this video deserves so many more views. It's very well written and you bring up some interesting and refreshing points that I don't see a lot of people talk about, especially the "hard but fair" part, it was so nice to finally hear someone refute this idea. Great content all around ^^
I've been enjoying your videos a lot lately; these are fantastic games and you do a great job putting into words what so many obviously also feel. On the topic of the camera, I wanted to bring up the point that many encounters are easier if you don't lock on. Read/saw that somewhere at some point, and adding that as an option made many areas go a lot more smoothly for me
I liked the video, I love the game series (even the second ds), but I have different opinion on some points(2 or 3). 1: For me, parry in first ds feels VERY easy, so when you talked about it I was a little confused, because It was only an issue for me in the ds3. 2: 16:38 there is a button "Toggle display" that let's you see more info about the weapon, it let's you see that that simbol mean fire resist, that mean weight etc. In status menu there is "explanation button" that explain what stat does what. It explains about weight and that attunement will increase spell slots, and that humanity inc item discovery + curse resist edit: I do Agree that game is not fully polished(at the end of development the game was rushed I heard), I am very glad that they could polish more games like bloodborn and other games that came out later.
You're not alone in wanting to complete Dark Souls so you can participate in the conversation surrounding it. I've done that with a lot of games myself, Dark Souls included. Lots of games have been presented in a monolithic fashion, where, like you said, there's a cultural event surrounding them. It was especially cool that pushing through Dark Souls gave you a new perspective on its past influences (Symphony of the Night) and iterative followers (Hollow Knight). Getting those extra bits of insight make experiencing games in that way all the more interesting. Really awesome video. Keep up the great work.
Thanks for the thoughtful comment! Got to check out some of your stuff as well and you're absolutely crushing it. The really strong writing and deliberate editing are apparent and it's great to see it's paying off for you!
I also first played this game this year. I like it a lot. Man, I hope you keep playing to see that you’re gonna find ways how to punish the game exactly the same it punishes you And that feels so satisfying, beyond any game i ever played. When you figure out how to get the revenge for all the times it punished you. It’s like an analogy to real life, it’s tough and takes time to master. But at the end as i do, I find the playthrough very meditative, playing mindfully and with caution, while taking calculated risks when the opportunity presents itself. So I disagree with point you make about players not being able to punish the game same as it punishes them. On the other hand, i believe if you keep playing and master elements of the game, you will discover it for yourself. So I understand. I’d say ds is not only hard, but also mean and horrible. So many times i said “I fucking hate this game” but no one forced me to play, and i choose to continue and get so much satisfaction when I finally achieve something i set out to do and proved to be incredibly difficult. Lastly, i think the game had a great sense of humour, when I understood that i can take the deaths with humour too and sometimes it is hilarious. Ps: the game looks great
I played the first Dark Souls back in the day when it was released. I remember playing it quite far, but ultimately my extreme lack of a sense of direction made it nigh on unplayable for me. I later got hooked on Bloodborne though and so that became my gateway drug into the Souls-genre :) Great video. Even though I'm late to the party it's always fun to see a new players perspective on Souls-games.
One of the reasons that I think Dark Souls (specifically the first one) has such staying power is the amount of investment it requires from the player. The fact that the game gives you so little means that the player's investment is almost totally determined by their own willingness to press on, experiment, and engage with it. Because the game can be so punishing, this commitment feels consequential. Also, the fact that the game is so one-sided makes the jank more easy to forgive: the game is a wall and you are expected to accept it as it is, and find some way of surmounting it. It really doesn't feel fair, because it isn't, especially to first time players. Fairness is about being on equal terms, and Dark Souls does pretty much everything in its power to put you on unequal footing. It has the appeal of climbing a mountain more than participating in a sport. You just have to decide whether you're willing to commit to the endeavour and then accept its character, jank and all, as a fact of nature, and because that decision is yours and what you get is almost entirely determined by what you're willing to give, the experience can feel extremely personal in ways most other games are not. Dark Souls is proof that greatness has almost nothing to do with perfection, and is often even contrary to it.
