I think that's normal, some players have a hard time in bosses that other people don't. I beat the Dancer on my first try, ngl that I was really afraid bc people sell her as the hardest boss in the game.
@@Sporkonafork1 so whats made he 'the absolute madman' like farquad said? theres only loot, hydra, and covenant right or am i missing something or im just stupid
@@firdaus9086 If you have the lordvessel, you can teleport out of the Great Hollow/Ash Lake. Otherwise you have to go back through the area, which isn't great when the enemies can curse you.
The layered and inter-connected nature of Dark Souls 1's world structure is absolutely mind-blowing. Out of the dozens of games I've completed through the years, I can safely say this one has the most impressive level design. A true masterpiece of interactivity and immersion.
Well... the first half. We can't pretend as much love and care was put into Lost Izalith as the Undead Parish. Maybe it's just that the interesting and cool parts of DS1 are where they interconnect, so the parts that end the limbs feel underdesigned.
@@clangauss4155 lost izalith is kinda rush, but thats only for its monster and mission, i think the surrounding itself is superb, the reason why lost izalith have no feeling is how we cannot immersed or "involved" like oolacile, or anor londo..undead parish is good, i cannot see how we can upgrade it, so i cannot understand your feeling
@@nedlan1857 i think u missunderstood his comment, he is not complaining about undead parish. infact he maybe praising it by comparing how good it is than Lost Izalith.
@@BatteryAcidEater Too many great games in the universe and so little time. Anyway, Dark Souls has been great for someone like me as a one (maybe two) time experience, with its depth. Played what I thought was a good chunk of the game and started a new character (made it to Sen's Fortress (there's a lot beyond that)), never a dull fuckin' moment. Still three more of those games to play and maybe Demon's Souls. I hear the "weightiness" of characters is a bit different in 2, which might take getting used to because I love the mechanically satisfying feel of everything in 1. But yeah, so much game!
yeah, in my opinion it makes 2 and 3 feel much more like sequels to demons souls than DS1 with warping to levels from the bonfires (instead of the archstones) it really feels like they just never made another game with DS1 level of design complexity, until elden ring (but that still has warp available from the start, so it doesnt feel as impactful as getting it in DS1)
it’s never gonna stop being funny to me that the area called “the depths” is not even close to the deepest point on the map and immediately takes you to an area that’s even deeper
I love that every boss battle and most of the black knight fights appear to be just several minutes of running in circles around the battlefield. They REALLY wanted a backstab on the great-sword knight on the tower.
The way the DS1 map weaved and wove it's way into itself over and over again will always make this map my favorite ever in all games. I'll never forget the frustration that eventually became admiration that came with finding myself back at firelink again and again. In a sewer? Back at firelink. Fighting drakes? Back at firelink. In hell? Firelink. Ghost town? Firelink. Fighting tall boi and fat man? Firelink. Already at firelink? You guessed it: firelink. And that's not even mentioning all the other maps that led into each other. Finding out that I could get to sif from the hydra was MIND BLOWING when I first found it! Or finding out I could climb up to the nest at firelink to return to the asylum? CRAZY!!!! You can also imagine my dismay when I realised the enemies leveled up too. AND THAT FRICKN BOULDER RESPAWNED. Not to mention all the shortcuts in most levels that connected the end to the beginning. Also when I found out about the great hollow? Or the gravelord covenant? Or ariamis???? This game was insanely ridden with secret nooks and crannies and I loved it! Being able to see entirely different areas from where you were? Seeing an item and wondering how the frickn heck you get to it??? I spent and HOUR trying to jump that gap in undeadberg right before the first bonfire trying to see what that item was on the other side before eventually giving up and ten minutes later finding out I had to jump from the roof... I love this game. The way the map intertwines with itself, all the various secrets hidden about, the lore, and the frustrating gameplay of having to do everything all over again once you die because once you do finally succeed, once you do finally triumph over every foe that's been giving you a hard time it feels fucking amazing. I've never played another game that was so rewarding to finally beat. If there's one regret I have in playing this game it's that I'll never get to play it for the first time again...
gosh what a great way to put it. i’m so n my first play through now and i just made it to blighttown, i’ve been hooked for the past few weeks playing this incredible game
Dark souls had the GTA SA problem about getting a bunch of places on a limited map, but while GTA SA used visual effects to make it see like there is distance, Dark Souls used walls, mountains, caves, buildings and teleports to make that compact map into a humongous map to explore. It still amazes me how fast one can get from lost Izalith to the top of Zen's fortress if you know the easiest route, don't explore for goods and avoid enemies.
