YOU DIED: Ranking
the Souls Games
Two-part Article, Day One
Abstract: The Souls video game series (Demon’s Souls, Dark Souls, Dark Souls II and
Bloodborne) has been a huge part of my gaming life for the past 6 years. I
have spent a lot of time playing through each one of these fantastic games, and
perhaps even more time thinking about what makes them so great. Souls games are innovative rather than
iterative. In this special two-part article, I will rank the Souls games. What will the order be?
Stay tuned.
Anyone who knows me knows that I love
making ranked lists. I make them for everything. A couple months ago I worked
to throw together a list of the top five Christmas movies of all time. A week
or two ago, I assembled a list of my top five superhero movies. It’s fun to look
at a whole category of things and arrange them in a way meaningful to me. With
the recent release of Bloodborne I
got to thinking about its place within the Souls
series. Now that I have completed the game, and given myself around two
weeks to stew in my thoughts about it, I decided it was time to write
something. And here we are now, where here on The Impact Factor I am going to
rank the four Souls games. But first,
a brief introduction and a couple disclaimers.
I covered this briefly in my reivew of
Bloodborne, but
please let me reiterate here. I am a huge fan of the Souls series—I think it is the best, most innovative video game
series in modern gaming. Perhaps of all time. Though I am ranking each title
here, I want to be as clear as possible before I begin: each and every one of
these games is fantastic. All of Souls games were met with outstanding
critical reception, from hardcore fans to games writers. Demon’s Souls was my second favorite game of 2009, Dark Souls was my 2011 game of the year,
Dark Souls 2 was my second favorite
game of 2014, and Bloodborne is going
to be in serious contention for 2015’s game of the year. I have played the hell
out of the Souls games, too. For
starters, I have beaten each one. All totaled, I probably have logged around
400 hours into the Souls series. I
have the platinum trophy for every Souls
game except for Demon’s Souls. (For
non-PlayStation folks, that means I have beaten the game and completed every
developer-designed achievement, such as obtain all spells / miracles, defeat
optional bosses, fully upgrade a weapon, etc.). That’s right, even for Bloodborne.
Therefore, in this ranked list, I’ll be getting into the minutia of the
individual Souls games. Little
things, like healing item systems or small facets of the game world, will be
the factors that separate the #1 Souls
game from the #4. It’s not, “this game is bad and the game is great,” but more,
“this system is less successful than its counterparts in the other Souls games.” And I feel pretty
confident in going into the little details, given the time and commitment I
have invested into the Souls series.
Now to the disclaimers. (1) I have not played through the three DLC
packages that were released for Dark
Souls II. Nor have I played the remastered edition of Dark Souls II that just released 4/7/15, subtitled Scholar of the
First Sin, in which many elements of the original game were tweaked. To be
fair, I have heard the environments and bosses contained within the DLC
packages are some of the best in the Souls
series, so the placement of Dark Souls II
on my ranked list could change after going through this content. For financial
and time reasons, I have not been able to complete the DLC prior to writing
this piece. (2) Not everything that factors into my ranking is objective. I
attempted to be as objective as possible when talking about systems like combat
or exploration, but so much of the Souls
series is subjective, like the world, characters, and lore. (3) I played
through each of the Souls game a solo
as possible. Very rarely, if ever, did I summon people to help me with bosses
or get through difficult areas. I engaged in a limited amount of PVP in Demon’s Souls, Dark Souls and Dark Souls II,
but not enough that it factors into my rankings. (4) There will probably be
minor boss / area spoilers.
Rigmarole now done, onto the list!
#4: Dark Souls II
Dark
Souls II was exactly the game everyone wanted it to be when it originally
released in March 2014—more Dark Souls.