Hey there! This is the second video of yours that I've watched and thought I would share some of my thoughts here. Regarding the visuals of the game: I agree that Dark Souls doesn't have great graphics, after all it is old and even back the it wasn't the best, but I'd argue many people looked past it due to the art direction of the game. There are many moments, be it the lift from undead church, visiting ash lake for the first time or even just seeing the scope of blighttown. These moments stay with you, not for how realistic they look, but for the emotions they invoke in you. Another aspect is that you can see how much effort was put in the designs of the game. Be it the rust and scratches in the Elite Knight Armor, since you just loot it off a corpse in a humid forest, or the surprisingly intricate design of the Black Knight Armor, there is some serious attention to detail. And at least I really felt that during my first playthrough. That even goes for enemies. A famous example are the Undead Dragons, wich you can find in the Valley of Drakes and the Painted World. The first draft of the artist was rejected, since it focused too much on the dying and rotting aspect of the creature. The director wanted the enemy design to convey not just the horror of an undead beast of such power, but also the tragedy of the decay of such a majestic being, cursed to slowly rot forever, until nothing is left of it's former grace. ....but that's already more than enough for one comment. I am really enjoying the video, thank you for it and for making me think about Dark Souls again!
The debate is not if the problems exist, but if they are problems at all. The mechanics are in the game for a reason. Maybe some people don't like it, but it helps with the world building. If parry was easier, people would do it the whole time. You must earn the parry. Many people can parry each attack now that they practiced. The lack of explanation adds to the wonder and discovery. People do no hit runs because the mechanics are so reliable. If it was not, that would not be possible. I agree there is some jank, but no game is 100%. It is an old game and is under budget and time constrain.
Another aspect I think is really fascinating is the handling of death, failure and mastery in Dark Souls. Dying doesn't mean anything in these games. You don't lose anything. Except for your souls if you can't retrieve them, but they are infinite and you don't really need them. Sure, it's nice to be 2 levels stronger, but no matter what you put these 2 levels into, their influence on the result pales in comparison to what you, the player, learns. So Death isn't really a failure, it's part of the learning process. Death teaches you. Death teaches you not to run where the boulders roll from, but to follow them. Death teaches you not to roll back if you are on a roof. Death teaches you to never back up against a deadly cliff. With every death, you can learn something new, that you can apply during future fights. And that prepares you for what is yet to come. It is truly fascinating to watch a new player try Dark Souls for the first time. At first they will struggle with almost everything, but by using every advantage they have, be it bottlenecking the enemies, pulling them away from a group with a bow, poisoning them and waiting minutes for them to die, abusing doors the AI can't pass through, or hiding behind a campfire so that the enemy burns itself. Nothing is off-limits, this is your struggle for survival and honor better be the first thing that get's thrown over board. No, the first hours of Dark Souls really feel like you are an adventurer. Not a chosen one, but one who crawls through the dirt, steals the scraps of what failed adventurers who came before you left behind to use it to survive and uses everything they have to make it to that next bonfire, the next little bit of savety in this unforgiving world. This world that doesn't care about you at all, that will let you die for every misstep you take, simply because in the grand scheme of things, you do not matter. But the world and nothing in it can truly kill you. You can always come back. And with every resurrection you improve. By the time you face the great Lords, you have struggled so much that you have mastered this world. Nothing it could throw at you could make you stay down. And I think that's why big parts of the community don't really discuss the janky aspects of the game. It's just another hurdle to overcome, and it's small compared to the other hurdles you have to pass. But it's so worth it for the feeling of relieve after spotting a new bonfire in the distance, or the overwhelming feeling of triumph after finally beating a boss after many tries.
