The Dark Souls board game is a brutally hard exploration miniatures game for 1-4 players. Prepare to die.
The game features a "fast set-up, long reveal" mechanism that gets you into the game quickly and builds the location as you explore. The sense of danger is palpable as you discover new locations and the monsters that inhabit these dark places. The core combat mechanism and enemy behavior system forces deep strategic play and clever management of stamina to survive.
Dark Souls includes numerous boss and mini-boss encounters — including one against the Dragon Slayer Ornstein and Executioner Smough — and utilizes an innovative behavior mechanism so that no two encounters are ever the same, thus giving the game near infinite replayability.
—description from the publisher
- Beautiful level design
- Engaging combat mechanics
- Intriguing lore and character interactions (Firekeepers, Solaire)
- Rewarding exploration with hidden areas and items
- Cool armor and weapon designs
- Appreciation for minimal cutscenes
- Slow roll due to heavy equipment
- Camera can be problematic during combat
- Difficult navigation in some areas
- Some items have limited durability
- Trekking through a dangerous, ancient world
- an ancient city of the gods or city of the giants
- Elden Ring
Mechanics (from transcript analysis)
- Bonfire system — Bonfires are used to spend souls and level up. Special bonfires are kindled and protected by firekeepers, providing a safe haven.
- Boss battles — The playthrough involves fighting various bosses, including optional ones and major bosses like Ornstein and Smough, and the 'hardest boss in the base game'.
- Co-op mechanics — The game includes co-op covenants and items used for them (Sunlight metal three).
- environmental puzzles — Progress sometimes requires flipping switches to open paths or manipulating the environment, such as knocking down chandeliers.
- item discovery — Players can find items in chests, including weapons, armor, and upgrade materials. Some items cannot be repaired and break permanently.
- Mimic enemies — Mimics are enemies that disguise themselves as treasure chests and engage in unique combat, including a 'karate kick' or 'drop kick'.
- Soul Collection — Souls are collected from enemies and used for leveling up. The player expresses a desire to spend souls before fighting tough enemies.
- Staggering enemies — Certain attacks, particularly when two-handing a weapon, can stagger enemies, creating an opening for more damage.
- Weight Management — Weapons and armor have weight, affecting the player's roll speed (fast roll vs. medium roll vs. slow roll).
Video topics + discussion points
Quotes (from this video)
- It's a really beautiful level. It's a very large level.
- I love how few cutscenes there are in these games. It's one of my favorite things. I really don't like cutscenes in video games. I want to play my game, not watch it.
- This oult club. So, the occult um is something that like is really good against gods or something like that.
- Made some progress. I made it through the two areas where I was really nervous I was going to die and I didn't.
References (from this video)
- Cool level design
- Devious traps
- Environmental clues
- Awesome NPC summon (Iron Knight Tarcus)
- Interesting enemy and boss mechanics
- Stressful death penalty for new players
- Difficult camera in corridors
- Some jumps are difficult and not typical for the genre
- Sin's Fortress
- Demon's Souls
Mechanics (from transcript analysis)
- Boss gimmick — The Iron Gollum boss is described as a 'gimmick boss' that can be defeated by attacking its ankles.
- Death penalty — Upon death, players lose all unspent souls, which are then left at the location of death. Players have one chance to retrieve them before they are lost forever.
- Mimic enemies — A specific enemy type, the mimic, is a chest that attacks the player. A special item, Lloyd's talisman, can negate its effect.
- Soul farming — Players farm souls to gain currency for purchasing items and upgrading stats. Losing souls upon death is a key penalty.
- Stat progression — Stats like Vitality (HP) and Endurance are highlighted as important. The concept of 'soft caps' and 'hard caps' for stats is explained, suggesting that beyond a certain point, further stat increases yield diminishing returns.
- Summoning NPCs — Players can become human to summon NPCs for assistance in boss fights. Knight Tarcus is highlighted as an NPC capable of soloing a boss.
- traps — The game heavily features environmental traps such as pressure plates, swinging blades, rolling boulders, and pitfalls.
- Weapon Crafting/Upgrading — The ability to craft divine weapons using embers is mentioned, which makes skeletons stay dead. Weapon upgrades are also discussed, with the effectiveness of unupgraded weapons noted.
Video topics + discussion points
Quotes (from this video)
- So, in the end of the last video, I did say I wanted to do some farming to get some more souls so I could buy this key that will allow us to open a door.
- So, for those of you who don't know, when you die in this game, you lose all of the souls that you haven't spent.
