacks. There is no other fight quite like it in Demon’s Souls, but his style lives on with bosses like Manus, Father of Abyss or the Cleric Beast. The feeling of joy when I finally beat the Flamelurker warrants his inclusion at the #9 slot on this list.

#8 Smelter Demon, Dark Souls II

Probably another controversial pick. If any boss was going to mess you up on your first playthrough of Dark Souls II, it was this guy. He was pretty slow and predictable, but his attacks hit like a truck. With his high defense and damaging fire attacks, this fight could be a long one. Similar to Flamelurker, you really had to watch yourself in this fight—one small slip up and you’re dead. The arena you face him in is small to prevent any magic shenanigans, meaning for most players, you go toe to toe physically with this guy. I love his design too, and wore his armor set after getting it later in the game. Make sure to douse yourself in water before attempting this fight!

#7 Martyr Logarius, Bloodborne
You might be noticing a trend here. Like Flamelurker and the Smelter Demon before it, if any one boss is going to put you through the ringer during your first Bloodborne playthrough, it’s this guy. His introduction is so great. You approach an emaciated warrior sitting in a chair who awakens from his deathly slumber to prevent the player from reaching the throne behind him. I love his design; you can feel his history in each one of his attacks and movements. Martyr Logarius looks and feels extremely powerful. The player needs to navigate dodging his powerful magic attacks and brutal physical strikes, while making sure not to fall off the roof on which the fight takes place. As the fight goes on, Martyr Logarius evolves and changes his moveset, adding even further challenge to an already tough fight. He took me seven attempts during my first playthrough, and though there were some frustrations, the reward for beating him after the epic struggle was totally worth it.

#6 Looking Glass Knight, Dark Souls II

The Looking Glass Knight boss fight probably has my favorite setting of any of the bosses on this list. After working your way to the top of a grueling castle, you enter this arena on the rooftop. Storm raging, the Looking Glass Knight shudders to life, electrifying his sword, and begins to walk slowly toward the player. This fight is rad in so many ways. The boss looks and sounds powerful. His large mirror shield is impervious to damage, forcing the player to roll to his exposed flank or punish his length attack animations. Thunderous electric strikes sweep across the arena, keeping the player on his or her toes at all times. Plus, if you’re really unlucky (and playing on NG+) the Looking Glass Knight can summon another player through his shield to fight you. Yup. That can get out of hand fast. Looking Glass Knight is probably the coolest boss of the Souls series, and one that was hard to forget upon completion of Dark Souls II.

#5 Father Gascoigne, Bloodborne

I don’t know if any one boss fight taught you more about the combat system in a Souls game than Father Gascoigne. An early boss, Father Gascoigne pushes new players to the limit on what they have learned about Bloodborne’s deceptively complex combat system. To beat him, the player must rely on everything in his or her arsenal: jump attacks, speedy dodges, using objects in the environment to the player’s advantage, and, of course, parrying with gunshots into Visceral attacks. As you fight the Father, he changes up his style of fighting. By the time you’ve finished the fight, you’ve essentially fought three different bosses. Gameplay elements aside, Father Gascoigne is just such a badass fight. The player can see his descent into madness as Gascoigne hacks away at his previous victim. The graveyard you face him in is dark and eerie, crumbling to his mighty attacks. Upon reflection, Father Gascoigne is my favorite boss fight in Bloodborne. As a side note, the same tactics you use to beat this boss are pretty directly applicable to PVP, which is neat!

#4 Old Monk, Demon’s Souls

The Old Monk boss fight blew me away. To this day, I still can’t believe how creative and innovative Miyazaki and team are. After fighting your way through the precious spires of the Tower of Latria, you ascend up the stairs of an old library. The boss waiting for you is just some guy with a crazy piece of headgear. Until you realize what’s going on. The ‘Old Monk’ has already long since passed. To fight in his stead, he summons a player from another world (indicated by a crazy head wrap). You read that right: the Old Monk boss fight is another person found around the world who is playing Demon’s Souls. This made the fight unpredictable and exciting. Who would the Old Monk pull for you to fight? Would you be pulled to do his bidding later in the game? Of course some issues can arise with other players being extremely cheap / not wanting a fair fight, but that wasn’t my experience. That tension that came up as a result of need to defeat another player to progress the story was immense, and beating them was oh so satisfying. Oh, and I did get summoned by the Old Monk later in the game. The fight is just as fun from the other side.

