SoupPlate
2012
2001
2022
2012
2022
Now that I've finished the main game and taken care of some of the harder post/late game stuff I feel pretty confident saying it's both the best title in Fromsoft's library and also the best open-world ever seen to fruition. The traversal may not be as dynamic as it is in Breath of the Wild, but it answers the question of "what if shrines were replaced with things that are fun."
A lot has been made about how repetitive bosses are in the side-dungeon areas, but I think this is (mostly) a non-issue. These dungeons are usually interesting enough in their own respect to warrant going down into and the boss just signals a completion. Having a unique, named character in every hiding hole would be overkill at best and a lore nightmare at worst. There's a few bosses that are maybe overused, but having a chunk of mini bosses to populate the world seems like the best solution to me.
The actual major bosses are simply the best and most consistent slate of the series. Even the least memorable "achievement" boss ala Gideon I still think is quite fun and unique. Having 2 Mohg and 2 Godfrey fights is I suppose the least creative parts of the game, but both have such cool second phases in their subsequent meeting that I can forgive it. I suppose Margit/Morgott is two fights against the same entity, but they're so far apart from each other, serve a distinct story purpose, and are fairly unique.
The legacy dungeons are also the most consistent of the franchise. The capital is maybe one of the most interesting, overlapping level designs in the series.
The most notable complaint I actually have is the damage balancing. Standard mobs hit a power creep that feels unsatisfactory by the time you hit Crumbling Farum Azula. That whole area ended up being a frantic sprint rather than a fun area to explore. It isn't too bad, but it also hosts the worst boss (Godskin Duo) so it's an unfortunate sour note towards the end of the game.
Ash capital is so badass though, so it ramps it back up to 100 before the credits roll.
A lot has been made about how repetitive bosses are in the side-dungeon areas, but I think this is (mostly) a non-issue. These dungeons are usually interesting enough in their own respect to warrant going down into and the boss just signals a completion. Having a unique, named character in every hiding hole would be overkill at best and a lore nightmare at worst. There's a few bosses that are maybe overused, but having a chunk of mini bosses to populate the world seems like the best solution to me.
The actual major bosses are simply the best and most consistent slate of the series. Even the least memorable "achievement" boss ala Gideon I still think is quite fun and unique. Having 2 Mohg and 2 Godfrey fights is I suppose the least creative parts of the game, but both have such cool second phases in their subsequent meeting that I can forgive it. I suppose Margit/Morgott is two fights against the same entity, but they're so far apart from each other, serve a distinct story purpose, and are fairly unique.
The legacy dungeons are also the most consistent of the franchise. The capital is maybe one of the most interesting, overlapping level designs in the series.
The most notable complaint I actually have is the damage balancing. Standard mobs hit a power creep that feels unsatisfactory by the time you hit Crumbling Farum Azula. That whole area ended up being a frantic sprint rather than a fun area to explore. It isn't too bad, but it also hosts the worst boss (Godskin Duo) so it's an unfortunate sour note towards the end of the game.
Ash capital is so badass though, so it ramps it back up to 100 before the credits roll.
1994
1996
2021