Metal Gear Souls

How would souls work if it had MGS style stealth as opposed to combat, but still had the same fundamentals for everything else?

That’s a weird combination, but I started thinking about it, and maybe it’s not a bad idea.

My first thought is limit the player character to just fist and dagger weapons. Leave enemies with the same moveset design as in the souls series to begin with, so they’re already tough to deal with. Another thought is instead of backstabbing, have backtapping, where you like tap the enemy from behind, and they do a little animation of turning around to face you that takes like half a second or so, during which they face their head down as a part of the turn and disable their vision cone. Have it so if you hold the button, you stab them in the stomach when they turn around. Enemies could be divided into classes, with the lightest class instantly dying, medium taking 90% damage, heavy taking 75% damage, super-heavy taking 50% damage. Stronger daggers could move increase this percentage, or take out medium/heavy enemies entirely. Naturally makes a sound, about the size/range of sprinting.

Okay, so armor can affect visibility and weight. Maybe it could be schemed based on the general area, and have an effect similar to levels of darkness in thief, except in how much it matches the color. Weight can affect both the movement speed and the amount of noise the armor gives off. Being naked means you’re very high visibility, and lower visibility armors can be heavier (also probably defend you better.)

Walking can probably be made completely silent (except with the heaviest armors), running should have about half the sound range as it currently does, sprinting could have a 1.5 times larger range than running currently does. dodge rolling should be updated to work more or less how it does in MGS3, where it can go over obstacles, knock people down, smoothly land from reasonably higher heights (where you’d normally get a heavy fall animation but still survive, instead halve damage and significantly shorter recovery).

There’s a surprising amount of items from souls that are naturally suited to a stealth game. Pebbles (lure enemy to sound), Firebombs (could temporarily make flames on the ground that enemies don’t want to pass through unless they’re on alert), Alluring Skulls (fascinate certain enemy types for a while), poison daggers (makes a sound on a faraway spot, and could tranq slowly over time), Prism stones (screech if dropped far enough to kill you, which makes noise of course, could also serve as a weak lure, like a weaker alluring skull, draws enemies over to it, but they become disinterested once they pass close enough), young white branch, the fucking chameleon and hidden body spells (chameleon is cardboard box), something like lloyd’s talisman except it makes an enemy blind or deaf, shaman bone blade.

You could use the undead theme so enemies revive after being killed after a certain amount of time. Some beastial enemies could have a sense of smell, which causes them to patrol near you. Chameleon could hide you better near similar objects.

Ranking the Soulsborne Games

Now that all dark souls/demon’s souls/bloodborne games are out (for the foreseeable future?), how would you rank them all, and why? what strengths and weaknesses give them that rank for you?

I don’t know if I can totally rank them, it’s hard for me to remember demon’s souls at this point, and it’s tricky for me to say which game is best, just that dark souls 2 is worst, albeit still very good.

Demon’s Souls had the shrine of storms, the prison of hope, firelurker, maneaters, false king allant, some of the fastest movement, the least broken PvP matchmaking system. Great enemies like all the different skeletons, gargoyles that can actually fly.

Dark Souls had the best world design, sen’s fortress, blighttown, anor londo, painted world, the best tutorial, the best secrets, kalameet, artorias, oreo and smores, kellog, sif, lmao4king. black knights.

Dark Souls 2 had good combination encounters, forced you to fight enemies instead of just skip them or put more effort into skipping them, good use of ranged enemies, shrine of amana, black gulch, undead keep, drangleic castle, and relatively few major screwups. executioner’s chariot, looking glass knight, ruin sentinels, twin dragonriders.

Bloodborne did away with shields, did away with backstabs, had lots of enemy mixup attacks, aggressive enemies, variable hitstun and poise, enemy patrol patterns, almost nonlinear design, great hunter encounters. Ludwig, Maria, gehrman, logarius, shadow of yharnam, ebrietas, mergo’s wet nurse.

Dark Souls 3 has a difficulty curve, tons of great enemy designs that are threatening into the lategame, good use of nonlinear areas and shortcuts, even though it has the most linear progression path overall in the series. Best implementation of backstabbing in my opinion, best enemy AI, best enemy designs. Cathedral of the Deep, Irithyll, farron keep, grand archives, pontiff sulyvahn, champion gundyr, aldritch, dancer of the boreal valley, lothric & lorian, nameless king, soul of cinder.