#3 Knight Artorias, Dark Souls

What. A. Fight. Knight Artorias, from the exceptional Artorias of the Abyss DLC, is probably the purest test of player skill of any Souls boss. He is quick and brutal, dealing immense damage and leaving a precious few openings for player counterattacks. To make matters worse, he attacks pretty unpredictable, making it hard to know how to dodge any given attack. A year or two ago, the general consensus online was the Knight Artorias was the best boss in the Souls series. He’s certainly the toughest boss fight in all of Dark Souls. Probably the hardest boss in the entire series. But with that challenge comes immense rewards. When you finally get his attacks down, his moves studied, his fight is an intense choreography of dodges, strikes, healing, and running. You really, truly feel like you earned something when you beat Knight Artorias. But the fight is even more than that. Knight Artorias is of tremendous importance to the lore and world of Dark Souls, so getting to fight him was total wish fulfillment. In addition to his rich history, Knight Artorias is just freaking cool. His giant sword, his dark tattered armor—I love the boss’s look. Putting him in the #3 slot may be controversial but, well, I liked two other bosses better.

#2 Black Dragon Kalameet, Dark Souls

While everyone raved about the excellent Knight Artorias fight from Dark Souls’s one and only piece of DLC, I had my own favorite: the Black Dragon Kalameet. All throughout the Souls series you encounter dragons, but before Kalameet (or after, for that matter), none of those fights had been particularly satisfying. None felt like you were fighting a dragon. The couple dragons in Demon’s Souls all could be picked off with arrows. The dragon on the bridge in Dark Souls only had a couple of attacks and felt cheap to fight. The Gaping Dragon, despite its amazing design and reveal, was a relatively straightforward (and easy) fight. The couple of dragon fights in Dark Souls II are similarly underwhelming. This is absolutely not the case for Kalameet. The Black Dragon Kalameet is a real dragon fight. You need to constantly dodge its bite attacks, flame breath, sweeping tail, and its powerful telekinetic abilities. You could not just simple hide by its butt and attack its tail or back legs. You would die really fast. Beating Kalameet put the player to work, requiring perfection to finish off this brutal boss. And the fight was so fun too. You always knew exactly what you had to do—actually performing the right dodges and attacks was the challenge. If you lost, you knew it was your fault. The whole lead up to the fight is so great. Black Dragon Kalameet almost made my #1 here, but was narrowly beaten out for the slot.

#1 Dragon Slayer Ornstein and Executioner Smough, Dark Souls

For anyone who knows the Souls series, I’m sure you saw this coming. And know why I put it as my number one. For the rest of you, let me get into a little more detail. Ornstein and Smough is an exceptional boss fight. Following the trend with the kind of bosses I like, Ornstein and Smough would be the one fight to stonewall your progress in Dark Souls. The fight is brutally challenging, and so unexpected. Even just walking into the boss fight had players, myself included, terrified. There were two bosses, each with their own health bar! Neither of the two bosses is a joke either; each one could be its own boss fight. Taking on the bosses was rough going. You had to dodge both bosses’ attacks, while also doing damage to them? Crazy! The fight tested the player in ways no fight before it ever had. And the surprises kept coming. Once you had finally downed one of the bosses it was easy going, right? Wrong. The remaining boss would absorbing the fallen bosses power and, with newfound strength, came a new powerful moveset. The fight takes place in the beautiful and massive chapel that, combined the boss song (my favorite from all four Souls games), creates a memorable and amazing boss fight. Nothing has topped this fight for me out of the dozens upon dozens I have faced during my time with the Souls games. You’ve got to give props to Dark Souls, taking the top three boss spots is impressive!

What a great song!



