Looks like it's that time that I've added something slightly new to the blog. I've now decided that I'll be making reviews of not only popular and well-known games out there, but also the RM games, the games made in RPG maker software by other people. There are loads of RM games out there, but I'll make sure to review the ones that I get a chance to play and enjoy to at least some degree, in a hope to give them some more exposure and attention.
The reviews will be honest and will tackle all the positive and all the negative traits about the game in order to give as much information as possible to the potential players out there.
If you have made a game in RPG maker and want me to play and review it, then feel free to get in contact, but keep in mind the above. And also if you wish, you can provide me with your own screenshots to post, but otherwise I'll make sure to take some of my own to post here.
If you are someone reading these reviews and wish to try out any of these games, then keep in mind the following:
- I'll include the links where the games can be found and downloaded.
- Majority RM games are non-commercial and free, but some might have that status changed some time after the review is done.
- RM games require RTP files of the maker that they were made in, so make sure to read the descriptions of the download links and whether they have RTP files included or not.
- As far as I know, RM games can only be played on the Windows systems, but this might change in the future, depending on whether RPG maker becomes compatible with other systems.
That's it for now! Let the game's begin!
A blog with game reviews, game recommendations, game lists, and all sorts of other stuff relating to video games.
Thursday, 20 June 2013
Wednesday, 19 June 2013
Incitement - a free sci-fi RPG
Hello all. Just a heads up that my latest game is now complete. As with my previous two games, Incitement too was made in RPG maker VXAce and hence has a similar playstyle as a 2D JRPG with party management and random encounters, except this time it's sci-fi themed. Approximately 10 hours in length and covers a variety of sci-fi settings. Assemble a team, make your choices, uncover mysteries and government conspiracies, and of course - save the world.
Download link and more info on the game can be found HERE!
Check the epic trailer out right HERE!
And feel free to join the Facebook page over HERE!
Thanks for the support!
Please note a couple of things:
1. The game only works on Windows operating system
2. The game requires RTP files of VX Ace to play, and so for that reason if you do not have RPG maker VX Ace, please choose the full (RTP-inclusive) version to download at the link above.
Friday, 7 June 2013
Review - Dungeon Siege III
Having never played the previous two Dungeon Siege games, I
thought I’d give this one a go anyway and overall I must admit it impressed me.
It starts off feeling a bit mediocre – the levels are literally a straight
line, the character control is strange, and you don’t have any abilities or
companions in order to pull off good combat strategies. However, after the
first hour or so the game really starts to pick up and only gets better and
better from then on.
To begin with, the player gets a choice to play the game
with one of the 4 characters. It might seem like a step back considering
there’s no character creation feature, but these 4 characters really do cover
all of the main archetypes - we have Lucas, who is a paladin-like tank, Anjali,
who is pretty much a pyromancer through and through, Katarina, who is a thief-like
ranged fighter, and Reinhart, who is a scholar utilising all sorts of arcane
sorceries. One of the impressive features of this game is that once you’ve
chosen your character, the other 3 characters will become your companions
during the game after certain story points. You can only have one companion at
a time, but once you have them in your ‘party’ so to speak, you can swap
between them at any time outside of combat.
Throughout the game you will level up and learn new
abilities. There are only 9 abilities per character, but each of those can then
be improved via the use of skills, which mold the said abilities in either of
two possible directions. For example Lucas’ shield pummel ability can be given
more damage or more chance to knock down the opponents, and so on. And finally,
each character also has talents that can be levelled up. These are more like
passive abilities, which cause your character to have higher attack, or better
defence, or to simply gain more chances of healing upon damaging the enemies,
and so on. What’s even better is that as you go through the game, you are
choosing skills and talents not only for your character, but also for your
companions, making their fighting style more suitable to your liking.
Apart from levelling up and gaining abilities, other
standard RPG elements are present too, such as inventory management and having
to optimize your gear and that of your companions as you travel through various
areas and face various opponents. Although it can be fun finding cool equipment
and making your character use it, the whole inventory management can feel like
a bit of a drag during the times when your inventory gets full and you need to
discard useless items, because we all know, in the world of RPGs, hoarding is
one of our favourite hobbies.
The game mostly plays in an isometric perspective, similar
to games like Diablo and Titan Quest. The combat mechanics are generally good,
although the battles can seem to fluctuate between too easy and too hard at
times, since the game doesn’t really feature any potions or other healing
items. Any healing you get is either from your abilities or from the orbs that
the enemies drop upon getting killed. So in essence, the more aggressive you
are in battle, the better are your chances of staying alive, or at least that’s
how I found it when playing the game as Lucas. This in turn gives forth some
rather challenging boss battles, as you will find yourself fighting for your
own survival.