Dark Souls 1 will always be my favorite, but there’s something to be said for all of them.

Best Souls Healing System

Which of the Souls games do you think had the most successful (PvE) healing system overall, and why?

I think Dark Souls 3, all things considered.

Demon’s Souls is out because grass had to be farmed, could be stocked up really high and had a fast healing animation.

Dark Souls 1 is a strong contender because it invented the Estus system which is a really good healing system overall. Let you improve how much was healed with rare items, only 6 of which were in a given playthrough, and increase the number of heals in a way that was tied to each bonfire by expending resources, which carried over across playthroughs. However it allowed infinite, albeit slow, healing through Humanities, and limited per playthrough healing that was fast via elizabeth’s mushroom and divine blessings.

Dark Souls 2 is right out. Starts off with a gimped estus flask that eventually gets better, and pours lifestones in your face, which can be grinded for and bought, and regenerate health slowly. Lifestones weren’t strictly bad as far as healing systems go in general, better than Demon’s Souls’ grass, but still a low point for the series.

Bloodborne imposed a hard cap on the number of heals you got, they scale based on your max health, and can be increased with runes. Downside is you need to grind for them from time to time. The healing animation is fast, but if you’re shot during it then you’re put in a parry state. The system isn’t as unchecked as Demon’s Souls, but the grinding to restore blood vials is still a pain in the ass, even if Joseph Anderson made a decent case for it.

Dark Souls 3 starts you off with a weakened estus flask, but not completely gimped, lets you upgrade how much it heals and how many times. Far as I’m aware, there’s no other way to heal, except using embers, which can only be done once if you’re not already a host of embers. For an added dynamic, you can trade how many heals you have for FP regeneration.

I think Dark Souls 3 is the best simply because it’s the Dark Souls 1 system without any compromises. It’s good to minimize grinding, limit how much health can potentially be restored to a maximum, have that maximum grow as levels get longer, enemies do more damage and the player’s health bar gets bigger, and have the actual healing animation last a reasonably long amount of time to make it a risky option during a fight.

Dark Souls 3 Review & Roundup

Once you finish Dark Souls 3, what’s your opinion on it as a whole?

First half of the game is really easy. Like, did From decide to put in an actual difficulty curve this time? Starts getting hard at the cathedral of the deep or the catacombs of Carthus, and gets legitimately hard at Irithyl. Also way too many bonfires for the first half of the game. Cathedral of the Deep is where they start reusing bonfires and they do it to amazing effect, with one central bonfire and tons upon tons of shortcuts. Continue reading

Bloodborne 2 Ideas

If they were to make a sequel to bloodborne, what improvements or new features would you want the developers to include?

Make the blood vial use animation longer.

Assuming Joseph Anderson is correct and the new blood vial system exists to force you to fight through enemies on the way back through the stage instead of running past them, then it might make sense to have a blood meter of some kind that fills up as you kill enemies, granting blood vials in a manner similar to bonus humanity in the original dark souls. This avoids having to spend souls on blood vials, and side steps random drop chance, not to mention keeps with the theme of the game. Probably not a perfect solution though, as it still allows/forces players to grind (and not even as effectively, given you can’t drop a huge number of souls on bloodvials, though you could have that as a backup) vials back up before challenging an area.

The real design goal here is to have players spawn with all their vials, since that’s what they use to get through the level, and want to kill every enemy, by tying progression to enemies in some way. The obvious solution is to gate progression until enemies are dead, like devil may cry, except that doesn’t fit the tone of the series. A less obvious solution is to make enemies better roadblocks, like in a lot of classic 2d games, such as castlevania or ninja gaiden. This way getting around them is as risky, or a riskier, proposition than fighting them straight up. Trouble is, that’s hard to implement in a game that is specifically designed to have longer drawn-out combat. Because enemies don’t deal damage on contact, you want players to hug up next to enemies sometimes, not get hurt slashing at them due to hitbox oddities, and enemies to have actual startup to their weapon swing animations so they’re fair.

Maybe one solution is to start players off with 10-15 vials and an empty blood meter on spawn unconditionally. This being true even if they warp. Then have it so killing enemies in the level fills up the blood meter, and instead of pressing up to regain silver bullets, they press it to convert blood meter into vials. Could upgrade your vial/meter capacity over the game.