Thoughts, comments, concerns? Let me hear ‘em. Leave me a comment or let me know on twitter, @alexsamocha

Wednesday, April 22, 2015

YOU DIED: Ranking the Souls Games
Two-part Article, Day Two

You can find part one of this article here

#2 Bloodborne
Bloodborne is a game I have gone into length about here in TIF in my most recent review. As you can tell, I think Bloodborne is not only an exceptional game, but also a truly remarkable entry to the Souls series. Bloodborne takes the largest creative leap of any of the Souls games, taking the core essence of what makes the Souls game work and building upon it in new and interesting ways. Whereas Dark Souls II worked to refine the Souls formula, Bloodborne redefines what it means to be a Souls game. Bloodborne tasks the player to confront the horrors of Yharnam’s eldritch world, and to derive for themselves what is reality and what is a nightmare. Bloodborne’s journey is both external and internal, as players feel they have a real hand in the night’s brutal hunt while at the same time succumbing to a growing sense of madness. Everything about Bloodborne, from its world to its combat to its various design decisions, is cohesive. I wrote recently on twitter that Bloodborne feels like the biggest budget ‘indie’ game I’ve ever played. The creativity, innovation and unshackled artistic expression in Bloodborne is amazing to behold. Bloodborne bucks the conventions of modern gaming, like mini-maps or checkpoints or hand-holding, delivering a brilliant and compelling experience Miyazaki and team must know is profoundly successful. Bloodborne feels, in every way, to be the purest realization of a developer’s ideas I have seen in quite a while. Bloodborne is unfettered by so many of the design decisions that feel mandatory for making your game commercially successful. As I was playing through it, I got the real sense the Bloodborne is exactly the game it wants to be. You cannot say that about so many other games.

Bloodborne’s combat completely retooled the tenants of the Souls games, and brought the series in a new and unexpected direction. In contrast to the slow, defensive style present in the previous three Souls games, Bloodborne ‘s combat is aggressive and brutal. The game takes away the Souls players’ precious shield, making the only viable option evading enemy attacks. Bloodborne supports this fast-paced action-oriented combat with a number of smart systems. For example, players have a brief window to recover health they just lost by doing damage to enemies. The hunter’s guns give players a viable parry/riposte system, allowing them to get up close and personal with the games many monsters. The dodges are made swifter than they ever have been, and require less stamina consumption, further encouraging players to nimbly maneuver around the battlefield. Bloodborne’s combat system could have easily been unbalanced: with either enemies too readily able to down the player, or the player too easily able to mow down all that oppose him or her. But that’s not the case; Bloodborne is perhaps the best balanced Souls game to date. Every attack, every monster, every boss encounter, is tough but fair. No cheap tactics will let you breeze through the game, like in Demon’s Souls. Every single victory in Bloodborne is earned fairly, which is so rewarding as you progress through the game. What Bloodborne does allow for, more than any of its counterparts, is a higher skill ceiling. The many styles of weapons, tactics, and agility meant that, once I got a hold of the systems Bloodborne had to offer, I felt like a complete badass. This design decision might have been at odds in previous Souls games in which the feeling of hopelessness reinforces their brutal worlds, but this is not the case for Bloodborne. You are a powerful Hunter of beasts—though they are deadly and powerful, so too is the player. This powerful feeling and fast combat makes Bloodborne the most accessible of the Souls game, while at the same time keeps the series’ characteristic difficulty. A commendable accomplishment.
Your hunter is quick and powerful. The combat in Bloodborne is the series' best.
Yharnam, the world in which Bloodborne is set, is the most hostile of any of the Souls games. Enemies spot you easily and angrily rush towards the player to kill them. The aggressive enemies, combined with the lack of purely defensive options, give the player an amazing sense of tension going through Bloodborne. Each new environment is more terrifying than the one before it, which is an impressive feat given how powerful the game can make you feel at times. My blood drained from my hands during nearly every boss encounter, as I knew that one slip up could result in my death. The brutal struggle of Bloodborne’s world gives players a near series best feeling of accomplishment when you conquer the obstacles before you. And speaking of Bloodborne’s world, it is just fantastic. Though a little more diversity of environments would have been nice, Bloodborne’s world is fully realize and beautiful. Yharnam truly feels like a Victorian city, beset with this supernatural plague. Going through it, exploring every hidden corner, is amazing. Bloodborne uproots player expectations when it comes to exploring, too, shocking me on several occasions as new environments were discovered in totally unexpected ways. The game also redefines what it means to progress through a Souls game. Previously, you have had a pretty clear main path to follow, encompassing a majority of the game’s areas and bosses. That is not the case in Bloodborne. Over half the bosses in the game are optional. And I would know, I did a speed run through the game on NG+ to unlock a special item: from start to penultimate boss took me a little over 2 hours. But there is even more than that. Entire enormous areas in the game are completely left up to the player to discover, some of which are my favorite areas in the game. Without a real sense of exploration, you could miss nearly half of the content Bloodborne has to offer. This gets back to the complete design confidence I mentioned earlier. I cannot think of many other games that puts so much faith in its players, knowing they will work to discover all of the game’s hidden secrets. It’s a fantastic thing to experience.