Perhaps what I liked the most about Dungeon Siege III is how
well it executes the concept of making your own choices and decisions, and
having to experience what happens as a result. A lot of those tend to occur
during the dialogues, which take the player to an over-the-shoulder view and
add to the immersion. There are plenty of decisions thrown at you throughout
the game - some small, others big. The ending itself pretty much includes the
outcomes of every decision you’ve made in the game, which should make the
player curious as to what would happen had they made other choices.
Overall the game feels fun and engaging. Lots of control is
given over your character’s skills, as well as the skills of your party.
Additionally, good voice acting and the presence of moral choices make it more
than just your typical hack and slash sword and sorcery RPG.
My score: 9/10
Monday, 3 June 2013
Review - Rochard
In essence, Rochard is a side-scrolling puzzle game. It’s
not overly long and takes about 6-7 hours to complete, but those hours are
reasonably fun as you get to try yourself at a good variety of different
puzzles. Each puzzle revolves around a clever usage of a G-lifter, which is a
device the main character wields that creates artificial gravity, allowing him
to pick up boxes and other objects and to either throw them at enemies or to
place them in strategic locations.
Most areas of the game are similar to each other, taking on
a sci-fi dungeon kind of feel, with laser beams, elevators, ventilation shafts,
force fields, etc. However, despite each level being similar to the previous
one, the puzzles are fresh enough to keep the player interested to carry on
further, and the overall control of the character is very smooth when jumping
about between the platforms. In addition, the game has a very light-hearted and
humourous feel to it, with plenty of jokes here and there, and the soundtrack
is generally pretty nice too. It’s possible of course to get annoyed in a few
areas as it is fairly easy to make a silly mistake and get killed, but overall
it’s not much of a drawback.
Overall, Rochard should keep you entertained for a few hours
and worth playing through at least once, though there isn’t that much in regard
to replayability, unless you’ve really enjoyed the puzzles and want to do the
entire game again just to check for alternate solutions.
My score: 8.5/10
Saturday, 9 March 2013
Review: Alien Breed - Impact
Alien Breed is a rather simple but fun isometric view
shooter. The game is set aboard a spaceship and the single player campaign
lasts around 8-9 hours. Although the game mainly involves walking through dark
corridors and shooting at giant alien bugs, it manages to maintain a good sense
of atmosphere and delivers well on the fun aspect.
The player gets to use 5 different weapons, several items,
and faces a healthy variety of enemies, which does well at minimizing what
could potentially have been a repetitive game. The situations vary greatly. At
times you might face one or two bugs at a time, and then at other times a whole
wave would just burst out from all around you and force you to battle for your
own survival. The fact that enemies could come from anywhere – doorways, vents,
floor – creates a sense of tension and keeps the player ready for anything.
Although it seems like the game is building towards some
kind of plot, usually in the comic-book-style cutscenes, most of the things you
do don’t seem to have much relevance. For most of the time when outside battles
you just go around the huge ship and activate various computer systems in order
to gain access to the next area. It could feel repetitive at times, but the
main focus of the game is mostly on tension and battles with the aliens, so I
suppose it’s not much of an issue really.
There is also a chance to upgrade your weapons so to give
yourself a bit of an edge in combat. Each weapon has 3 different upgrade
options: rate of fire, reload time, and damage per shot. Now the interesting
thing is that you can only ever have 1 upgrade active at a time, so the player
will have to do some decision making and choose an upgrade that they feel is
most suitable for each gun. This also opens a slight possibility for replay
value.
Without giving spoilers, I also want to mention that I was a
bit disappointed with the final boss of the game. Its attacks kept repeating
themselves over and over in a very repetitive pattern, and also for some
strange reason at times when the boss is supposed to go under the floor it kept
getting stuck upside down. However, this is only a mere 10-15 minutes of an
otherwise very engaging and well-polished game. It’s quite simple at its core,
but the quality of the presentation that it delivers is very respectable.
Now after having completed the game, there are two more
parts that await me and it seems the plot is still building towards something.
This is not really a stand alone game, but more like a chapter of a book or an
episode of a TV show. So I am quite eager to try out second and third
instalments in the series and see where this goes. I might make a combined
review of both of them. Lastly to mention, the game also offers a co-op mode,
but I am yet to try that out.
My score: 9/10
Monday, 25 February 2013
Top 10 Worst Game Design Offences
In this list I’ve decided to put together some of the worst
design decisions when it comes to video games. I could’ve called this list ‘Top
10 worst game design mistakes’, but then after carefully thinking about it,
‘mistakes’ implies that they are unintentional, which might be the case for
some entries on this list, but definitely not for others. Also worth mentioning
that although I have started making some small games myself, I am not an
experienced developer yet, and hence for the most part I’ve tackled everything
on this list as a consumer – as someone who loves playing good games on a
regular basis and knows what is considered as fun and what isn’t.