From Software partnered with Bandai Namco to release the first direct sequel in
the Souls series. Because it was a
direct sequel, Dark Souls II is in
many ways, the same great game its predecessor was. The same great game each of
the Souls games is. Dark Souls II contains the core Souls experience: punishing combat
against terrifying foes, a world with a rich history and lore all but lost to
time, and a satisfying gameplay loops that lets the player weigh tremendous
risks with exhilarating rewards. The three-year span between Dark Souls II and its predecessor gave
the developers time to really think about the systems and mechanics of Dark Souls. Not content to rest on their
laurels, the team behind Dark Souls II
took some pretty substantial risks and introduced a lot of new ideas into the Souls series. In this way, Dark Souls II forges its own identity and is certainly a worthy inclusion into
the pantheon of Souls games. Let’s
talk about what is different in Dark
Souls II.
First, what works. Dark Souls II’s
setting is phenomenal. The approach the developers took was surprising. In Dark Souls you explored Lordran, a
kingdom in which the light of the old gods was fading as darkness took hold.
Every corner of Lordran, from the NPCS to the areas to the items, contained
hints of the long and distant history of the land, keeping the player intrigued
with its mysteries. Dark Souls II
takes that same idea, but applies it on top of the existing Dark Souls lore. To state it more
clearly, the events and characters of Dark
Souls are the long forgotten
history in Dark Souls II. You can see
the echoes of the first game in the second, separated by hundreds or thousands
of years. Items hint at the world you once explored. A certain boss acts as a
remnant of a time long past. And this all feels so great. To see the effects
your actions had while playing Dark Souls
so distantly into the future of Lordran was a special treat, and one that had
me hooked. More so than any of the other Souls
games, I was scouring the far corners of Dark
Souls II to see how the world of Lordran had transformed, and hints at
connections between the two. In this way, Dark
Souls II probably has the more accessible lore and story of any of the Souls games. Granted, this comes at the
cost of having played Dark Souls
first. Still, I was a nice change to have a real sense of inclusion within the
world. I was never confused why I was doing what I was doing, but was still
left in the dark about so much that it was fun to try to assemble the puzzle of
Dark Souls II’s world.
Dark Souls
II did an excellent job of refining the Souls combat system. The game still plays very similarly to Dark Souls, but from a combat
perspective, everything just felt a little better. Weapon collision and
distance was perfect. As a series first, dual-wielding weapons was viable and
gave the player a totally unique attack set. Magic was better balanced, while
still powerful, it was nowhere near as effective as either Dark Souls or Demon’s Souls.
On that topic, the moment-to-moment balance in Dark Souls II was nearly perfect. Nothing felt cheap or like it
gave you free victories. The same kind of exploits players had been using to
cheese through areas and bosses are less present here, which is something I
really appreciated. Dark Souls II
gave players so many different viable combat options, too. Every kind of weapon
could be used effectively, whereas previous titles had pretty clear “best”
weapons and shields to use as you moved through the game. The addition of new a
new spell type (Hexes) and damage scaling (mundane) further allowed players to
create specifically tailored builds that suited their playstyle. Dark Souls II allowed players to have
the most character specialization of any game. The depth, number, and intricacy
of the weapon, magic, and stat systems were superb and unmatched within the Souls games.
Dual-wielding was viable, powerful and fun. Dark Souls II improved upon an already solid combat foundation. |
Dark
Souls II also brought a wealth of new ideas to the mix. Many of these ideas were
successful. One thing the developers must have noticed is that players would
find an easy area to ‘farm souls’. This let players grind as much as they want,
and level up as much as they want (to an extent), without making any forward
progress. To counter this, the developers stopped enemies from respawning after
a certain number of kills. This kept the player moving forward, and was a nice
little touch. Dark Souls II also
introduced the Bonfire Ascetic system, in which players could use the item at a
bonfire to permanently increase the difficulty of that
area. This allowed players to increase the challenge as they saw fit, respawn
enemies to gain more Souls (but not
for free, since now they were far tougher), and bring back bosses players
wanted to fight again. The Bonfire Ascetics were another way Dark Souls II gave players flexibility
in how they play, and I appreciated it. Another idea that I really enjoyed, and
would like to see make a return, is the drastic changes that take place in NG+
mode. After you beat the game, you are placed in NG+: you keep all of your
items and level, but start from the beginning of the game. In other Souls titles, the NG+ only changes the
world slightly. Bosses and enemies have more health, a couple new items can be
found or bought, etc. But NG+ makes Dark
Souls II an entirely different game. Enemy positions and numbers are
changed. Some boss fights play radically differently. This change was
fantastic, and certainly reinvigorated the game enough to warrant a second
playthrough.
