

I would say it has the better combat if it had multiple weapons. I just think DaS1 has a bit more thought put into it. DaS1 also has this issue in the 2nd half, but you can at least choose which branch to go on first like in DeS.īB still has some of the best level design in any game I've played, and is certainly 2nd to DaS1. After the blood moon though, the level design gets a lot more linear and boring imo. That's fine though, not every area has to be nonlinear, and BB does a phenomenal job at having choice in the first half compared to most games. With how predictable the shortcuts are in BB, they could've just placed a lantern where the shortcut would be and it would have the same effect.Īlso, the game which being very interconnected, winding, and unpredictable in Central Yharnam, Forbidden Woods, and Cathedral Ward, almost every level after that is linear. This is an issue, because the reason shortcuts are so compelling to me is because the feeling of being tense and scared and then knowing exactly where you are is incredible. In almost every level after the blood moon, you can predict that there'll be a shortcut that takes you right to the start. I don't agree because BB's level design is often very predictable and there's rarely any way to do things besides the intended route.

I still think level design is the right way to call it, but if we're calling it world design then fine. Well, world design basically is a bunch of levels acting as one big level which is what DaS1 does in the first half.

There are simply more good ones, and the gimmicky ones are more easily beaten (greatwood, deacons). The highs like Soul of Cinder, Abyss Watchers, nameless king, dancer, pontiff, and Twin Princes, are on par with the best BB bosses in design and difficulty. At these filler bosses' worst, you have the emissaries and shadow rehashes, and at their best, you have cheese hitboxes and damage checks like Ebrietas charge or all of Paarl's moveset.ĭS3 is way better paced. Between those, you have so many bosses that, if not cheesy gimmicks, have some form of awful damage mechanic. In short, you have one amazing boss at the beginning, one or two alright ones in the mid-game, and then an amazing finale. That's 3-4 bosses per playthrough out of 17, not even counting that ALL of them are not present in the chalice dungeons. The common answers are Gasgoine, Gherman, Moon presence, and then perhaps Amelia or Logarius. Ludwig, Maria, Orphan, and Laurence are all solid bosses.