10) RPGs that won’t
let you role play
And so I shall begin the list with this entry. We all know
that role-playing games are about giving the player control of how to develop
the character and to make certain choices in regard to the story and the
gameplay style. However, at times some RPGs give you the illusion of this
control, but in reality it’s not actually there. Either the choices lead to one
and the same outcome, or the game makes choices for you at crucial times, or at
times you are forced to adopt a certain direction simply because the
alternatives are highly undesirable and can leave you disadvantaged.
All the above situations gimp the experience of role-playing
and in my opinion should be avoided at all costs. The RPG has to make it clear
from the outset about the level of choice and customization the player can do
and it needs to stick to it throughout. For example there has to be a similar
level of difficulty for going as either a fighter or a mage, or for example
picking to ally with faction A over faction B. If siding with faction A makes
the game much easier than with faction B, then the player is sort of forced to
pick faction A most of the time, unless B has other advantages, which need to
be clear.
Likewise, it can be annoying at times when the game leads
the main character in a certain direction without the player’s consent. For
example when having a dialogue with an NPC, if the character suddenly started
to act like a jerk to this NPC without the player’s input, then the game failed
to give the player a choice, in this case changing the pitch of the
conversation against the player’s desires. These sort of situations can greatly
ruin the immersion and detach the player from their character, and this goes
against the main goal of RPG experience.
9) Single player
online
I’ll probably strike a chord with this one and I bet many
gamers out there will be able to relate to it. This is something that’s become
popular fairly recently and in the eyes of many it’s one of the most annoying
things a game can adopt. All right, so we all need to be connected to the
internet in order to play a multiplayer game. That’s a given. However, some
developers take it unnecessarily further and make even single player campaigns
require an internet connection.
This is when many would pose a question “Why?” Why should we
be connected when we’re not playing with anyone else? It’s pointless and
frustrating. Minor drops in the connection could cause you to be booted out of
the game and any overload in the servers would make the game impossible to
access.
Of course it’s most likely done to prevent piracy and all,
but in the long run it seems to frustrate legitimate players a lot more
than it helps to combat piracy of the game. If any online access is needed to
confirm the legitimacy of the game copy, then at most it should only require an
internet connection during the game’s installation and never a second more.
8) Bland combat
mechanics
This one probably goes without saying, but since it does
occur more frequently than it should, I figured it deserves a place on this
list. What do I mean by bland combat mechanics? It’s the handling of the game’s
action that does not provide the necessary enjoyment. This is especially true
for those games where combat is the central aspect of the gameplay.
Having to fight the enemies with one and the same attack
could quickly become boring. And when you do smack or shoot the enemies, they
need to be responsive to it. The sound of the impact and the resulting animation
have to deliver enough satisfaction to keep the person playing. Additionally,
glitchy animations, enemies clipping into walls or each other, and badly placed
hitboxes are all factors that negatively affect combat as well. All these
things need to be polished so that the combat can be fun and engaging.
7) Convoluted
controls
One of the more obvious entries on this list, or so I think.
Since controls impact every action the player does in the game, they have to be
intuitive and easy to follow. However, this is not always the case and in some
games they become a chore. There might either be way too many key bindings to
remember, or simply the key bindings are un-intuitive and difficult to use
in-game.
Of course the more complex the game is, the more functions
it’s likely to have, and hence more key bindings might be needed. But they have
to be easily accessible, either all part of the same menu, or perhaps used as
hotkeys. Any game which is very fast-paced, like most FPS games are, especially
needs to take this into account. This is a good example of keeping things
simple. Because when in a middle of fast-paced action, the player doesn’t have
time to think on what button to press to activate a certain function. Therefore
in these cases I think there need to be as few key bindings as possible.
Sometimes a game might even require the press of two or more
buttons for certain functions, and this in my opinion needs to be avoided in
regard to simple actions. I noticed it is often the case with bad console ports.
Whatever’s the case, clumsy controls are certainly an easy way to annoy a
player.
6) Unbalanced
difficulty
A fairly straight-forward one. Difficulty is an important
aspect of the game. Minor fluctuations at the wrong time can really ruin it, or
quite the opposite, a well-placed crescendo might enhance the experience. It’s
something that has to be fine-tuned to near perfection.
Now the difficulty of the game can take a variety of
patterns, and this is perhaps something I’ll discuss in more depth in another
post. In my opinion the difficulty has to be at the right level for the target
audience and its increases and decreases have to be consistent with the game’s
progression. They should be smooth as well. Having to fluctuate between too
easy and too hard in a matter of minutes can be extremely annoying.
It is also common for many games to have multiple
difficulties, and this is good, because it allows the player to choose whether
they want a more casual experience or something more intense. However, the step
up from one difficulty level to the next has to be reasonable. It can be very
offputting if the Easy difficulty is too easy and Normal (or whichever is the
next one up) is already too challenging.
