Top 10 Bosses in Dark Souls and Bloodborne!

I recently finished Dark Souls III, clearing almost all bosses—with the exception of the Nameless King and Ancient Wyvern because I couldn’t care enough to track them down—and since finishing it, I’ve been thinking of the From Software games catalogue, figuring out what the best bosses are. Admittedly, I haven’t played Demons’ Souls so whatever list I come up with is incomplete.

But still, this is my list of the best bosses in the Dark Souls and Bloodborne series. These ranking take two major things into consideration: challenge and memorability, because if we’re truly honest, in Souls games and Bloodborne what we remember the most are the boss fights. The lore is great but boss fights are what people talk about, they’re the highlights and low points of any of their games.

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10 – Asylum Demon: The first Dark Souls boss is a surprise to say the least. The game teaches you the basics of gameplay inside the walls of the Undead Asylum, and even introduces you to a friendly NPC that gives you your first Estus Flasks. Then you open some doors, go inside and boom, there he is in all his fleshy glory. He’s a vicious enemy that is very easy once you figure him out, but a fantastic start to the game.

9 – Gwyn, Lord of Fire: Gwyn’s an easy boss fight, too easy for Dark Souls to be honest, but he’s still memorable for me because his boss design reflects the overall game theme and lore. In his prime, Gwyn was a powerhouse, but now, faded and hollowed and dying like his first flame, he’s so weak you can even parry him. He’s on his last legs, he’s “fading embers” made flesh.

8 – Soul of Cinder: The final boss in Dark Souls III is yet another callback to Dark Souls bosses, though in this case he’s also a reference to Dark Souls players, taking the appearance of a charred version of the poster-character from Dark Souls and using sorceries, pyromancy and even using Dark Wood Grain Ring-style movements. He’s fairly simple to kill and he’s yet another dude in armour with melee weapon at that point. But he’s the one reference in Dark Souls III I didn’t mind. You can even parry him in second phase, though I found it easier to just bait him.

7 – Queelag: Who can forget this beautiful thing? She has the body of a flaming spider and torso of a gorgeous naked girl. Queelag is the first boss in Dark Souls that forces you to react to several things at ones. The spider half has some attacks while the human does other things and there are also environmental dangers. Add to this that you might have gotten there battered and poisoned and you’ll see why she’s on the list. Also, her boss soul weapon was my favourite in all of Dark Souls and I never found anything like it in any of the sequels.

6 – Blood-Starved Beast: This howling monstrosity comes early—or late—in Bloodborne’s story, particularly because it’s entirely optional, only needed to unlock chalice dungeons. But if you do fight it, it’s a fight that punishingly teaches you how to wait for an opening and to create one if you need. The Blood-Starved beast is highly agile but then starts adding a vicious poison to its attack and by the end, it’s covered in the stuff, making the last 30% of its health a real race for survival.

5 – Abyss Watchers: This is my favourite boss fight in Dark Souls 3, particularly since it’s partially a rehash from the number 1 on this list. What makes it very cool is that when you first see the Abyss Watchers you think, “Oh no, not another council fight.” Council fights being those where you fight two or more enemies where killing one triggers more skills in the other(s). But no, you fight one major guy and the others come in and can even help you, as the Abyss Watchers tend to fight among each other. Phase two is strong, intense and gave me a powerful rush of endorphins when I nailed it!

4 – Orphan of Kos: Screw this guy, really. The boss most responsible for rage-quits in Bloodborne. The Orphan of Kos is the hardest boss in the game, but he’s not really a fun one, particularly because he’s extremely punishing and random. He doesn’t feel challenging like other fights, where you can figure out the flaws in your strategy, but instead you depend a lot on luck with him.

3 – The Fume Knight: Oh how I hated this guy in Dark Souls 2. He’s the toughest boss in the entire game and is so because he’s absolutely vicious. His first phase is manageable if you’re not very good at rolling, but the second one makes blocking impossible. It’s high on this list because it forced me to switch up my play style to match the boss encounter, instead of using my go-to turtling strategy.

2 – Ornstein and Smough: The Bash Bros of Dark Souls, Ornstein and Smough are the most memorable bosses in the entire Souls series, and a nice council fight. You can’t just focus on one of them, as they don’t ever stop attacking. And then when you’ve taken one of them out and you’re happy, then one powers the other for the doubly intense phase two. I remember shouting, “Yes! Yes! Yes!” Like a Daniel Bryan fan when I finally felled them!