I'm going to be that guy who will write an essay in the comments section of an essay. Behold. The one critique I can understand and fully respect (despite not sharing it) is the point about being unnecessarily convoluted. Personally, I usually find that lack of handholding quite refreshing, and bold or daring in a positive way. But I've had experiences (with other games) where that sort of thing has gotten obnoxious at times, and I do see the appeal of streamlined systems over convoluted ones. My biggest gripe with this video is that you claim Dark Souls doesn't actually have fair gameplay, but then you don't really back up that claim with enough evidence. I'll go over your points and elaborate on why they fail to support the claim. So first, you bring up the controls. As you say, the player character is kind of stiff and animations don't flow that smoothly, but that can be excused for a double A game developed for the PS3. But then you bring up jump attacks and kicks and say they're unreliable and bad mechanics. Sure, the imputs are a little awkward, but can still be performed fairly consistently, and even when you don't get them off, it's hardly a costly mistake. Besides, misinputs aren't an exclusive problem to this control scheme, pretty much every action game has to deal with them to some extent. You also mention the parry requiring too much of the player while being very punishing when missed. But you fail to mention it also has a massive payoff when succesful. It's meant as a high-risk, high-reward mechanic that raises the skill ceiling of the game. It works as intended, and there's nothing wrong with it. If you don't like parrying, whether because it doesn't fit you playstyle or because you don't feel like putting in the time, you don't have to engage with it. It's an option, there for those who find it rewarding, just like every other form of defense and offense. Next you raise complaints about hitboxes. I think you're demanding a bit too much from the game here. I don't get why hitboxes should match to the pixel. Dark Souls' combat system is more about blocking attacks or using your s to avoid them rather than positioning yourself out of the way anyway. That's not to say hitboxes aren't important, Dark Souls 2 demonstrates this clearly, but Dark Souls still has much better hitboxing than most of it's contemporaries, and I don't consider it fair to expect straight up pixel porn from a game. Any game. I think that's just setting the bar too high. And while it's true that there are a few examples of poor hitboxes in the game (namely Gaping Dragon and Bed of Chaos) these are few and far between, and complaining about it just sounds very nitpicky, like being harsh about the exception and not giving praise to the rule. Lastly, you talk about the camera. And this one I almost get. People do complain about the camera a lot and it can be difficult to deal with at times. But knowing when to lock on and when to freecam mitigates this problem a lot. The camera has mexhanics to it too, and learning to use them properly is part of the core gameplay. If you want to say that asking the player to learn to control the camera is bad design, I could respect that, but you shouldn't frame it as the camera just "being bad." And that's it. If you made it all the way through I'd be interested in hearing your thoughts on my comment.
16:49 also the game isn't punishing AT ALL, the worst thing that can happen is you lose some souls and humanity, both of which are in unlimited supply. There is literally no game over state
I never really got into soulslike games until EldenRing.Tried DS1 and 3 before but never really got to finish it,But then ER came and I thoroughly enjoyed it and was able to push through and finish it.I the went back and finished DS3 and now I'm looking at DS1.Having finished 2 of them It finally clicked why people love it despite all the flaws.Getting Gud was worth it.
I was the same. But after beating elden ring for the 4th time I took some time to platinum bloodborne and was not disappointed. Working on dark and demon souls next
Am I evil for laughing at the deaths on this video? It’s actually like I’m reliving my deaths through you. And now since heating these games, makes me want to die again and again
I loooove min/maxing and build crafting personally. That's the one thing that makes Elden Ring so fun for me even though Bloodborne is the best Soulsborne. BTW, git gud is the proper response to noobs from Souls fans.
Also the game "not explaining mechanics like what armor symbols mean and weapon upgrades" there's a button prompt on the bottom of inventory that says 'explanation' and it lays out information on everything for you. It's all there, in one convenient location
@@ThiollierStTrina you've obviously not seen the trend in bosses and enemies having high 5 digit healthbars for no reason. The endgame in ds3 and er is, by all facts, inflated
@@ContentCreature The damage you can do and take by the end game of both games is equally "inflated," especially Elden Ring. Most people familiar with Elden Ring end game bosses will even usually agree that Maliketh for instance has too little health for how much damage the player can do by that point in the game.
@ in demons and dark 1, no boss can 1 shot you at full health with 25 vigor. In elden ring, 95% of the entire games enemies and bosses 1 shot you at 40 vigor
rolls eyes* the amount of times ive seen this type of vid about dark souls, ofcourse it is worth playing! its literally the most influential game in modern history, almost as influential as resi evil 4 was back in its day, its a masterpiece that frankly only elden ring matches and even exceeds imo, bloodborne is cool and all but it aint no DS1, same with sekiro, as much as i love them, they dont even compare to DS as a first time playthrough.
This video looks and sounds like it has 100k views.
Very kind of you, thanks for stopping by!
ywhavwth disnt realize it hasn't
this video deserves so many more views. It's very well written and you bring up some interesting and refreshing points that I don't see a lot of people talk about, especially the "hard but fair" part, it was so nice to finally hear someone refute this idea. Great content all around ^^
I've been enjoying your videos a lot lately; these are fantastic games and you do a great job putting into words what so many obviously also feel. On the topic of the camera, I wanted to bring up the point that many encounters are easier if you don't lock on. Read/saw that somewhere at some point, and adding that as an option made many areas go a lot more smoothly for me
I liked the video, I love the game series (even the second ds), but I have different opinion on some points(2 or 3).
1: For me, parry in first ds feels VERY easy, so when you talked about it I was a little confused, because It was only an issue for me in the ds3.