@@sebastianb.4048 the limitation was the problem, but design strategies and the good lore made it to be another good point of the game. That said, after getting the warp between bonfires, the interconnection of areas got compromised and reduced.
dark souls 1 will always be the goat souls game because of this amazingly constructed map. its art how every area save for a couple are realistically connected together. its not just about killing bosses it's a dangerous journey through an oppressive world that's pretty much a rat maze. the first playthrough of ds1 can't be recreated
@@VoidplayLP 1. The pendulum blades. 2. Demon titanites below. 3. The only bonfire you get is the one in the parish till you get the second one. 4. Did i say something about pendulum blades? 5. Zappy snakes. 6. Arrow traps that could kill you easily if you don't have high Vitality. 7. Boulders. Everywhere. But other than that, Sen's Fortress is still one of my favorite areas. Its really creative if you ask me
As a great enjoyer of maps and long time fan of dark souls. Thank you! Really cool to see you wiggle around. I can't imagine the pain it has been to set that up.
He played up to the point where you get the ability to warp, which is where it would get less interesting to watch, and the areas left are kind of disconnected from the main paths.
I just realized that the Great Hollow is the interior of an arch-tree. Somehow that had never occurred to me. If arch-trees are full of mushroom people, its a good thing they're dead =)
I love the interactions you can see from where he goes and when "Alright, just gotta get past the hydra, and- shit I forgot the rusted iron ring" One detour later, "Alright, gettin past the hydra, no way am I spending 20k souls on the crest of artorias, I'll be fine. Just gonna grab that ember real quick..." One mushroom punch later, "Alright fuck it I'm buying the crest" Several Sifs later,
The fact that I can tell exactly what's going on when really just goes to show how incredible Dark Souls 1's world design is. I'll be totally honest and say it's probably my least favorite, or 2nd least favorite in the series (with Dark Souls 2 down there with it), but there's no denying that its world/game design is just so damn near perfect.
this is astounding. I know the vid is old and you probably moved on, but if you ever made a video explaining how you made the tool, that would be so good. Mad respect for the code (and for going to ask lake before lord vessel)
Funny, for some reason I always imagined the Asylum to be completely detached from the rest. Never thought of it as the top of the world that the crow takes you DOWN from.
pretty sure that it's meant to be detached, and they just put it there on the map for convenience reasons. you can at least never see the asylum from the bottom, or the rest of lordran from the asylum
If you're talking about Blighttown, you can go through the Depths (rat zone) and open that huge rusty door near the NPC Domnhall of Zena. You can also go to Blighttown through the Valley Of Drakes, near the elevator to Firelink in the New Londo Ruins.
“Is this how you get your sick kicks?!” “What? it’s just a ordinary soulsgam- oh my goodness” _Earthen Peak to Iron Keep, All three kings gates_ “MIYAZAKI”
Im starting to realize why ppl just ran pass spots they already been to, i first started off killing every single thing i came in contact with take me a hour just to get to next bon fire even when i knew the exact spot 😂
@@zgredczwartyniesamowity363 still it's better than most games with a world like this. In my opinion Ds3 has better areas and enemy placements than Ds1. It just doesn't have the interconnection
Bloodbornes map kinda just branches off into other areas from cathedral ward with no interconnection between them. Dark Souls 2 has the same problem. Dark souls 3 map is literally just linear. I think the enemy placements and things are better but Dark Souls 1 map is my fabourite
@@arnavkalgutkar6169 Ah yes, that's true. What I meant were the Black knights and new mobs for enemy placement. On a programming perspective the devs could actually just turn the visibility off for the new enemies but I think they decided to go for new 3d map to avoid unwanted bugs (not really sure on this claim though).