I've hit a rock wall with the Beast Clergyman. I reached the second phase three out of 12 times. Time to do all side stuff that I know of. Grind, grind, grind.
It's more me than him. I still haven't fought Melania or the Elden Beast in this run. I'm going to pump up dexterity, and endurance a couple of levels more, to have some better armor options. I'll probably go from light load to medium load, too.I've hit a rock wall with the Beast Clergyman. I reached the second phase three out of 12 times. Time to do all side stuff that I know of. Grind, grind, grind.
At that point in the game I was pretty invincible, but he gave me trouble.
I do think both Melania and Elden Beast are way harder than him though
I accidentally killed this guy with two (or three) summons. The only time I ever summoned randos (though I periodically put my summon sign down and did get summoned a bit).I've hit a rock wall with the Beast Clergyman. I reached the second phase three out of 12 times. Time to do all side stuff that I know of. Grind, grind, grind.
Oh yeah totally, can't wait to fight Godwyn of all things. And ride along with Miquella (not sure if this website is on some kind of watchlist). Just like the ringed city DLC they added a....new Gwyn family member....This expansion is going to be From's Magnum Opus. I feel it in my bones.
How these people manage to focus on the most uninteresting aspects of their games is something that's definitely beyond me.
They could have gotten a DLC about the Blood Star, Rot God, Formless Mother, Great Will itself not an avatar of it, Dark Moon, Frenzy Flame, Dragon Lord etc.
Maybe visit a Nox alien city on another planet and fight Astel like monstrosities, or go underwater in some ancient civilization ruins and fight aquatic or cthulhu type enemies (adding back swimming, diving and water combat from Sekiro) or...climb to the top of the erdtree and find Goldmask playing cards with the Great Will and you fight the Great WIll and shove Goldmask all the way down or something IDK but do something cool. All this lore and they focus on the fish man. Unreal.
In general I was sad that the bosses were so easy, because their movesets and the flow of combat felt much better than Elden Ring bosses, who I felt often had these weird, unnatural delays on their attacks just to bait out rolling and dodging. In contrast, DS1 bosses felt more natural, and when I got hit I felt like it was 110% my own fault.
This essentially is the biggest difference of old vs nu-Souls (which culminate in Elden Ring).
Demon and Dark Souls 1 + 2 (somewhat, the newer the worse the problem is), in general when fighting anything, the information are fair and you are rewarded for being observant. Elden Ring bosses are just unfun shits with those delay and much more reflex twitch finger based
n the one hand, the level design is absolutely amazing. I also think the difficulty in the normal content is way higher - more ambushes, awkward arenas and such. The mobs themselves might often be easier than in ER, but in practice actually playing the game, DS1 felt much, much harder for me. This is in part due to encounter design, but also very much due to how many mobs you have to deal with between bonfires - and how the level-design demands more skill to figure out (meaning you stay longer in areas).
This is also notable change in design principle from older (From Demon Souls) to the newer games.
Look at the picture, seems we're going into the dream lands or whatever they're called. Fits with the dream related cut content of a quest and making a dream potion. You see Miquella riding a horse, probably Torrent. Miquella being present means boos fight: either him or Godwyn or both at the same time or consecutively.1. You don't know anything about the expansion.
Hopium is copium.2. It being about Godwynn or Miquella or whatever else doesn't mean it will be inherently bad/good/boring/interesting.
Really? Beast Clergyman was laughably easy, it's the second phase (Deathbeast Metalclaw or whatever his name is) that almost had me screaming and spitting venom at the screen because of how twitchy and bullshit it was, with lazers and suspended gravity and jumping around in the air, and literally everything I hate about a soulsgame bossfight.I've hit a rock wall with the Beast Clergyman. I reached the second phase three out of 12 times. Time to do all side stuff that I know of. Grind, grind, grind.
It was the second form that gave me the most problems.Really? Beast Clergyman was laughably easy, it's the second phase (Deathbeast Metalclaw or whatever his name is) that almost had me screaming and spitting venom at the screen because of how twitchy and bullshit it was, with lazers and suspended gravity and jumping around in the air, and literally everything I hate about a soulsgame bossfight.I've hit a rock wall with the Beast Clergyman. I reached the second phase three out of 12 times. Time to do all side stuff that I know of. Grind, grind, grind.
I don't think they thought about it too much though, and a lot of it is there just to be weird, surreal, or fantastical for the aesthetics of it, not for any deeper lore meaning. Why are there living mushrooms in DS1? Because it's fantasy. Frampt and Kaathe look like sockpuppets as a tribute to Miyazaki's grandma, not because of a deep design choice. Things like that. Some of it is pretty clever and consistent though, while other stuff can be pretentiously vague or too weird.I don't know whether to attribute it to Miyazaki or not, but there is a lot more coherent lore behind things than one might expect. Not even hinted at, just outright unavailable to the player- things like internal names of enemies, or features of faces hidden underneath helmets that indicate a soldier is part of this faction or that. Yeah, you can grasp at straws and go too far with this stuff, but for example the rune bears have the same sort of eyes as the player attains when using dragon hearts, and dropped dragon hearts during the network test. That implies there was some sort of actual intention there, because they could have just as easily not given them special eyes which nobody will ever notice in a real playthrough. There's plenty of minor detail stuff like that which implies they thought about the background of the world and then implemented the logical conclusions of that background, rather than just slapdashing everything together without concern for major plotholes. The ants will attack their riders if dismounted, for example, indicating some sort of mind control. The gargoyles are actually two flesh bodies melded together, with a seam running all the way from the face to the legs. The cleanrot knights have insectile wings, implying a relation to the wingless pest knights that are also found in the rot infested areas.The basic impression i got is that Miyazaki isn't a deep writer and isn't even trying to be. He is a "gaming" writer for a lack of a better word. What he writes is intended purely to entertain or fascinate the player there's probably not a whole lot that is actually coherent in the "lore".