The hunter’s dream is destroyed in the first BB presumably, so just have levelups/warps at the damn lanterns. Also resting to reset the level/vials. Teleporting to another area to perform common functions like leveling up is a terrible idea. I know they want to have the whole homey feeling of the nexus, but it’s a pain in the ass.

Link the damn world together. I loved the forbidden woods skip in 1.0, even if I permanently hard locked my game using it. Also don’t allow warping from anywhere to anywhere for the first half of the game.

Have more effects tied to insight. Have new enemies appear, new enemy attacks. Have them pop up around 5 insight, more at 10, and so on.

Remove the frenzy causing mini-mother-brain enemies completely. I’ve never been able to beat one without getting frenzied, I’ve lost a ton of souls to these enemies. They don’t feel fair at all.

Skip on the chalice dungeons, reintegrate the enemies into the main game, or flesh them out into more their own areas instead of being cookie cutter reassembly of parts. I know the design goal was to make something replayable, but that just doesn’t work.

Perhaps Chalice Dungeons could take the role of the side areas you normally explore, and be set up more blatantly as side quest things available to you during the main game, with a lower bar to entry and more obvious rewards for entering them.

Beast Blood pellet’s effect should drain more slowly.

More areas should match central yharnum’s interconnectedness, use of enemy patrols, and in some cases enemy count.

Unlock Caryll Runes sooner, and don’t put their device in an optional area. I honestly missed it until late in my first playthrough.

Do something to differentiate sets of armor. Maybe have weight be directly tied to the armor you’re currently wearing rather than a character stat. So you can have light armors that make you faster, heavy armors that make you slower, and your overall speed is determined as an average of these. Avoids hitting the endgame where you can wear heavy armors like they’re nothing that happens in other souls games. Don’t make the weight differences too much. Add actual damage resistance to the heavy armors too so they don’t suck. Keep poise based on weapons/attacks, so characters still get stunlocked easy in PVP and by enemies.

Have an undizzy-like combo system like reverse-poise where a meter fills up as you take hits in a combo, then once it’s full you’re allowed to cancel your hitstun into a roll/quickstep. Heavier armor makes the meter smaller or fill faster.

Am I the only one who found the rope molotovs to not be very useful? I don’t really understand their intended function honestly.

Have brainsuckers drop insight if they suck one out of you. Also do something about the stunlock effect Joseph Anderson mentioned. Probably let you roll out of their special knockdown.

The Blood Tinge and Arcane stats were disappointing in my experience. Especially because the various spell items had such high stat requirements, but weren’t very useful.

Might make sense to have a higher QS bullet max and to limit parry range/effectiveness. Parries are kind of messed up in every souls game though. They’re high risk/high reward, but extremely polarizing since you can shut down enemies doing nothing but parries. Might make sense to only have specific types of attacks be parryable in a future game, so you gotta watch out for those ones, and normally defend against the others. QS sidearms kinda suck for normal use.

Don’t have anything as confusing and poorly connected as bloodstarved beast to the upper ward, to vicar amelia. I got lost there in replaying (bought the expensive key first time, was better experience).

Have an actual beast transformation this time, tie it to consuming too many blood vials, add drawbacks like frenzy. Add another mechanic to heal beast buildup.

What’s 3D Castlevania look like?

If you could make the next 3D castlevania how would i play like? People often say it should be like dark souls but, what about platforming? Or do you like how they did in the “Lords of Shadow” games?

I would normally answer that seriously, Dark Souls is 3d castlevania. Like, Castlevania 3’s emphasis on commitment to attacks and enemy placement plus SotN’s non-linearity, but you got me with the platforming bit.

I don’t think lords of shadow is related to the series in any way.

I mean, I’d make it play like dark souls except you can jump with the interaction button, and instead of shortcuts being blocked off by one-way gates that become two way when you open them, they’d be blocked off at junction points between paths by obstacles you can only clear with a power up.

Powerups would probably include double jump (press jump again to divekick), a charge superjump, slide, dash, free movement underwater, wall kick, and backdash. In retrospect, there actually aren’t many powerups that let you clear obstacles.