5) Painfully long
loading times
I think this one is something many of us can certainly
complain about. First of, we have to keep in mind that the larger and more
technologically advanced the game is, the longer its loading times are likely
to be. However, what I am getting at here is knowing when to put these loading
screens and how long to make them last. Is it worth for example loading an
entire world map when we are unlikely to visit most of it during a single game
session? On the other hand, do we want to stick a loading screen, however small
it is, every time we open a door in order to go to the next room? That’s why it
is important to separate the game into reasonably sized chunks, so that the
loading doesn’t happen too frequently to break the immersion, and when it does
happen it doesn’t take forever.
Sometimes it might
even be worth to simply cut down a bit on the content per chunk/map so that the
loading time can be within reasonable length. For example, is it really worth
sometimes to include so many special effects and other flashy stuff in a single
room that it requires a lengthy loading screen every time we enter it?
And lastly, it is
good to consider how long it takes for someone to start up the game and jump
right into it. I’ll be honest, but sometimes when I really want to play
something on a spur of a moment, I tend to often avoid those games where it
takes a while to start it up. Basically, if a game bores you already before you
even got a chance to start playing it, then we’ve got a bit of a problem that
needs to be fixed.
4) Incredibly slow
pace
This is what I meant concerning the mistakes vs offences
debate. I am pretty sure slow pacing of a game isn’t exactly a design error.
It’s a design decision, and in my opinion a very bad one. Of course not every
game is expected to be rushing many miles an hour and throwing you into combat
situations every 5 seconds. In fact that would get boring pretty fast. The
trick is to simply balance out the fast-paced parts with the slow-paced ones,
so that there is some variation that keeps the gameplay fresh.
To elaborate on what I mean by incredibly slow pacing, good
examples would be: having to level grind for hours just because the difficulty
scales too steeply with each area, or looking for something in a huge area
without any pointers, or simply having to engage in long chatter with too many
NPCs and without getting a chance to do anything else.
RPG genre is particularly guilty of this. It’s
understandable that RPGs generally require a gradual introduction of their
world to the player, as well as character development, and also exploration.
However, being an RPG is not an excuse and if the game drags on for too long,
especially in the early stages, then it might find itself losing player’s
attention and eventually interest.
3) Unwelcoming
interface
Perhaps one of the most important aspects of gaming is the
interface. This is basically how the player interacts with the game and is
aware of what’s going on. Menu screens, inventory screens, HUD – all these are
examples of what I am talking about. So, because all these are crucial ways to
relay game information to the player, they need to be presented clearly and
crisply.
At times, however, games fail to do that. Putting too much
text, for example, is one of the common ways the interface can be unwelcoming
to the player, especially if this text is small and causes eye strain. Filling
the screen with too many small icons is another way, especially if many of
these icons look alike and are indistinguishable to the naked eye.
No matter how good the game’s story is or how amazing the
combat mechanics are, if the interface consistently confuses the player, it can
in fact put them off the game, or at the very least severely impair the
enjoyment. And hence presenting in-game information in a simple and clear manner
is highly important.
2) Over the top
repetition
The reason this one is so high on the list is due to how
common it tends to be. Now, as with most other entries, amount of repetition is
relative and where we put a threshold of ‘too much’ is subjective. Therefore we
should look at what would be considered as too much repetition in the eyes of
an average gamer (because this view is likely to follow a normal, bell-shape
distribution).
Repetition can’t be avoided altogether, because the
alternative is having to include too much content that will be used only once,
and hence can be a waste of time, energy, and money. Due to this, each and
every game will have repetitive aspects to some degree, whether it’s the level
design, enemy variation, player skills, and so on. A little bit of repetition
shouldn’t really bother players, but beyond that, the more repetition the game
has, the more likely it is to bore the players and turn them away from the
game. This is why it is important to balance it carefully and not to stretch
the game for more than it needs to be. For example, I’d rather play a fresh and
engaging 5 hour game that can keep my attention, than an unnecessarily
prolonged 30 hour game where levels are copy-pasted or one and the same action
is required on behalf of the player throughout.
1) Bugs, glitches,
and crashes
Did you expect anything else? There shouldn’t be much
surprise as to why this is on the top spot, as this feature is probably the
only one on the list that can single-handedly make the game unplayable. With
all the other entries, it’s possible to look past them, but serious bugs and
crashes are the kind of things that can easily beat the game enjoyment to a
bloody pulp and rip its heart out.
Of course nearly every game has bugs of some kind. The
larger and more complex the game is, the more likely it is to have bugs. Minor bugs can often be forgiven, especially if the game excels at all the
other things that it does. They might only break the immersion slightly or in
fact even provide unintended fun for the player. However, anything too serious
is bound to be a hideous stain on the experience of playing the game in
question, such as the game crashing to desktop or giving an error message every
time the player accesses a certain area or talks to a certain NPC.