1 – Lady Maria of the Astral Clock Tower: Hunter fights are the best in Bloodborne. They use the same rules as you do and it’s the closest PVE gets to PVP, which suits me just fine. Lady Maria also has some nice references in lore and her introduction video is awesome. But most importantly her fight is the fun kind of challenging. Her moves remain the same throughout the fight with just changes in how punishing they are. You can learn to overcome your mistakes and finally put her to rest. She is the best-designed and paced boss in all From Software’s games.

So, there’s my list. Do you agree? Or is there one I should’ve included and why the hell didn’t I? Let me know in the comments.

I hope we get a Demons’ Souls remaster at some point on PC or current or next gen consoles, as I really want to play all games in the Souls series.

Dark Souls III – Identity Crisis?

I recently finished Dark Souls III. So where’s the review? Well, there’s not gonna be one. I realised my last article on the game summed up my feelings on it quite well. Dark Souls, beyond its lore, is very much a game that hinges on the memorability of its boss battles, on the design of these. It’s what we all remember after playing the game (that and some of the more annoying enemies and the beautiful landscapes), so my feelings on the rather samey boss design should tell you a lot. If you need a score, I give Dark Souls III a 3.5, it’s a good game but not as good as its predecessor. It has a lot more variety in NPCs, weapons and armour compared to Bloodborne for example, and the quality of the character stories are much more interesting, but it lacks something important. Continue reading Dark Souls III – Identity Crisis?

Dark Souls II Review

Dark Souls II is From Software’s sequel to the critically acclaimed, highly popular and frankly addictive Dark Souls. The main character this time around is The Cursed, drawn by the affliction to the fallen kingdom of Drangleic. You are an undead and in time, if you do now gather souls, you’ll go hollow. Sounds familiar doesn’t it? Continue reading Dark Souls II Review

Dark Souls & Nintendo Hard – The Old School Paradigm

There’s a very common phrase I never thought I’d use before now: Back in the day. But here I am, just about to do it.

Back in the days of the NES, games were hard, so much so that at some point, someone coined a phrase to describe the NES and its games, “Nintendo Hard”. Games left you weeping and throwing controllers at the TV, just not by accident as it has happened with the Wii Remote, but out of pure rage at, for example, dying for the seventh time in a row, to those unfair birds on Ninja Gaiden.

NES games are among the hardest games ever created, simple to play but extremely hard to master and even complete. Games on the NES were unabashedly hard, sometimes feeling unfair but they never were; they just demanded attention to detail and constant if not complete dedication. They were harsh, but fair, and the sense of achievement when you managed to make it one level further, if not only a screen, was amazing. In a much more simple era, where technology was extremely limited and 8-bit was the most you could expect from the console in both graphics and sound, it was gameplay and challenge that drew people in and made these games into the classics they are now.

Nothing better describes the Nintendo Hard paradigm, also called Old School by those of us gaming for more than 30 years, than a few examples from that generation.

Take Ninja Gaiden, a series of games that before being released in glorious HD were just 8-bit platformers with one of the highest difficulty curves ever created, and with one of the most frustrating enemies ever conceived: birds. Hawks in the original Ninja Gaiden were infamous for their last second player killing swoops, often causing you to lose not only a life, but also a bit of your sanity. Climbing walls was easy, but once on the edge, the climb up could get messy and yet a bit more of your sanity went out the window. But despite all of this and the harsh boss battles, Ninja Gaiden was never unfair, and if it crossed the line, it paid you back with the very powerful powers at your disposal.

Yes...these bastards!!
Yes…these bastards!!

For another example, and close to heart to the Big N, you had Metroid, the first in a now long running series starring bounty hunter Samus Aran. Over the course of the game, you’d acquire plenty of upgrades to improve your chances of survival against not only the bosses but the entire world, which as is often the case in Metroid, everything on it wanted you dead. From the planet’s native inhabitants, to the environment itself (from acid pools to lava to spikes), everything in Metroid was designed to kill you. But you were never at a clear disadvantage and there was always a way out, even if it meant going backwards, as the game’s freedom of exploration gave you that choice.

If you ever thought "This is bull****" while playing, you're doing it right!
If you ever thought “This is bull****” while playing, you’re doing it right!