Bloodborne has my favorite aesthetic of all the Souls games, too. I’m a big fan of horror, and Bloodborne nails its depictions perfectly. The world is consistently foreboding, the monsters are frightening abominations, and the bosses have some of the most evocative design in the entire series. Bolstered by the power of the PS4, Bloodborne is a joy to look at and listen to. The sound design is excellent, from distant shuffling of footsteps to the spooky lullabies sung by women with eye-covered brains for heads. At this point in time, Bloodborne has my second favorite soundtrack of the series. I listened to it back to front several times while writing my Bloodborne review, and look forward to putting it on whenever I’m in need for a little eeriness in my life.
Yharnam is fantastic to explore. If you don't scour the world you can miss a lot.
There are a scant few ways Bloodborne stumbles in comparison to its peers in the Souls series. The game’s biggest misstep is its healing item system (I sound like a broken record, I know). But the Blood Vial system could use tweaking. Overall, Blood Vials work well. You collect them from fallen enemies or buy them from the store, similar to Moon Grass in Demon’s Souls and Lifegems in Dark Souls II. To deal with players having too much healing while they are exploring, which was an issue in the two games I just mentioned, Bloodborne limits players to holding 20 Blood Vials at a time. The other issue of consumable healing items was not fixed, however. After a tough area or boss, I would be depleted of my entire Blood Vial stock. Again, like in Demon’s Souls or Dark Souls II, I would then have to stop what I was doing to go back to a past area to farm Blood Vials and blood echoes to purchase more Blood Vials. Fortunately, I found a great area pretty early on that, after only about 10 minutes or so, could replenish my full supplies of Blood Vials. Still, this annoyance could have been dealt with, either by giving the player ~20 Blood Vials at every new lamp reached or boss defeated. A little would have gone a long way.
 
All it takes is one tough area or boss to fully deplete your Blood Vial stocks.
Bloodborne’s bosses could have used a little more diversity, too. As I wrote in my review, “Bloodborne’s bosses fell into three categories: one big monster, a powerful humanoid creature, or a swarm of small enemies.” Each style of encounter played out the same way: stay behind the big monster and attack its legs, parry the humanoid and follow up with the Visceral attack, and kite around the boss zone to take out one small enemy at a time. Sure, each of the bosses was fun and challenging, but I would have liked to see some that required a totally unique combat approach. I emphasized combat because I do not want gimmick bosses back, like Bed of Chaos from Dark Souls or the Dragon God from Demon’s Souls. Still, Dark Souls and Demon’s Souls had overall more mechanically interesting bosses to fight than Bloodborne.
I loved the visual design of the bosses and the fights themselves. There is a unfortunate
sameness to how to beat certain types of bosses, though.
Finally, and this is quite minor, but Bloodborne probably has the mot obscure plot of any of the Souls games. It made it a little hard at times to understand why I was going to an area or killing a certain boss. It doesn’t really matter and you do get the gist of what is going on, but Bloodborne does demand pretty intense player commitment to trying to piece together the world / plot’s disparate pieces.

I’ll let the conclusion of my review sum up what I’ve said here: “Bloodborne is a game that gives and gives and gives. It takes the tenants of the Souls game and boils them down to a core foundation, upon which Bloodborne innovates and redefines what a Souls game is. Exhilarating combat, an ominous world and a real sense of mystery kept me engaged all throughout my playthrough, and I only want more. Bloodborne is an important game for the future of a game series I hold so dear.”