High frequency of smaller bugs can also be a great
hindrance, in particular if they impact important game features, such as the
use of certain skills or the main combat mechanics. It becomes harder and
harder to take the game seriously, until eventually the player will get no more
enjoyment out of it. Rigorous playtesting is pretty much the only way to expose
the bugs that might otherwise be hiding in the dark corners of the game.
Tuesday, 5 February 2013
Top 10 Bosses from Dark Souls
As I stated in my review of Dark Souls, the boss fights was
the thing that I enjoyed the most about the game, and hence for that reason
I’ve decided to make a list of those I liked the best. Usually the more
difficult boss fights were the more outstanding ones, and most bosses to appear
on this list are among the meanest in the game, but difficulty is not the only
factor I’ve decided to go by. Everything else about the boss also counts,
whether it’s how they look, what they represent, the flow and execution of the
battle, and of course the background music that assists the fight. Basically
it’s my list of the most memorable boss fights in the game, even though nearly
every boss was amazing and memorable in some way.
I’ve also decided to include some tips and strategies on
beating these bosses. Admittedly I’m currently still on my second playthrough, and
hence I do not possess extensive knowledge of these bosses, but I thought I’d
mention what strategies worked for me.
10) Great Grey Wolf
Sif
Had a bit of a toss up between Sif and Sanctuary Guardian
for the 10th place on this list, but eventually decided to choose
Sif. He isn’t among the hardest bosses in the game, but he plays a part in the
backstory and hence is quite an important character in the game. Sif can be
found deep in the forest, guarding knight Artorias’ grave, and he certainly
lives up to his name. Now one of the things I liked about this boss is that
it’s not just you facing a huge, ferocious wolf, but it’s a huge, ferocious
wolf with a bit of a twist – he has a massive blade in his jaws, and he can
swing that blade pretty fast.
Another noticeable
feature about this boss is that once his health gets really low, he will start
tripping up, losing his balance, and falling down, which makes it slightly
easier to finish him off. Usually in games bosses get stronger as their health
gets lower, but in this case the challenge was sacrificed slightly to favour
realism and to even make the player feel sorry for Sif. The whole fight is
assisted with a brilliant music track, which greatly adds to the atmosphere and
the character of this boss.
Basic tips and strategies:
-
Since Sif’s attacks have a big range, it might help to
have a long-ranged weapon too.
-
It’s a good idea to learn his attack animations and to
try to attack when he has breaks in the combos or leaves himself open.
-
His most dangerous attack is the double spin with the
sword. The first hit would usually drain your stamina if blocked, whilst the
second one will deal damage.
-
He will often jump back and create some distance
between the two of you. These might be good opportunities to quickly heal up
should you need to.
9) Belfry Gargoyles
This is one of the earlier boss fights in the game, taking
place on the roof of a church, and can be hard if the player is unaware that
the second Gargoyle joins the fight as soon as the first one’s health falls
below half. This means that as soon as that happens, there is an instant
pressure to quickly finish off the first Gargoyle before the second one has the
chance of reaching the player’s position and engulfing him/her in flames. And
if the player misses this opportunity, it can be very difficult to keep an eye
on two enemies at once, especially that both of them now will have a
long-ranged fire attack. Each Gargoyle by itself is not too tricky and can be
defeated without much of a problem, the second one in particular, but the
midpoint of the fight where the presence of two Gargoyles overlap is the point
to watch out for.
Basic tips and strategies:
-
Most of their attacks can be blocked. Fire breath can
be dodged with a simple roll or two to the side
-
Once first Gargoyle’s health drops to below 50%, the
second one is going to join the battle very shortly, so try to finish off the
first one as fast as possible, but don’t get too caught up in it or you might
get attacked from behind by the second one. You can often tell the second one
has joined the fight once his health bar appears.
-
Use the slanted shape of the roof to your advantage.
For example, if a Gargoyle is standing on a high part and swinging
horizontally, you can stay unharmed if you’re on part of the roof somewhat below
him.
8) Gaping Dragon
All right, so compared to most other bosses on this list,
this boss is actually pretty easy. It will probably only kill you a couple or
so times, until you realise that it’s actually very predictable and doesn’t
seem to be able to see you properly. However, the reason I decided to include
this boss on this list is because of how weird and creepy it looks. The first time
you’ll see it, you’ll probably say “WTF is this thing?” out loud. It truly is a
twisted-looking creature, and merely because of that this boss managed to stand
out. This boss fight is more about intimidating the player. Sure, it’s probably
one of the weaker dragons in the game, but despite that, I bet all the other
dragons tell each other horror stories about it.