Additionally would probably have subweapons instead of items, and those would be fueled by hearts (with the actual heart economics adjusted to make sense). The dagger and firebomb would stay in their existing roles, but made more powerful relatively (axe replacing firebomb perhaps). The Dagger can hit at a range, where the firebomb/axe can hit for more damage and be thrown in an arc (maybe have a feature where holding the item button down displays the trajectory of the weapon before you throw it by releasing the button). Holy water would be added, making a large AOE on the ground that stuns enemies who pass through. Cross would fly parallel to the ground, be a bit larger than a person, flying to the target, then back. This should allow it to hit multiple enemies on the way. Could also fly a set distance, then fly back once it reached that distance or hit a wall. Does not care where the player is when flying back, always returns the direction it came. Stopwatch stays the same, or is nerfed accordingly. Would probably only allow you to hold 20 hearts at a time, and add a stockpile up to 90-200 for extra hearts.

Maybe an estus flask or blood vial equivalent on triangle, since that worked really well for dark souls, and castlevania never had as good a health or healing system. The old games had hidden chicken, which is a basic knowledge test, the newer ones let you heal in menus, which is lame.

It might make sense to have enemies deal damage on contact, and knock the player back more. These would allow them to block the player’s path more effectively, which is part of what made classic castlevania enemies work so well. They were simultaneously a threat and roadblock, so getting past them was as dangerous as fighting them directly. Dark Souls enemies are easily ran past in comparison.

Comparing Zelda to Souls

Is it fair to even compare Zelda to Dark Souls? I hear comparisons between the two alot, but it never really makes too much sense to me.

I think it’s a fair comparison because they’re both third person action games featuring sword combat. Zelda visibly lost something in translation to 3d, so people think dark souls might have that element zelda lacks, nonlinearity, tight enemy combat, no cutscene bullshit.

Dark Souls gives a glimpse of at least some of what zelda could have been. Obviously zelda has its own established canon of mechanics sine the first game, so there’d be differences in how a lot of the mechanics worked, but a lot of fucking stuff was possible on the N64 and had been done in other formats that zelda could have taken inspiration from. It could have used fixed camera angles to make up for its weakness there as an interim until dual analog came along (playing ratchet and clank and nier back to back, it’s funny how it took until the 3rd 3d gen that cameras got good, considering it’s actually simpler to code a camera like nier’s probably)

Dark Souls in a big way feels like what I originally came to the zelda series for, what I was always looking for, but couldn’t find satisfaction in zelda games. I think this is something a lot of people feel.

To add onto this: Zelda and Dark Souls are superficially similar, being 3rd person action games centered on exploration & secret finding through fantasy settings with primarily Melee combat.

Dark Souls is as hard as Zelda used to be. Zelda was a cultural phenomenon with the very first game (which sold the best proportional to the population of its time, meaning it had the biggest cultural influence of any Zelda game).

In Zelda Ocarina of Time, Eiji Aonuma became the enemy and dungeon designer. Aonuma is a person who did not like the original Legend of Zelda. He never finished it, quitting after fighting octoroks and failing to progress.
http://www.ign.com/…/26/gdc-2004-the-history-of-zelda…

So suddenly he was in charge of designing enemies, and he made them all really easy in Ocarina and they’ve continued to be really easy ever since.

In 3d zelda games, your slashes are really fast, while the enemies are really slow. In Dark Souls, both you and the enemies are slow at the same pace, so you need to either act preemptively, or punish their whiffed attacks. You need to judge your ranges more carefully before deciding to attack.

3d Zelda games are about key-finding more than anything else. You need to find keys to open doors in the dungeons, which give you items that function as additional keys for getting through rooms in the dungeons. There are very few “Interesting choices” in Zelda, meaning choices where you won’t always pick the same thing, where you need to choose carefully and think about what you’re doing, where different options have advantages and disadvantages which change situationally. 3d Zelda is very much about just doing the thing they want you to do. See a peahat? Boomerang it to cut off the propeller, then slash it to death with A buttonmash. Oh, you have arrows? Instant kill. Deku Scrubs? Octoroks? Hold up your shield, you literally cannot do anything else, and have no real reason to not pick this choice because it will always work.

In 3d Zelda’s combat, you really only need to mash A versus most enemies, or use the item that they are weak against. In 2d Zelda, you needed to move around the enemies as they moved and shot projectiles, and find a place to attack them safely from. It was like a Shmup where both you and the enemies could attack in 4 directions. They would pair up different enemies to be more effective against you and pair those with traps or features like walls or water sometimes too.