#1 Dark Souls
 
And so here we are, the ‘best’ Souls game. Dark Souls is a masterpiece. Dark Souls is one of the best games of all time. I’ll never forget my first playthough of Dark Souls, which had me in awe the entire time. Nearly every piece of praise I have dolled out for the other Souls games on this list can be applied doubly to Dark Souls. The game is over-flowing with creativity. Dark Souls took the ambitious foundation laid before it by Demon’s Souls and built a game whose successes are uncountable. Dark Souls began the fervor for the Souls series in earnest, as some of the design decisions I talked about in Demon’s Souls pushed players away. Dark Souls welcomed players into its terrifying, unforgiving, but completely compelling world. Lordran is a place I never wanted to leave. Despite exploring for literally hundreds of hours, so many of the game’s secrets still compelled me to play further. Dark Souls is the only Souls game I finished, put down, and came back through to play again. I’ve beaten the main story four times, and gotten through both NG+ and NG++. I bought and completed the DLC as soon as it was released, on multiple characters. Dark Souls is the only Souls game that got me to actively participate in PVP; I made a new character entirely for the purpose of invading and defeating other players. I still think about going back to play through Dark Souls again. A lot of what keeps driving me back to Dark Souls is its intangible elements—but so much of what makes Dark Souls the best Souls can is very tangible. Let me get into it.

Every single element of Dark Souls is successful. Though it was later tweaked in Dark Souls II and innovated upon in Bloodborne, the combat in Dark Souls is phenomenal. Each attack you made had to be carefully measured. The defensive nature of Souls combat worked perfect. Both you and your enemies would feel each other out, giving little options when it came to exposing each other’s weaknesses. But each enemy had a trick, and it was exhilarating to patiently feel out your foes to discover their Achilles’ heel. Dark Souls took the ideas present in Demon’s Souls and refined them perfectly. While still a little too powerful, magic was reigned in substantially, limiting the number of times the player could cast a spell until either he or she died or reached the next checkpoint (bonfires, in Dark Souls). Dark Souls also introduced pyromancy and dark magic, which changed up how player built their characters. The game had an eye for balance too. Both pyromancy and dark magic were overpowered at first, but were later fixed with game patches. That adept eye for balance is one of the things that sets Dark Souls apart. The equip burden system was at its series best in Dark Souls as well. You could trade of defensive capabilities for mobility options, so players always had to judge their play style to see what worked for them. Each encumbrance had its own advantages and disadvantages, and tasked the player with balancing them. Even though Bloodborne now has my favorite Souls combat, Dark Souls had a fantastic system in place.
The measured, brutal combat works perfectly for Dark Souls.
The real standout in Dark Souls is its fantastic world. Dark Souls did away with the hub world system present in Demon’s Souls and created an open world for the player to explore. Dark Souls’s open world is the most brilliantly design one I’ve ever played in. The sense of space Dark Souls provides the player is unmatched in gaming. Lordran is big and diverse. Over the course of your journey you encounter a crumbling medieval palace, a wooden shantytown built upon a poisonous swamp, a pristine Victorian sky loft, a dark forest, a fortress of crystals, a drowned haunted city, a fiery hellscape, and more. I could go on an on. The diversity of Dark Souls’s environment is amazing, and is the best of any Souls game. You would think with a world like that each zone feel separate from one another? You would be wrong. The world in Dark Souls is seamlessly interconnected, creating an awe inspiring woven tapestry. For example, from a crypt you can view the lava-filled zone, from the starting area you can look down to see the poison swamp, from a booby-trapped fortress you can see the elevated Victorian city. Even more than that, you’ll unlock shortcuts in the world that completely redefine how you understood the world. Seemingly disparate zones will link up in shocking ways, giving a real sense of a connected world. Dark Souls was the first game to introduce non-traditional exploration methods (especially in the DLC), which was later expanded in Bloodborne. The design of each of these areas is brilliant. That booby-trapped fortress I mentioned is probably the best-designed environment in all of the Souls series. But (almost) every location you visit is great to play through. Interspersed in this world are bonfires, checkpoints the player can use to respawn at or, later in the game, warp between. The bonfires are an excellent solution to marrying Demon’s Souls’s difficulty with Dark Souls’s open world.
I felt at home while resting in Firelink Shrine.
The same excellent diversity you experience while traveling through the world of Dark Souls is present it its bosses, too. Dark Souls has a lion’s share of the series’ best boss fights. As bosses are a highlight of any Souls game, this is not an insubstantial accomplishment. Nearly every boss fight is unique, challenging a wide swath of player skills to achieve victory. Entering into a boss area gives the player immense tension; you would have no idea what to expect. For this reason, Dark Souls is probably the most difficult Souls game (assuming you use the cheap tactic and/or magic in Demon’s Souls to make it easier). But, like all Souls game, the more you played and the more you died, the better you got. The sense of claiming victory against all odds is at its best in Dark Souls. No game kicked my butt for longer before I figured out how to clear a section and proceed. The feeling of accomplishment you get is 100% worth your struggles.

