Ventidius
Arbiter
- Joined
- Jul 8, 2017
- Messages
- 552
Just beat Godrick, definitely a solid boss, but I don't think he's as well-designed as Margit. The two bosses that have impressed me the most so far have been Margit and the Tree Sentinel, and those are the ones that I found the hardest to beat as well. It felt good to take them down, though. The optional bosses in the dungeons like the Stonedigger Troll and the werewolf guy were certainly on the easier side, but they did have a couple interesting things going on.
The most challenging fight so far for me was definitely Margit, but that was likely due to my insistence on beating in the "old-school" style: no ash summons, no NPC co-operators, no mount. Even though that made beating him more satisfying, I do think that that's not how they tuned him to be beaten. Unlike the other Soulsbornes, you are really supposed to use the tools at your disposal and the "purist" playstyle seems to be actively discouraged. Perhaps they are going for something more akin to the topsy-turvy nature of Dragon's Dogma combat than that of traditional Soulsbornes. Another aspect (apart from their approach to overworld design) in which they seem to have moved closer to the former game, interestingly enough.
It's also quite obvious that Margit is indeed a gatekeeper boss and you are supposed to explore as much as possible, and grow strong in the process, before facing him.
I have to say though, they have been relying way too much on the DS3 boss design template for my liking. Like, give it a rest guys. The only thing that seems to have changed is that now bosses have shockwaves. Lots and lots of shockwaves. Big ones too. Not sure of how I feel about that. In any case, gimmick bosses are not the answer and I'm not too keen to see them return, but I really do hope they shake things up on this front. Bloodborne showed you could have a lot of boss variety with minimal gimmickry.
Also, Stormveil Castle is not only a paradigmatic Soulsborne-style dungeon, but one of the best in the series, period. I was wondering if they thrown some of those into the mix to go with the overworld. I'm glad they did.
The most challenging fight so far for me was definitely Margit, but that was likely due to my insistence on beating in the "old-school" style: no ash summons, no NPC co-operators, no mount. Even though that made beating him more satisfying, I do think that that's not how they tuned him to be beaten. Unlike the other Soulsbornes, you are really supposed to use the tools at your disposal and the "purist" playstyle seems to be actively discouraged. Perhaps they are going for something more akin to the topsy-turvy nature of Dragon's Dogma combat than that of traditional Soulsbornes. Another aspect (apart from their approach to overworld design) in which they seem to have moved closer to the former game, interestingly enough.
It's also quite obvious that Margit is indeed a gatekeeper boss and you are supposed to explore as much as possible, and grow strong in the process, before facing him.
I have to say though, they have been relying way too much on the DS3 boss design template for my liking. Like, give it a rest guys. The only thing that seems to have changed is that now bosses have shockwaves. Lots and lots of shockwaves. Big ones too. Not sure of how I feel about that. In any case, gimmick bosses are not the answer and I'm not too keen to see them return, but I really do hope they shake things up on this front. Bloodborne showed you could have a lot of boss variety with minimal gimmickry.
Also, Stormveil Castle is not only a paradigmatic Soulsborne-style dungeon, but one of the best in the series, period. I was wondering if they thrown some of those into the mix to go with the overworld. I'm glad they did.
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