You gotta remember that when japanese make western looking fantasy they are lacking the historical context westerners have of the european middle ages. It's not just about reading books, it's about the whole shared experience. It's not an exaggeration to claim that their brand of western fantasy is a mix of Disney, D&D and LOTR. So it makes sense they introduce weird details like those that raise eyebrows for western people, but for them it's just part of the toybox.I don't think they thought about it too much though, and a lot of it is there just to be weird, surreal, or fantastical for the aesthetics of it, not for any deeper lore meaning. Why are there living mushrooms in DS1? Because it's fantasy. Frampt and Kaathe look like sockpuppets as a tribute to Miyazaki's grandma, not because of a deep design choice. Things like that. Some of it is pretty clever and consistent though, while other stuff can be pretentiously vague or too weird.I don't know whether to attribute it to Miyazaki or not, but there is a lot more coherent lore behind things than one might expect. Not even hinted at, just outright unavailable to the player- things like internal names of enemies, or features of faces hidden underneath helmets that indicate a soldier is part of this faction or that. Yeah, you can grasp at straws and go too far with this stuff, but for example the rune bears have the same sort of eyes as the player attains when using dragon hearts, and dropped dragon hearts during the network test. That implies there was some sort of actual intention there, because they could have just as easily not given them special eyes which nobody will ever notice in a real playthrough. There's plenty of minor detail stuff like that which implies they thought about the background of the world and then implemented the logical conclusions of that background, rather than just slapdashing everything together without concern for major plotholes. The ants will attack their riders if dismounted, for example, indicating some sort of mind control. The gargoyles are actually two flesh bodies melded together, with a seam running all the way from the face to the legs. The cleanrot knights have insectile wings, implying a relation to the wingless pest knights that are also found in the rot infested areas.The basic impression i got is that Miyazaki isn't a deep writer and isn't even trying to be. He is a "gaming" writer for a lack of a better word. What he writes is intended purely to entertain or fascinate the player there's probably not a whole lot that is actually coherent in the "lore".
It's interesting at least to see how they handle a fantasy setting that's almost exclusively West European with barely any Eastern influence. I felt like Souls was an autotranslated fantasy where the parts all look similar, but something still feels inconsistent or foreign from a Western perspective. That fits if you consider Miyazaki's commentary about him reading fantasy books in English as a kid, not understanding the majority of it and mainly inferring the stories from pictures and illustrations.You gotta remember that when japanese make western looking fantasy they are lacking the historical context westerners have of the european middle ages. It's not just about reading books, it's about the whole shared experience. It's not an exaggeration to claim that their brand of western fantasy is a mix of Disney, D&D and LOTR. So it makes sense they introduce weird details like those that raise eyebrows for western people, but for them it's just part of the toybox.I don't think they thought about it too much though, and a lot of it is there just to be weird, surreal, or fantastical for the aesthetics of it, not for any deeper lore meaning. Why are there living mushrooms in DS1? Because it's fantasy. Frampt and Kaathe look like sockpuppets as a tribute to Miyazaki's grandma, not because of a deep design choice. Things like that. Some of it is pretty clever and consistent though, while other stuff can be pretentiously vague or too weird.I don't know whether to attribute it to Miyazaki or not, but there is a lot more coherent lore behind things than one might expect. Not even hinted at, just outright unavailable to the player- things like internal names of enemies, or features of faces hidden underneath helmets that indicate a soldier is part of this faction or that. Yeah, you can grasp at straws and go too far with this stuff, but for example the rune bears have the same sort of eyes as the player attains when using dragon hearts, and dropped dragon hearts during the network test. That implies there was some sort of actual intention there, because they could have just as easily not given them special eyes which nobody will ever notice in a real playthrough. There's plenty of minor detail stuff like that which implies they thought about the background of the world and then implemented the logical conclusions of that background, rather than just slapdashing everything together without concern for major plotholes. The ants will attack their riders if dismounted, for example, indicating some sort of mind control. The gargoyles are actually two flesh bodies melded together, with a seam running all the way from the face to the legs. The cleanrot knights have insectile wings, implying a relation to the wingless pest knights that are also found in the rot infested areas.The basic impression i got is that Miyazaki isn't a deep writer and isn't even trying to be. He is a "gaming" writer for a lack of a better word. What he writes is intended purely to entertain or fascinate the player there's probably not a whole lot that is actually coherent in the "lore".
Also it's not deep, just a fantasy setting, not a thing where you'd look some sort of heritage like Tolkien did. Like Evangelion. The judeochristian shit is there because it looks cool, and that's it.
Dark Souls's lore felt more like it was based on an eastern religion than anything European.
I don't think they thought about it too much though, and a lot of it is there just to be weird, surreal, or fantastical for the aesthetics of it, not for any deeper lore meaning.
I really find these discussions about which boss (or which boss phase) is easy or hard very fascinating.
At first I thought it was mostly down to builds, or down to players gitting gud or not.
However, multiple players who all have played through the game (so you can assume at least some minimal amount of skill) using almost identical builds will still give completely different answers about what was easy/hard for them.
IMO a sign of a good game if experiences can be so varied even within very restricted parameters.
That's why it's actually a nightmareIt's too visceral to be a dream.