Basic tips and strategies:
-
I noticed that being speedy is better here than using
heavy armor.
-
It’s not safe to attack it whilst it’s upright and
never ever attack from the front or it will grab you. The safest time to attack
is right after the creature charged and missed you. It will have some recovery
time, allowing you to attack its side or back. Make sure to retreat in time or
else it will hit you with its tail. If you’re attacking its back, you can try
to cut off the tail. Attacking can be done in any way – melee, arrows/bolts, or
magic spells.
-
If you use the above technique, you won’t even need to
use your shield, so grab your weapon with both hands to deal more damage to the
creature.
-
If it uses its acidic vomit attack, run away from it as
far and as fast as you can or it may greatly damage your equipment.
7) Iron Golem
Well, this boss is exactly as it sounds. You’re facing an
enormous iron construct that is trying to use its sheer strength to crush you.
As you might expect, being so huge and strong, this boss is also quite slow.
However, don’t get too comfortable, because the battle arena is not overly big,
and even if the boss is slow, one lucky hit from him could in fact send you off
the edge and into your death. I remember of all the times I died on this fight,
most were by falling off.
What’s really great
about this boss fight is that it forces you to keep moving and stay on your toes
the entire fight. You need to be thinking quickly all the time, because dodging
in the wrong direction by accident could mean you’re putting yourself in a very
dangerous position, either right into the boss’ axe swings or closer to the
edge of the arena where you don’t want to be.
Basic tips and strategies:
-
As far as I recall, there weren’t really any attacks by
this boss which could be successfully blocked, so dodging by rolling is a lot
more recommended, and hence once again a speedy character might do better here
than a heavily-armoured one.
-
Because of that, it’s probably best to hold your weapon
with both hands so to deal more damage per hit.
-
Boss’ swings are usually quite wide and fairly low, so
rolling sideways doesn’t always work. The safest place to dodge his swings is
right between his legs. This quickly puts you behind him and lets you deliver a
handful of hits to his ankles.
-
Beware of his grab attack. He can grab you even if
you’re behind him, so make sure to back away as soon as you’ve dealt a couple
of hits.
-
Always keep a note of your position on the battlefield.
You don’t want to get cornered too close to the edge of the arena. Try to stay
as close to the centre as possible.
-
This is one of few boss fights where locking on to the
boss is not advised. This is because the boss is very huge and hence locking
onto him will cause the camera to look up as well, meaning you’ll be struggling
to see where in the arena you are.
6) The Four Kings
Another really tricky boss fight and is generally considered
as one of the hardest in the game by many players. It is quite unlike most
other boss fights, because the main goal in this fight is to deal as much damage
as possible within a certain period of time or risk getting disadvantaged. It
starts with just one of the kings attacking, and with time the others spawn one
by one, so if the first one hasn’t been defeated yet, then the player will be
facing two of them and then eventually up to four, which can be disastrous. The
kings keep respawning repeatedly until all the shared health they have has been
depleted. This means that even if the player defeated say two of them and then
stalled up on the 3rd one, then the 1st and the 2nd
will re-enter the fight and once again there will be all four of them ganging
up on the player.
The kings themselves can deal plenty of damage, both
physical and magical, and so part of the pressure is for the player to stay
alive too and not just to be able to dish out a lot of damage. In addition,
this fight happens in the total emptiness of the abyss with no objects or
structural designs to take advantage of. Just an upfront fight.
Basic tips and strategies:
-
The one foolproof method that completely turned this
fight around for me was to equip a really heavy armor (such as Havel’s) and to
just take the hits whilst attacking recklessly. With heavy armor their melee
attacks will deal very little damage which you can quickly heal up when you
need to. This made the fight from incredibly hard to surprisingly easy.
-
If it helps, then whilst utilising the above method,
you can also wield your weapon with both hands. This will deal even more damage
and will finish each king before the next one can spawn.
-
If you start to get swarmed, it might be a good idea to
try and separate the kings.
5) Black Dragon
Kalameet
This boss is from the DLC and is completely optional. It is
also in my opinion one of the hardest boss fights in the game. Shouldn’t be a
surprise really since he is a dragon. He’s got a big variety of different
moves, each of which can catch you out if you’re not careful. For example, he
doesn’t just breathe fire at you. He has multiple ways of utilising his fire
breath, whether it’s a straight-line blast of fire, a fire sweep, or even at
times he flies up into the air slightly and shoots fire at the ground,
affecting a fairly large area, which the player has to quickly get away from or
else risk of being set ablaze.
And he is not exactly
incompetent at close range either. He will headbutt, he will stomp, and he will
use his tail – basically he’ll use all his body parts to try and get you. Oh
and did I mention that he actually gets crippled before you can even get to
fight him, so essentially you aren’t even fighting him at his best. I remember
reading in a few places online of people comparing this boss fight to fighting
dragons in Skyrim, and I think just about everyone can agree that if Kalameet
was one of the dragons to invade Skyrim, then the entire Skyrim would be
ravaged and burned to a crisp in a matter of days, so all those Dragonborns out
there should really count their blessings.