Not everything was so successful in Dark
Souls II, however. I have several minor issues with the game, and two chief
complaints. Let’s go into the core issues. First, and chief among the issues,
is the healing item system present in Dark
Souls II. Back from Dark Souls is
the Estus Flask system, but it has been changed. Not only do you have less
total chugs from the flask (aka times you can heal), but instead of a fast
all-at-once heal, the flask is a slow gradually increasing heal. To fill the
place of fast heals are Lifegems, consumable items the player can discover or
buy. The Lifegems have instantaneous healing and the amount of health recovered
depends on the size / rarity of the gem. The existence of the Lifegems posed a
lot of problems. The slow healing from the Estus Flask made it unusable during
combat, placing the heavy burden solely upon Lifegems. The gems were extremely
effective, though, so much so I used them almost exclusively. As a consumable
item Lifegems would run out, and when they did, you had to farm for more. This
created tedium: by either killing enemies for their drops, or collecting souls
to buy them, you had to slow down your playthrough to pick up more. Lifegems
didn’t add anything of value to Dark
Souls II, only more grinding.
The second core issue was the bosses. The Souls series is famous for its outstanding bosses—Demon’s Souls and Dark Souls are filled with excellent ones. Dark Souls II does have some standout bosses but when looked at as
a whole the bosses are underwhelming. Several of the bosses you face are just
bigger versions of normal enemies. Not cool. Dark Soul II boss patterns are probably the most predictable of any
Souls game. You could watch a boss
for 30 seconds and have a pretty good grasp as to its attack repertoire. In
other Souls games, bosses will bring
out different moves depending on how low their health is. While there is some
of this in Dark Souls II, there
certainly is not enough of it. There also is not enough diversity of boss
styles in Dark Souls II. There are
far too many “dude with a sword” boss fights. The rest of my issues with the
boss fights is a little more intangible. Overall the bosses were just more
forgettable than other entries of the series. As bosses are usually a clear
highlight of the game, Dark Souls II
let me down.
The straightforward bosses and quick Lifegems combine to make Dark Souls II the easiest game in the Souls series. (DISCLAIMER: Everything
I’ve read says that the Scholar of the
First Sin version is Dark Souls II
hard mode, but I cannot personally comment on this) The powerful combat
options, plentiful souls, and relatively easy bosses make Dark Souls II less imposing than any of its peers. Stocking up on
Lifegems can make whole areas a cakewalk, as you’ll have more than enough
healing to play fast and loose. More predictable attack patterns mean bosses
can be defeated in less attempts. It is still Dark Souls, so the game isn’t easy
by conventional standards, but it is (was) certainly easier to power through
than the other Souls during its
initial release.
Dark
Souls II also doesn’t take the same creative leap that Dark Souls did from Demon’s
Souls, or Bloodborne does from Dark Souls. To be fair, though, Dark Souls II is the only direct sequel so I would not expect it to
be a vast departure from its predecessor. Still, a little more could have gone
a long way. The rest of my complaints are super minor. I wish ragdoll physics
had made it into the game. Long dialogue made it frustrating to visit the shop
and level-up NPCs. The final boss was anticlimactic. I think Dark Souls II has the weakest
soundtrack. Like I said, minor things, but all slightly detracted from the
final experience.
Again, Dark Souls II is an
excellent game, but major annoyances with the Lifegems and boss design put it
in last place on this list.