In other 3d action games, you have a variety of moves to use, but in Zelda, you only really have slashing and jump slashing. There’s also crouch stabbing, but your slashes are already fast, and apart from the exploit where it copies jump slash damage, it’s not really useful.

The puzzles in zelda, the other major element with 3d zelda (one which was mostly absent in 2d zelda, even a link to the past) are really easy and simple in comparison to actual puzzle games. They almost all use different mechanics from one another, instead of a shared system that is built up over time. This is another major problem with 3d zelda, they keep introducing new shallow mechanics that see only a few uses instead of iteratively improving a core set of mechanics like combat or puzzles.

Everyone suddenly got really harsh on Skyward Sword, and it was certainly the worst 3d Zelda, but everything everyone hated about it was in the previous 3d Zelda games. All 3d zelda games have long unskippable cutscenes. All 3d zelda games have bad combat compared to 2d zelda games, to Ys games (Oath in Felgana and Origin have combat similar to 2d zelda), to Dark Souls, to Witcher 3, to Severance Blade of Darkness (2001). 3d zelda could have had better combat design, both in link’s moveset and in the enemy design. It should have considering combat is the core gameplay (if you don’t think combat is the core gameplay, then please tell me what is).

Games that are harder than Dark Souls

You’ve said in the past that souls games aren’t that hard, they’re just hard in contrast to current standards. So what games would you consider to be really hard? God Hand in hard maybe? DMC at a high level?

God Hand on Normal is harder than Dark Souls. Maybe even on easy.

DMC3 on normal I found harder than dark souls, though I replayed on hard with vergil and breezed through, so maybe it was just unfamiliarity with the game. DMC4 is definitely easier until the higher difficulties though (though it’s also weird because you get enemy handicap when you die which makes it easier if you continue).

Vanquish is harder, Bayonetta too (played both on hard on my first go).

Quake is harder (assuming you don’t use savestates and always restart the level when you die, also I played on nightmare only).

Doom is harder (on ultraviolence).

Half Life 1 on hard is harder. HL2 as well.

I’d say Super Mario Bros 1 is about the same difficulty because of world 8.

Ninja Gaiden gets harder around world 5 or 6. Modern Ninja Gaiden is definitely harder.

Metal Slug (any) is harder.

Contra is harder.

Shatterhand is harder.

Nioh is harder.

The original Legend of Zelda is harder.

Castlevania 1, 3, Harmony of Dissonance, and Order of Ecclesia are harder. (Not sure about the latter two, haven’t played them in a while)

Any megaman game is harder.

I mean, Dark Souls is probably harder than any other game on normal difficulty last gen, but there’s a lot harder than it in the past and on higher difficulty modes. I don’t like people going, “pssh, dark souls is easy,” because it’s clearly hard, but it’s also not the pinnacle of difficulty in games, even in 7th gen. A TON of NES games will give it a run for its money or easily outclass it.

The Joy of Souls Combat

What elements of the souls series gameplay do you like?

I love winding up attacks early as enemies walk up to me so they’ll hit enemies right when they reach me and interrupt them trying to attack me. I love walking out of range of enemy attacks and hitting them when they miss. I love moving around enemy’s attacks to hit them from the sides. I love using strong attacks to hit enemies from outside their range as they attack. I love weaving between multiple enemies and slowly whittling them down. I love running past enemies and zig zagging to avoid their blows. I love learning and memorizing enemy movesets. I love locking enemies in hitstun at critical points. I love using the terrain to crowd control enemies, separating some off from the others, or standing in a place where I can temporarily hit them without them hitting me. I love stepping into enemy ranges to lure out attacks. I love dodging at the last instant to get through attacks. I love pushing enemies off cliffs. I love managing stamina to get in more slashes while the enemy becomes vulnerable. I love releasing my shield or pausing my attacks to get some stamina back at risk to life and limb.

The thing about dark souls is that enemy attacks are reactable, and so are the player attacks, they’re on a similar timescale, but the game is still fair because the enemies are reactable and your defensive options are instant. Whereas other action games like Bayonetta, DMC, Zelda, etc, have player attacks that are unreactable (significantly faster than enemy attacks). So attacking in dark souls is this commitment, and you need to evaluate when and where that type of commitment is safe, and you’re given enough information to determine that.

These are all things that the combat system of Dark Souls accomplishes that are individually really satisfying, and together, fucking excellent.