Basic tips and strategies:
-
As with many bosses with a huge variety of attacks, it
is a good idea to learn his attack animations, so that you know to react
accordingly before the attack can land on you.
-
Best time I found to heal up is when he does his fire
sweep attack. As soon as you roll out of range, you have a good few seconds to
drink an Estus flask whilst he is breathing fire. Another good time is when he
does a straight line blast. After dodging that you have a couple of seconds to
drink a flask before he stops his fire breath and initiates a new attack.
-
I found it better to be a speedy character in this
fight than one with heavy armor. A lot of the time you need to move away from
the arc or area of his fire breath attacks really quickly
4) Chaos Witch
Quelaag
One of the surviving daughters of the Witch of Izalith. Top
half of her is a human female torso and bottom half is a body of a huge
lava-spitting spider. She has lots of attacks, most of which involve the spider
half of her spurting lava in various directions and covering much of the arena
in lava which the player has to avoid.
At times Quelaag would stop spewing lava and will approach
for an upfront melee fight, where she swings her flaming sword in diagonal
swings and also often produces very powerful stabs. In addition, if the player
manages to avoid these swings, she will respond by stomping with the spider
legs, and during other times she will charge up a very powerful area attack,
which can do a lot of damage and fling the player aside.
What I really liked about this boss fight is that a lot is
dependent on the player’s skill and quick wit. This boss fight happens around
1/3rd into the game, and every other boss prior to this one was
quite predictable and had an obvious attack pattern. With Quelaag, it’s a bit
more unpredictable and the player might not exactly know what to expect until
she starts to actually execute each attack. On top of that, the player also has
to be aware at all times of the surrounding area and to make sure they don’t
stumble into a part covered by lava.
Basic tips and strategies:
-
It’s dangerous to be fighting in the area covered by
lava, and hence it’s a good idea to try and lure her out to fight on clear
ground.
-
Being fast is an advantage in this fight, and it’s good
to always move and walk around her, attacking her sides and back. Most of her
melee attacks can be easily avoided by rolling.
-
Best time to attack is when she stops to spew a very
long spray of lava. It is also a good time to heal up or reapply enchantments,
if you need to.
-
Since pretty much every attack of hers can be avoided
by rolling, shield is not very necessary, and hence if one needs to do more
damage, holding the weapon with both hands can help.
-
Since she is a fire-based monster, it’s good to have
fire-resistant gear, and likewise it’s pointless to attack her with attacks of
fire element. She is, however, vulnerable to magical and lightning elements.
3) Knight Artorias
Another DLC boss.
Artorias is the legendary knight we’ve all heard about in the original game and
here we get to fight him as he’s been corrupted by the abyss. This is one of
those incredible fights where we face someone seemingly similar to us. He is
not some oversized monster, he doesn’t have any long-ranged attacks, he doesn’t
have any minions or tag-team allies, and there are no ring outs or structures
to make use of. This is a pure one-on-one fight in an average-sized, completely
enclosed arena.
Artorias uses a big blade and can swing it rather fast,
often attacking rather aggressively and overwhelming the player. He has a
variety of moves, some of which are swings and stabs, and others are lunges and
dives through the air. The player is expected to be both very defensive and
very offensive, knowing exactly when to be which. Just as when you start to get
used to fighting him, he jumps back and starts to buff up. If the player does
not interrupt this from happening, then Artorias becomes a lot stronger,
dealing a lot more damage with his attacks and can easily kill the player.
Basic tips and strategies:
-
I found it that this fight demands a good, healthy
combination of speed, good shield, and heavy armor. Most of his attacks can be
dodged, but at times you would need to block, and there would also be times
when you’d run out of stamina and a handful of his hits would get through your
defences.
-
It is highly recommended not to let him buff up,
because he becomes way too powerful if he does so. When he starts doing it,
quickly get in there and attack him as much as possible to interrupt his
buffing. If necessary, grab your weapon with both hands to do more damage.
-
In order to be able to do the above in good time, I
noticed I had to do something rather counter-intuitive, and that is to try and
stay close to the boss at all times. Doing so can make it harder to fight him
and to find good opportunities to drink an Estus flask, but some of his attacks
do have recovery times, which is when you can heal up and restore your stamina.
2) Manus, Father of
the Abyss
The final boss in the DLC and one of the hardest bosses in
the game. In my opinion, together with Kalameet, he’d be second hardest boss
overall. This is another example of a boss who looks so weird that the player is
likely to be surprised on this boss’ first entry. Manus resides in the depth of
the abyss. What? You thought the Four Kings were the worst abominations of the
abyss? This guy eats the Four Kings for breakfast and probably on a daily
basis.