2: 16:38 there is a button "Toggle display" that let's you see more info about the weapon, it let's you see that that simbol mean fire resist, that mean weight etc. In status menu there is "explanation button" that explain what stat does what. It explains about weight and that attunement will increase spell slots, and that humanity inc item discovery + curse resist
edit: I do Agree that game is not fully polished(at the end of development the game was rushed I heard), I am very glad that they could polish more games like bloodborn and other games that came out later.
Amazing video dude!
This was so good, I watched it twice in a row
NG+
Commenting mostly to feed the algorithm, it's criminal this channel is not bigger! Great vids dude ^^
You're not alone in wanting to complete Dark Souls so you can participate in the conversation surrounding it. I've done that with a lot of games myself, Dark Souls included. Lots of games have been presented in a monolithic fashion, where, like you said, there's a cultural event surrounding them. It was especially cool that pushing through Dark Souls gave you a new perspective on its past influences (Symphony of the Night) and iterative followers (Hollow Knight). Getting those extra bits of insight make experiencing games in that way all the more interesting. Really awesome video. Keep up the great work.
Thanks for the thoughtful comment! Got to check out some of your stuff as well and you're absolutely crushing it. The really strong writing and deliberate editing are apparent and it's great to see it's paying off for you!
A quality vid from a very small channel? I like this
+1 sub
Thanks for stopping by!
It feels like this channel is about to blow up. TH-cam keeps recommending it. Good luck! Be safe, friend. Don't you dare go Hollow!
I also first played this game this year. I like it a lot.
Man, I hope you keep playing to see that you’re gonna find ways how to punish the game exactly the same it punishes you
And that feels so satisfying, beyond any game i ever played. When you figure out how to get the revenge for all the times it punished you.
It’s like an analogy to real life, it’s tough and takes time to master. But at the end as i do, I find the playthrough very meditative, playing mindfully and with caution, while taking calculated risks when the opportunity presents itself.
So I disagree with point you make about players not being able to punish the game same as it punishes them. On the other hand, i believe if you keep playing and master elements of the game, you will discover it for yourself. So I understand.
I’d say ds is not only hard, but also mean and horrible.
So many times i said “I fucking hate this game” but no one forced me to play, and i choose to continue and get so much satisfaction when I finally achieve something i set out to do and proved to be incredibly difficult.
Lastly, i think the game had a great sense of humour, when I understood that i can take the deaths with humour too and sometimes it is hilarious.
Ps: the game looks great
I played the first Dark Souls back in the day when it was released. I remember playing it quite far, but ultimately my extreme lack of a sense of direction made it nigh on unplayable for me. I later got hooked on Bloodborne though and so that became my gateway drug into the Souls-genre :)
Great video. Even though I'm late to the party it's always fun to see a new players perspective on Souls-games.
One of the reasons that I think Dark Souls (specifically the first one) has such staying power is the amount of investment it requires from the player. The fact that the game gives you so little means that the player's investment is almost totally determined by their own willingness to press on, experiment, and engage with it. Because the game can be so punishing, this commitment feels consequential. Also, the fact that the game is so one-sided makes the jank more easy to forgive: the game is a wall and you are expected to accept it as it is, and find some way of surmounting it. It really doesn't feel fair, because it isn't, especially to first time players. Fairness is about being on equal terms, and Dark Souls does pretty much everything in its power to put you on unequal footing. It has the appeal of climbing a mountain more than participating in a sport. You just have to decide whether you're willing to commit to the endeavour and then accept its character, jank and all, as a fact of nature, and because that decision is yours and what you get is almost entirely determined by what you're willing to give, the experience can feel extremely personal in ways most other games are not. Dark Souls is proof that greatness has almost nothing to do with perfection, and is often even contrary to it.
Hey there! This is the second video of yours that I've watched and thought I would share some of my thoughts here.
Regarding the visuals of the game: I agree that Dark Souls doesn't have great graphics, after all it is old and even back the it wasn't the best, but I'd argue many people looked past it due to the art direction of the game. There are many moments, be it the lift from undead church, visiting ash lake for the first time or even just seeing the scope of blighttown. These moments stay with you, not for how realistic they look, but for the emotions they invoke in you.