#3 Demon’s Souls
Demon’s
Souls is the game that started it all. In so many ways Demon’s Souls broke new ground. It established a foundation upon
which one of the best games series’ of all time would be built upon. Demon’s Souls is perhaps one of the most
forward thinking games I have ever played. Its brilliant incorporation of
online elements into a single player role playing game was unprecedented. Your
single player experience was alive with the echoes of others with its
thoroughly nonintrusive and seamlessly integrated online features. From the
bloodstains that showed you the deaths of other players, to notes scribbled
throughout the world by online friend and foe alike, to the smart co-operative
and competitive matchmaking—there was really nothing like it. Demon’s Souls also acknowledged what was
so compelling about old school gaming and incorporated them in meaningful ways.
Miyazaki and the team behind Demon’s
Souls realized that the punishing difficulty of NES era games, like Castlevania or Ninja Gaiden, was missing from modern games. Games had gotten
accustomed to holding the player’s hand, guiding them every step of the way.
Developers were afraid to alienate players by making a game that was too hard
or that withheld its secrets from the player. That is certainly not the case
for Demon’s Souls. Demon’s Souls offered an unforgiving,
but fair, challenge to players set within a mysterious world that begged the
player to dig deep into its hidden secrets. Demon’s
Souls was a perfect ‘watercooler’ game—as players rushed to forums and
wikis to discuss the hidden items, areas, and story elements as they played
through the game. Demon’s Souls let
the players figure things out for themselves, and build upon each other’s
experiences with the game. I could go on and on about the game generally, but
let me get into some of the specific things that make Demon’s Souls so great.
Demon’s
Souls is a beautiful, terrifying game exploding with creativity. The game is
set within the derelict kingdom of Boletaria, isolated from the world by an
impenetrable fog, and beset with a demon scourge following the brash actions of
a desperate king. Demon’s Souls
presents this dark fantasy setting perfectly. The game is a perfect mix of
medieval imagery and horrifying demons. In many ways, Demon’s Souls is one of the best horror games I have ever played. The
world is so dark and imposing that you are in constant fear of what you might
face next. Coupled with the brutal combat that is now characteristic of the Souls series, the player feels a
vulnerability that I have only ever felt in some of the greatest survival
horror games like Resident Evil or Dead Space. Boletaria is diverse and
interesting, as the five separate areas are distinct and memorable. Up until Bloodborne, Demon’s Souls was the only game in the Souls series that captured that sense of horror. As a fan of horror
generally, I really appreciated the finesse and subtlety Demon’s Souls demonstrated in creating its monsters and areas.
Demon’s
Souls is a challenging game. If you play through the game without resorting
to any cheap strategies or combat exploits (I get to this in a second), Demon’s Souls is probably the most
difficult game in the Souls series. For
the majority of your playthrough, your character will be at half health. If you die for any reason
in Demon’s Souls you lose your human
body and become a specter, the penalty for which is halving the player’s total
health. You can regain your humanity by consuming items, but they are rare and
expensive. Also, it’s often too risking to be human when exploring new areas or
facing tough bosses, because any death for any reason will halve your health
pool. With such low health, any one attack can kill you, so the player has to
be on his or his toes at all times,
even more so than in any other Souls
game. The game let’s you know it isn’t going to be a joke right from the get
go. Although it is technically possible to beat the game’s first boss, you’re
designed to lose that fight. Nothing like getting ground into a fine paste from
the get go to create realistic player expectations. Demon’s Souls, like all the Souls
games after it, uses death as a lesson. Death teaches the player to not make
mistakes, how to be better. It’s not a punishment. Progressing through Demon’s Souls feels great, not because
the game is getting easier or your character is getting that much stronger,
because you are getting better. It’s
a feeling that is so rare, but so exceptional.
Fighting enemies isn’t perfect in Demon’s
Souls, however, and the game had some serious balance issues. For starters,
magic is completely overpowered in Demon’s
Souls. Magic attacks, with minimal stat investment, do insane damage.
