The Majesty of Dark Souls 3’s Backstab

Can you explain how the backstab mechanic is different in the Souls games and why you think 3 has it best?

Easy.

Backstab works basically the same in Demon’s Souls and Dark Souls. If you’re behind the enemy, standing within a certain area, and press R1, then at that moment both you and the enemy will play a joint animation where you backstab him. During this animation you’re both invincible. It’s sort of like a 0 frame throw in old versions of street fighter. Oh, and you can’t backstab if your shield is up.

This meant that backstab, no matter what weapon you had, was essentially instant and inescapable. Your only defense was preventing the enemy from getting behind your back at all. Backstabs were more powerful than regular attacks, so a lot of PVP was just about backstabbing and avoiding backstabbing.

In Dark Souls 2, they decided to mess with backstabs a little. Instead of instantly going into the combined animation where you’re stabbing them, they gave you a little punch animation first. This punch was unblockable and would cancel on hit into the full backstab. If it missed then nothing else would happen. This is a bit more like a modern fighting game throw. You have a chance to roll out or walk away before getting hit by it. This significantly reduced the role of backstabs in PVP, while keeping them viable. Backstabs were still really powerful in PvE however. Also from a thematic standpoint it’s kind of weird that you punch the guy then stab them, didn’t really match the prior games.

In Bloodborne it seems like they REALLY didn’t want anyone to fuck with backstabs at all. In order to get a backstab, you needed to charge your R2 attack all the way up and hit the enemy in the back with it, much like the positioning for backstabs in the other games. Then they’d become vulnerable and you’d get to do the 0frame throw thing for a ton of bonus damage. So overall you were getting a lot more damage out of successful backstabs in bloodborne, but it was a lot harder to set them up mid-combat, and they were now basically completely irrelevant to PVP.

In Dark Souls 3, they clearly wanted to have backstabs match demon’s souls and dark souls 1, and to do this they assembled a mechanic that’s practically a work of art. Basically, when you press R1 within the activation range, instead of directly entering a joint animation with the enemy, you’ll instead play a specific backstabbing animation. If the enemy stays close to you, then at a certain point in this animation, there’s an invisible unblockable hitbox that comes out that forces them into a joint animation with you, canceling whatever they were doing, and canceling your lone backstabbing animation into the joint backstab (using animation blending). If they aren’t in range of this hitbox, then you’ll just continue to play the lone backstab animation, which functions as a regular (slower) attack basically. So you smoothly either get a backstab or just stab without needing to punch them first like dark souls 2, and without an instantaneous startup like DaS1 and DeS.

Souls on Speed

Is there anything the Souls series does better than Nioh?

Bloodborne has enemies pick up your bloodstain. That’s probably gonna be my best example.

Dark Souls 1 has a superb interconnected world.

Pretty much all the Souls games have better enemy variety and less area re-use.

Souls games have invasions + PVP.

Souls games have sicker speedruns.

Demon’s Souls has world tendency.

Souls games tend to have better economies.

Souls games have more aggregate weapon and attack types.

Souls games have a jump command. Continue reading

Dark Souls 3 DLC Review

How was Ashes of Ariandel?

Pretty good. Has a neat opening where you fight a bunch of spear chucking enemies and flame breathing enemies, then you can fall into a wide area where there’s a ton of wolves that track you for really long distances and aggro the pack. Plus there’s trees that can breath ice at you or send tons of little fire bullets at you and try to blend in with fake identical trees. There’s a gnarly tree section where you gotta go down tree branches like it’s the great hollow and fight giant ice crabs at the bottom. There’s another section off to the side where you fight larger humanoid enemies with some dogs and there’s an archer up on a tower that shoots down at you with dragonslayer arrows that embed in the ground and explode a short while afterwards.

They use multiple enemies very effectively across the whole DLC, usually giving one of them some type of unique ranged attack, like the swarm of fire bullets, or the enemy that could generate earthquakes at a long distance. Continue reading

Why does Bed of Chaos suck?