Another aspect is that you can see how much effort was put in the designs of the game. Be it the rust and scratches in the Elite Knight Armor, since you just loot it off a corpse in a humid forest, or the surprisingly intricate design of the Black Knight Armor, there is some serious attention to detail. And at least I really felt that during my first playthrough. That even goes for enemies. A famous example are the Undead Dragons, wich you can find in the Valley of Drakes and the Painted World. The first draft of the artist was rejected, since it focused too much on the dying and rotting aspect of the creature. The director wanted the enemy design to convey not just the horror of an undead beast of such power, but also the tragedy of the decay of such a majestic being, cursed to slowly rot forever, until nothing is left of it's former grace.
....but that's already more than enough for one comment. I am really enjoying the video, thank you for it and for making me think about Dark Souls again!
The debate is not if the problems exist, but if they are problems at all. The mechanics are in the game for a reason. Maybe some people don't like it, but it helps with the world building. If parry was easier, people would do it the whole time. You must earn the parry. Many people can parry each attack now that they practiced. The lack of explanation adds to the wonder and discovery.
People do no hit runs because the mechanics are so reliable. If it was not, that would not be possible.
I agree there is some jank, but no game is 100%. It is an old game and is under budget and time constrain.
Except bed of Chaos. That was a mistake.
Another aspect I think is really fascinating is the handling of death, failure and mastery in Dark Souls.
Dying doesn't mean anything in these games. You don't lose anything. Except for your souls if you can't retrieve them, but they are infinite and you don't really need them. Sure, it's nice to be 2 levels stronger, but no matter what you put these 2 levels into, their influence on the result pales in comparison to what you, the player, learns. So Death isn't really a failure, it's part of the learning process. Death teaches you. Death teaches you not to run where the boulders roll from, but to follow them. Death teaches you not to roll back if you are on a roof. Death teaches you to never back up against a deadly cliff. With every death, you can learn something new, that you can apply during future fights. And that prepares you for what is yet to come. It is truly fascinating to watch a new player try Dark Souls for the first time. At first they will struggle with almost everything, but by using every advantage they have, be it bottlenecking the enemies, pulling them away from a group with a bow, poisoning them and waiting minutes for them to die, abusing doors the AI can't pass through, or hiding behind a campfire so that the enemy burns itself. Nothing is off-limits, this is your struggle for survival and honor better be the first thing that get's thrown over board. No, the first hours of Dark Souls really feel like you are an adventurer. Not a chosen one, but one who crawls through the dirt, steals the scraps of what failed adventurers who came before you left behind to use it to survive and uses everything they have to make it to that next bonfire, the next little bit of savety in this unforgiving world. This world that doesn't care about you at all, that will let you die for every misstep you take, simply because in the grand scheme of things, you do not matter. But the world and nothing in it can truly kill you. You can always come back. And with every resurrection you improve. By the time you face the great Lords, you have struggled so much that you have mastered this world. Nothing it could throw at you could make you stay down. And I think that's why big parts of the community don't really discuss the janky aspects of the game. It's just another hurdle to overcome, and it's small compared to the other hurdles you have to pass. But it's so worth it for the feeling of relieve after spotting a new bonfire in the distance, or the overwhelming feeling of triumph after finally beating a boss after many tries.
I think the game looks fine, It doesn’t look old to me, I just like the simple look it doesn’t need to be unreal engine 6
Yep that's fair. And as long as the visuals didn't distract too much from your experience I'm happy that you liked the look!
Remastered version should've fixed such issues, like hitbox inconsistency etc.
And the Demon's Souls remake should have fixed outright broken boss and npc A.I. but here we are.
good stuff deserves more attention
Thank you!
I'm going to be that guy who will write an essay in the comments section of an essay. Behold.
The one critique I can understand and fully respect (despite not sharing it) is the point about being unnecessarily convoluted. Personally, I usually find that lack of handholding quite refreshing, and bold or daring in a positive way. But I've had experiences (with other games) where that sort of thing has gotten obnoxious at times, and I do see the appeal of streamlined systems over convoluted ones.
My biggest gripe with this video is that you claim Dark Souls doesn't actually have fair gameplay, but then you don't really back up that claim with enough evidence. I'll go over your points and elaborate on why they fail to support the claim.
So first, you bring up the controls. As you say, the player character is kind of stiff and animations don't flow that smoothly, but that can be excused for a double A game developed for the PS3. But then you bring up jump attacks and kicks and say they're unreliable and bad mechanics. Sure, the imputs are a little awkward, but can still be performed fairly consistently, and even when you don't get them off, it's hardly a costly mistake. Besides, misinputs aren't an exclusive problem to this control scheme, pretty much every action game has to deal with them to some extent.