His most basic form of attack is to use his stronger arm to
swipe at or smash the player. That arm seems to be extendable too so has quite
a range. And if the player gets too close, then he can unleash his killer 6-hit
combo that is likely to leave the player breathless on the ground afterwards.
That’s not all, however. Partway through the fight he starts to also use
sorcery attacks – there is one where he sprays the projectiles directly in
front of himself, there is one where he makes them rain from above, and there is
one where he creates them all around the arena, at which point they quickly
converge on the player and hit all at once.
Basic tips and strategies:
-
With this guy it really helps to learn all of his
attack animations, especially the key ones such as him roaring just as he is
about to perform a 6-hit combo, or lifting his sceptre up just as he is about
to cast a sorcery.
-
I noticed that one of the main tactics in this fight is
staying the right distance from him. Too far and he will keep spamming his long-ranged
arm swipe attack and not letting you get near to attack him. Too close and he
will pull out his 6-hit combo without you having enough time to get out of
range.
-
When he does his 6-hit combo, it is good to double roll
backwards quickly if you’re far enough. If not, you might still get caught and
hence blocking is better. You will be able to block first 2-3 hits most likely,
but the others will hit you. Therefore blocking and walking backwards is good
to do in this case. In many cases after you’ve blocked first 2-3 hits, you will
get out of range and the rest will miss you, but if you’re not lucky enough and
the remaining hits get you, at least it’s only half the combo that gets you.
-
If you don’t have the Silver Pendant, his sorcery
attacks can be avoided by other means. Firstly, stay back when you see him
starting to cast. That way if he sprays the projectiles forwards, you might be
able to roll backwards out of range, and if not, you can block out the worst of
it. This attack will still hurt you when blocking, but if you’re further away,
a lot less projectiles will hit you. When projectiles rain from above, simply
keep moving until they stop. And when he creates them in a circle all around
you, I’ve read it’s possible to roll-dodge it, but that requires precise
timing, so a safer option is to simply turn around and block (the worst of it
seems to come from behind you). With this you will still lose some health, but
it won’t be anywhere near as bad as the full power of the attack.
1) Ornstein and
Smough
I think it’s not much of a surprise for me to put this duo
at the top of the list. To me this was the hardest boss fight in the game, or
at the very least it’s one where most players are likely to be stuck on the
longest. It is also a really well-executed fight, managing to stand out from
the rest, and makes up for a fantastic mid-game climax point. Why is it the
hardest? Well, let’s take a closer look.
For one, we’re facing
two opponents instead of one. Each one is not so bad by himself, since we can easily
block or dodge most of their moves. However, together they pose an incredible
threat, simply because of how well they complement each other. Ornstein is very
fast, agile, and also has a ranged attack to shoot small lightning bolts out of
his spear. Smough is the exact opposite. He is a slow powerhouse wielding a
massive hammer. The tricky thing is having to always keep an eye on both of
them, even the one you’re not going for yet, and to never let them surround or
corner you.
It’s possible to go
for either one of them first – it is purely up to player’s preference. Now if
this was any other game, killing one of them would suddenly make things easier
as the second one would instantly be left all alone without a teammate and let
the player mercilessly finish them off. But not in Dark Souls. In here, as soon
as one of them dies, the other absorbs his friend’s soul, becomes a lot more
powerful, and regains all the health back, so the second stage of this boss
fight is having to face a single but more powerful opponent. And the worst
thing about all this, if you lose on the second part of the fight and then come
back, you have to face both of them once again from the beginning.
Basic tips and strategies:
-
It is important to be defensive in this fight and to
take your time. Most of all this fight is about your positioning on the
battlefield. Do not risk attacking if that can result in you being exposed,
surrounded, or cornered, because if you do, you might find yourself
experiencing a quick and painful death.
-
From my experience it seems better to be speedy and
agile in this fight than to have heavy armor and try to withstand all the
punishment.
-
Use pillars if you need to drink an Estus flask. Don’t
stand directly right up to it though as the duo can still hit you through the
pillar. Stand at least two steps away from it whilst making sure it is still
between you and them.
-
Try not to let either of them out of your sight for too
long. It is easy to lose track of the guy you’re not going for, only to have
them give you a cheap hit from the back.
-
They both are vulnerable to fire. Smough is also
vulnerable to lightning (not in super form though), but Ornstein is resistant
to it, so don’t go using that Lightning Spear on him.
-
With super versions of either one of them, learn their
attack animations and time your approach when you know they require some
recovery time after performing an attack, such as the lightning butt slam that
they both seem to love doing. Most of all, take your time and retreat behind a
pillar when you’re low on health or need to rethink on strategy.
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