Bosses can be killed in just a couple of hits. Unlike later games in the series
that limit the number of times you can cast a spell, Demon’s Souls uses a magic bar (similar to your health and stamina
bars) that can be refilled with consumable items. That meant that, if you had
the right setup, you could perform as many magic attacks as you wanted. Enemies
and bosses alike would melt before you, allowing for a much easier time through
the game. I don’t think it is bad to use magic in Demon’s Souls, you need to take advantage of everything in your
arsenal to get through this tough game, but it’s power level certainly seems
unintentional. The other major issue with the combat is the various exploits
that are possible. Cheap tactics can be used to defeat a number of bosses in Demon’s Souls. For example, for one boss
if you stay sufficiently far away you can (very) slowly kill him with arrows
without provoking a single attack. For two others, you can hide behind a nook
in a wall or within a large skeletonized ribcage to be immune to most of the
respective bosses’ attacks. Again, I don’t think less of anyone using these
tactics (I sure did!) but they can cheapen the excellent combat design. For the
most part, every Souls game after Demon’s Souls removed these kinds of
exploits. And, with all that said, the bosses in Demon’s Souls are terrific.
They are challenging, diverse, terrifying, and perfectly thematic. The bosses
all play very differently from one another and test unique player skillsets.
Plus, they all look and sound so formidable and intimidating. Nothing feels
quite so great as to take down a challenging Souls boss, and Demon’s Souls
gives the player a number of these triumphant endorphin rushes.
Magic was way too powerful. Even the starting spell, Soul Arrow, dealt massive damage. You would be silly not to use it. |
Demon’s
Souls is the Souls game that takes
the most design risks. If any game in the Souls
series is going to alienate a player, it will be this one. But I love it; I
love that Miyazaki and team tried so many different innovative elements. Demon’s Souls invented the Souls style of world building.
Expository cutscenes are kept to a bare minimum, allowing the world, the
creatures, and the items to tell you the story of what transpired. It works so
well and really keeps the player engaged. Demon’s
Souls loved to teach the player through actions, not words. For instance,
several NPCs are hostile, but many won’t reveal their true intentions until
they have already taken something precious from you. You get such a rush
playing that guessing game—who is friend, who is foe, and what everything means.
Demon’s Souls took so many risks with
their online features too, some of which I already touched on. A single player
game that simultaneously is connected online? I had never played anything like
it. These aren’t minor elements, either. One boss you face on your way towards
completing the game is not a boss at all, but rather, a force that summons another player to fight you. That’s
right: one of the bosses you need to beat to complete Demon’s Souls is another player. That kind of innovation still
blows my mind, as there never has been anything quite like it. Some ideas are
less successful in their execution, like the confusing world tendency system,
but I appreciate Miyazaki and team working so hard to have so many intricacies
in the game.
As seems to be a trend now with this ranking list, the healing items are
an issue in Demon’s Souls as well. To
heal, the player consumes Moon Grass items that, similar to the Lifegems in Dark Souls II, can be collected from
fallen enemies or purchased with souls. Moon Grass was certainly plentiful in Demon’s Souls, but you could still run
out of them. Again, this required backtracking and grinding to get more Moon
Grass before you could proceed with the game. It is not terrible, but added
unnecessary repetition to a game that already demands a high tolerance for
repeating parts of the game. Similar to the situation in Dark Souls II, you could also accumulate a massive stockpile of the
Moon Grass item, which helped the player to get through long stretches of
enemies. The Moon Grass healing system is perfectly functional, but not ideal
especially compared with the healing systems in the next two games on this
list.
Demon’s
Souls, few faults aside, is a thoroughly cohesive, expertly designed game. I
give it so much credit because it invented the foundation upon which every Souls game to following would use and
build upon. When it first came out, Demon’s
Souls had no peers—nothing to compare it to. It was bigger, bolder, and
more innovative than nearly any game I had ever played. I love that Miyazaki
took so many risks and fit so many bold ideas into Demon’s Souls, and shocked at how successfully everything was
accomplished. Demon’s Souls is a
masterpiece.
I played Demon's Souls five years ago, and I still can't get this tune out of my head.
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