You also mention the parry requiring too much of the player while being very punishing when missed. But you fail to mention it also has a massive payoff when succesful. It's meant as a high-risk, high-reward mechanic that raises the skill ceiling of the game. It works as intended, and there's nothing wrong with it. If you don't like parrying, whether because it doesn't fit you playstyle or because you don't feel like putting in the time, you don't have to engage with it. It's an option, there for those who find it rewarding, just like every other form of defense and offense.
Next you raise complaints about hitboxes. I think you're demanding a bit too much from the game here. I don't get why hitboxes should match to the pixel. Dark Souls' combat system is more about blocking attacks or using your s to avoid them rather than positioning yourself out of the way anyway. That's not to say hitboxes aren't important, Dark Souls 2 demonstrates this clearly, but Dark Souls still has much better hitboxing than most of it's contemporaries, and I don't consider it fair to expect straight up pixel porn from a game. Any game. I think that's just setting the bar too high. And while it's true that there are a few examples of poor hitboxes in the game (namely Gaping Dragon and Bed of Chaos) these are few and far between, and complaining about it just sounds very nitpicky, like being harsh about the exception and not giving praise to the rule.
Lastly, you talk about the camera. And this one I almost get. People do complain about the camera a lot and it can be difficult to deal with at times. But knowing when to lock on and when to freecam mitigates this problem a lot. The camera has mexhanics to it too, and learning to use them properly is part of the core gameplay. If you want to say that asking the player to learn to control the camera is bad design, I could respect that, but you shouldn't frame it as the camera just "being bad."
And that's it. If you made it all the way through I'd be interested in hearing your thoughts on my comment.
16:49 also the game isn't punishing AT ALL, the worst thing that can happen is you lose some souls and humanity, both of which are in unlimited supply. There is literally no game over state
Isnt that rdr2 music in the background?😮
This was a very good video. Subbed.
I never really got into soulslike games until EldenRing.Tried DS1 and 3 before but never really got to finish it,But then ER came and I thoroughly enjoyed it and was able to push through and finish it.I the went back and finished DS3 and now I'm looking at DS1.Having finished 2 of them It finally clicked why people love it despite all the flaws.Getting Gud was worth it.
I was the same. But after beating elden ring for the 4th time I took some time to platinum bloodborne and was not disappointed. Working on dark and demon souls next
14:30 bro dark souks doesn't demand perfection, that's ridiculous hyperbole
Why does this video have only 1.5k views 😢
Come on DS Community we can do better
Am I evil for laughing at the deaths on this video? It’s actually like I’m reliving my deaths through you. And now since heating these games, makes me want to die again and again
Dying is the true shared experience of Dark Souls players.
We've all been that fuckwit, so no. That's just Souls culture.
I loooove min/maxing and build crafting personally. That's the one thing that makes Elden Ring so fun for me even though Bloodborne is the best Soulsborne. BTW, git gud is the proper response to noobs from Souls fans.
Real
The only thing I disagree with the the beginning statement about "inflated difficulty" that doesn't come until DS3 DLC and Elden Ring endgame bosses
Also the game "not explaining mechanics like what armor symbols mean and weapon upgrades" there's a button prompt on the bottom of inventory that says 'explanation' and it lays out information on everything for you. It's all there, in one convenient location
Who are you to be the judge of what counts as "inflated" and what doesn't?
@@ThiollierStTrina you've obviously not seen the trend in bosses and enemies having high 5 digit healthbars for no reason. The endgame in ds3 and er is, by all facts, inflated
@@ContentCreature The damage you can do and take by the end game of both games is equally "inflated," especially Elden Ring. Most people familiar with Elden Ring end game bosses will even usually agree that Maliketh for instance has too little health for how much damage the player can do by that point in the game.
@ in demons and dark 1, no boss can 1 shot you at full health with 25 vigor. In elden ring, 95% of the entire games enemies and bosses 1 shot you at 40 vigor
rolls eyes* the amount of times ive seen this type of vid about dark souls, ofcourse it is worth playing! its literally the most influential game in modern history, almost as influential as resi evil 4 was back in its day, its a masterpiece that frankly only elden ring matches and even exceeds imo, bloodborne is cool and all but it aint no DS1, same with sekiro, as much as i love them, they dont even compare to DS as a first time playthrough.