What exactly makes the bed of chaos fight bad? I don’t disagree its bad, I just don’t have a grasp of that kind of stuff like you do

So basically, there’s these two roots on each side. To kill bed of chaos, you need to run up to these roots and deal 1 hit to each of them. The bed has these two big hands that try to sweep you towards the center, dealing damage and knockback if you’re hit. Continue reading

For Honor and Souls-style Multiplayer

I’ve seen a lot of people compare For Honor with fighting games recently, do you have any thoughts on the game?

It’s meh. It’s better than most AAA trash, but it’s kinda simple. Basically, hold LT to lock on and block. You’re always blocking as long as you’re locked on in one of 3 directions, controlled by the right stick. You also attack in the same zone that you’re blocking in. You have light and heavy attacks, heavy attacks are useless unless you’re punishing something with particularly long recovery. You also have a guard break, so you can block, guard break, and light attack. Attacks are slow enough that you can always react and block in the correct zone. Guard breaks are fast but you need to be close. So between these you get the standard rock paper scissors loop: Attack, Guardbreak (throw), Block. Oh, there’s a dodge too, but the dodge sucks. It’s only really useful for dodging out of range if you’re right on the edge of their attack range. Continue reading

Nioh Post-Release Thoughts & Review

So how’s Nioh treatin’ you my boy. Is it everything you’ve ever wanted or not? Are there any problems with it?

No issue. I thought it was getting a bit too easy, or maybe I was getting too good, or overleveled, so I decided to skip all the sub-missions for an area and only do the main missions, and that made it a lot harder.

Many of the early game areas had enemies removed to make them more easy, which is disappointing, but the difficulty is curving back up in the later game, we’ll see if it gets back to the demo levels. Continue reading

Nioh’s Ki Pulse and Stances

What makes execution barriers like Ki Bursting fun?

It depends on the action. It’s different for every one.

Ki bursting is fun to me because it means being very mindful during fights of my stamina, and the state of the enemy. Beyond that it means being mindful of the stance I’m in, and the stance I want to go to. Ki Bursting means I need to absolutely not miss the window of time during which Ki fills, or I wait even longer for stamina to regen. Ki bursting also introduces decisions, like do I want to cancel my attack and instantly gain back a little stamina so at minimum I’m safe and haven’t lose all the stamina I just spent? Do I want to commit to a combo while I have the opportunity to attack and potentially get hit, but also be able to regenerate almost all the Ki, or wait and see if the enemy is still vulnerable after attacking to do another attack at the expense of the Ki I spent? Do I want to attack once at a time and burst each time to regenerate the Ki back to where I had it, or commit to several attacks for more damage, but at the cost of some of the maximum ki I’ll regenerate with each attack? Do I want to do a super powered dodge instead of Ki burst? Do I want to block and sacrifice the ki burst completely? Do I want to switch stances in order to regain more Ki? Which stance do I want to change to, and what is the left over stance that I need to switch through to get the maximum boost? Continue reading

Shark Shoals: Prepare to Dive

What if the souls series had swimming? Would it be a good idea?

Probably not. You’d need to make a totally new set of animations and mechanics for it and it wouldn’t really emphasize what the series is established on.

Now a new game based on swimming and underwater combat in the souls style, sure, that might be interesting.

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How would you design Deep Souls/Dark Swims?

Gonna go with the title: Shark Shoals: Prepare to Dive Continue reading

The Next Souls Game

If Miyazaki were to take the Souls series to a different setting and universe like they did with Bloodborn’s Van Helsing/Lovecraftian style, what would you want them to do?

Modern Warfare

Hipster Art Students

Mecha Fighting (I don’t think From Soft would be very good at this one, bit outside their field of expertise)

Cats. (Not humanoid)

Berserk, but for real this time

Pokemon

Metroid

Mario

Magical Girl

Undertale

Jet Set Radio

F-Zero

Dragon Ball Z

Ghost in the Shell

Mirror’s Edge

Skydiving

Snowboarding

Jojo

Kaiji/Akagi

My Neighbor Totoro

Lets see all of these adapted into the dark souls gameplay style.