What will you use to heal up as you progress through the deadly world of Lordran? You guessed it, the Estus Flask. The Estus Flask is a great healing system. You read that right—I love the healing item system in Dark Souls. At the start of the game you are given a certain number of times you can use your Estus Flasks. A drink from the Estus Flask heals the player for a great amount of health, very quickly. Flasks are refilled whenever you visit a bonfire. This system is great because it balances risk and reward. Resting at a bonfire refills your flasks but brings back all enemies you just killed, making it so you can’t just constantly have a ton of unused ‘chugs’ from your flask. As you progress through the game you can gain more drinks from your flask and also level up your flasks so that it restores more health, both of which fill your needs as the game’s enemies get tougher and tougher. The Estus Flask removes any of the grinding caused by Moon Grass, Lifegems, or Bloodvials. A refill of your stock is only one quick bonfire rest away. It also limits how far the player can explore (assuming they get hit) because you can only ever have so many drinks from the flask before it is empty. I like that Miyazaki and team are always trying out new ideas, but I really loved the Estus Flask system and hope future healing systems take direct inspiration from Dark Souls rather than the other Souls games.
Don't make too many mistakes, you only have so many drinks from the Estus Flask.
Going through Dark Souls also gives the player the perfect mix of exposition and mysteries. At every step of my adventure I knew what I was doing and why I was doing it. There are a number of NPCs in Dark Souls that help to flesh out the world in places where the world doesn’t lend hints of its own. Lordran has a compelling lore that you can seek out and assemble into a cohesive narrative with a little bit of work. My love for Lordran is part of the reason I loved Dark Souls II so much, just because its history and mythos is so fascinating. Even more than the other Souls games, Dark Souls invests a lot of time into building up every character that is present. Several NPCs have compelling quest lines that work independently of the main story. Many of the bosses in Dark Souls have rich history behind them, giving the player an unmatched sense of connection and understanding of boss motivations. Everything in Dark Souls is just so damn thoughtful, it’s crazy to me that it came out only two years after Demon’s Souls. There is an artisan, handcrafted feel to every single element in Dark Souls—everything has a definite purpose.
Don't let its pristine beauty fool you, this Dark Souls location will take you to task.
When I think about things Dark Souls could have done better, I often feel like I’m nitpicking the game. But nitpick I shall. The difficulty curve in Dark Souls could have been tweaked to make for a better experience. In several instances during your playthrough the difficulty will spike massively, which can cause a lot of frustration. And I’m not talking about going to a late game area too early in your exploration (which definitely happens), but rather, the main story route. At around 1/3 to 1/2 of the way through the game, you encounter an extremely difficult area with an even more difficult boss fight. Without a lot of patience, and some grinding to level up, this area can stonewall a player pretty easily. Imbalanced combat options were an issue for the game when it first released, too. As I mentioned briefly earlier, pyromancy and dark magic were both way too powerful initially. For the most part, patches fixed these two. A final nitpick is the camera. I could have brought this up with any of the Souls games but decided to do so here, since it is a major issue for the series. Locking onto enemies can cause any number of issues with the camera: it can move erratically, get stuck behind walls or objects in the environment, or fix itself on an unintended target. I did not have many issues with the camera while playing through Dark Souls, but even a single camera problem can cause you to die. Every death in Dark Souls, and the Souls series, is the player’s fault—your impatience or incorrect read of an enemy attack got you killed. Except, of course, when the camera is stuck behind a wall and you can’t see anything. This is rare, but it happens, and is incredibly frustrating when it does. Those deaths are ‘unfair’. In a game so expertly crafted, it’s a shame the camera is a little wonky.

Dark Souls is a perfect game. Please, if you have the means, give Dark Souls a try. It is a master class of game design, world building, and tactical action combat. Don’t be intimidated. You will die, but each death teaches you about the game. As Tim Rogers put it in his Gamasutra article about Bloodborne, the player is the experience points. This is true for any of the Souls games. So play them, explore their beautiful and sad worlds, discover their secrets, and prepare to die.


And that wraps up my ranking of the Souls games! What do you think? What am I right about? What am I wrong about? How would your list look? Be sure to let me know in the comments or on twitter, @alexsamocha.