Finally, there’s Super Mario Bros. the greatest of all NES classics, and while we all have fond memories of it and remember it joyfully; at the time, and even today, it’s a pretty hard game. If you don’t remember SMB as a hard game, then you probably used the warp on Level 1-2 and didn’t go through the entire game. Levels got increasingly complicated and dangerous, castles were painful and lethal and made the “The Princess is in another Castle” message that much more frustrating. Nowadays you can catch hundreds of speedrunning videos that make it look very easy, but once you are in control of that Italian Plumber, things became hectic, unpredictable and nerve-wracking really quick. But just like the previous examples, you had plenty going for you, from powerups to clear the way for you, to multiple lives and even the ability to get more of them. Super Mario Bros. was harsh at times, and often you paid the price of carelessness with one life, but you always had more to make up for the mistake, and by stacking the powerups (Mushroom, Fire Flower & Star), you had a greater margin of error.

Yeah, things got increasingly hectic in SMB, and the water stages were just cruel!
Yeah, things got increasingly hectic in SMB, and the water stages were just cruel!

These days, the focus seems to has moved away from the simple, yet elegant and challenging gameplay in favour of majestic visuals and inspiring music, and with greater focus on the cinematic, getting close to the line separating games and film, or in case of David Cage games, jumping it completely (and losing almost all gameplay in the process).

Yet there are exceptions, and the most notable among them is From Software’s Soul series, in which death is not only a constant companion and more than often an absolute certainty but is also an actual in-game mechanic, teaching the players how to progress through the games through trial, error, repetition and perfection, just as it was in the old days, and just as it was in those NES classics I mentioned, mastery is achieved after hours of play. What is your reward? You get to move to another area where you’ll go through the same again, or maybe you won’t. Maybe you’ll have finally figured out when to take a risk and when to play safe and won’t die again.

There have been two games in the Souls series, Demons’ Souls and Dark Souls, and while both use the same overall mechanics, it’s Dark Souls that comes the closest to the Nintendo Hard, The Old School paradigm of the NES era, and mostly for a simple reason: fairness; but not only that, their focus on delivering challenging yet rewarding gameplay, and not just focus on the visuals and music and the cinematic experience also falls under the paradigm. As series creator Hidetaka Miyazaki said (according to Dark Souls 2 actor and series fan Peter Serafinowicz in a recent Developer Diary): “Films should stop being more like games and games should stop being more like films. They should both try to be more like themselves.” It is clear how much these two simple sentences influenced the series design, with their minimalist approach to storytelling and narration (minimalist, yes, but in no way shallow, just up to the player to fully explore) and strong focus on delivering satisfying gameplay.

Dark Souls fits snuggly inside the paradigm, with its tough but fair approach. Everything that works against you in Dark Souls works against everyone else, from monsters and other players to even bosses. The Hellkite Drake’s fiery breath will inflict its massive damage on players and enemies alike, sometimes working in your favour and sometimes against it. Enemies, and bosses, falling off ledges into the abyss will die. They can be poisoned as much as you can, and even toxins work. When you use a bonfire to rest, they all respawn, because if you can restore yourself, why shouldn’t they? Blocking and parrying work all around and your handy healing Estus Flask aren’t yours alone. They also have stamina just like you and their attacks and blocks and maneuvers drain it as much as it does yours.

Dark Souls is never unfair (except on that one unavoidable and unwinnable Seath The Scaleless fight), and once it has successfully and thoroughly hammered its important lessons into your head, you’ll find yourself breezing through previously nightmarish areas (though some, like Blighttown remain a thorn in your side), taking bigger risks more confidently and finding the overall difficulty lower than what you’d previously thought. The game teaches you how to play it, being tough but fair, and like any lesson, there’s a fantastic feeling of accomplishment once you successfully learn it and pass the tests. From personal experience, defeating Ornstein and Smough gave me an amazing, yet fleeting, sense of accomplishment akin to having actually done something in real life.

My first thought: "You have got to be kidding me!"
My first thought: “You have got to be kidding me!”

On subject of fairness, Demon’s Souls falls slightly outside the fence. While the overall gameplay mechanics are the same as Dark Souls, Demon’s Souls had one in particular that made it very unfair: when you die, you lose half your maximum health until you “restore” yourself; which you did by killing a Boss. Combine that with World Tendency (each world has it and it determines how the world behaves, including events and enemy strength), and the fact that multiple deaths can make it Pure Black, in which enemies are boosted to very harsh levels (though the give greater rewards), and the already difficult game becomes a nightmare.

Master Parrying and the last boss is cake!
Master Parrying and the last boss is cake!

With Dark Souls 2 recently released (and a month for the PC version), and its step towards Demon’s Souls’ HP loss on death, it’ll be interesting to see if the game ends up conforming to the Old School paradigm of tough but fair, and focused on delivering what its predecessors already have, a pure gaming experience with a focus on challenging gameplay.

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