I think the linear and distinctly separate levels make this game have both the most diverse and most solid level design in the series. Each world feels very distinct and have their own vibe in terms of enemy and level design. Worlds like the tower of Latria and valley of defilement stick in my mind even nearly decade after having played this game for the first time. There are some duds like the mine's second level, but all and all this game has some very good levels

The world itself has a very ethereal dreamlike vibe in the bloomy lighting, blurry depth of field, and very strange music. I know a lot of people view these games as challenge first, but I think the experience of going through the world is what keeps this one fresh in my mind. I don't ever really care about the best stats or weapons insofar as it gets me through the game.

The main issue I have is with the item burden system, it just feels needless, but it does make you talk to stockpile Thomas and forces you to only take what you need when you go out, so it doesn't bother me too bad.

Reviewed on Jan 24, 2023


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The mines got done dirty. First leg of that world is well-paced and varied with lotsa Cool Stuff, then it gets increasingly noodly & unambitious (& annoying & Knuckles). That's the risk of the separate-worlds approch DeS takes, which thankfully pays off with all the other levels.

Agreed WRT item burden, which is less of an issue in FromSoft's following games thanks to things like flasks. It's pretty funny how many herbs you can hoard here, though.