- And the first time that happens, the first time you lose like 10 or 20 or even 30,000 souls, it feels like the end of the world.
- So, you know, all you need is the stats that will allow you to wield the weapon and wear the gear that you want to in the way that you want to.
- This level is so cool.
- So, like if you run in real quickly, you'll step on that and then you'll run straight to this uh treasure chest and then you'll get pegged by those uh by those arrows like Indiana Jones.
- The mimic would attack us, but we know it's a mimic.
- So, it's just like a pinball mechanism. It's so cool. It like shoots it out.
- He's kind of a gimmick boss because you can actually uh shoot at his ankles or or hit his ankles and he will just kind of fall off.
- This guy is such a Chad. He is so cool.
References (from this video)
- The Painted World is a great standalone level.
- Sen's Fortress is a fantastic dungeon crawl, tricky, tense, and a prototypical dungeon.
- The music in the Moonlight Butterfly boss fight is great.
- The witch Beatrice is a very helpful summon for the Moonlight Butterfly fight.
- The host loves the mysterious blacksmith area.
- The Wolf Ring provides poise.
- Selling items to the primordial serpent is rarely worth it.
- It's hard to get backstabs on Black Knights in hallways.
- The host finds the 'ins' (Ants) difficult to fight.
- The host struggles with fighting the large cat enemies in Sen's Fortress.
- The tranquil walk of peace spell significantly slows the player down.
- The Moonlight Butterfly often stays at range, making the fight annoying without range attacks.
- Linking the fire, casting away the dark, undoing the curse of the undead, succeeding Lord Gwyn
- Undead Asylum, Firelink Shrine, Blight Town, Catacombs, Anor Londo, Sen's Fortress, Darkroot Forest, New Londo Ruins, Painted World
- Demon Souls
- King's Field
Mechanics (from transcript analysis)
- backstabbing — The host attempts to get backstabs on enemies like Oscar and the Black Knight.
- Bonfires — The host discusses resting at bonfires and their importance for respawning.
- boss fights — The host discusses fighting bosses such as the Asylum Demon variant, Oscar, the Black Knight, and the Moonlight Butterfly.
- Environmental Traps — The host encounters and narrowly avoids traps such as crumbling floors and swinging traps.
- Item trading — The host mentions trading items with NPCs like Snuggly the Crow and selling items to the primordial serpent.
- NPC interaction — The host interacts with NPCs like the Crestfallen Warrior, the Primordial Serpent, Snuggly the Crow, and Oscar.
- Parrying — The host notes the usefulness of parrying but admits to being bad at it.
- Secret passages — The host discovers a secret passage by attacking a seemingly normal tree.
- Soul System — The host mentions collecting souls and using them to level up and buy items.
- Weapon and Armor Upgrades — The host discusses upgrading weapons with items like dragon scales and titanite slabs, and mentions the importance of divine weapons for the Catacombs.
Video topics + discussion points
Quotes (from this video)
- God, those teeth, man! Just nightmare fuel.
- This game doesn't really have like any kind of like real merchant system of like buying and selling, but if you're really hard up for some souls, you can sell items to him. But it's it's uh rarely is it worth it.
- The secrets in the From Software games are crazy.
- It's always so easy to uh underestimate them. They can really wreck you if you're not careful.
- This is one of the best levels in the whole game.
- Sen's Fortress. I'm really excited to uh go through Sins Fortress with you all because man, that is just as fans of uh dungeon dives as I know many of you are, it's just such a fantastic dungeon crawl. So many traps and just a very kind of protottypical dungeon. It's so cool. One of my favorite areas in the game. very tricky, very tense, lots of uh lots of white knuckled moments in uh in Sins Fortress.
References (from this video)
- Interconnected level design
- Challenging but rewarding gameplay
- Atmospheric environments
- Sense of accomplishment upon overcoming challenges
- Rewarding return to safe areas like Firelink Shrine
- Repetitive enemy placement in later areas (Demon Ruins, Lost Izalith)
- Some boss fights are frustrating or feel less polished
- Environmental hazards can be overwhelming
- Janky geometry causing deaths
- Certain areas are poorly designed or uninteresting
- Overcoming challenging obstacles and exploring a decaying world
- A dark fantasy world
- Elden Ring
- Dark Souls II
Mechanics (from transcript analysis)
- boss fights — The host discusses fighting bosses like Chaos Witch Quelaag and Ceaseless Discharge, including their mechanics and difficulty.
- Covenants — The host mentions joining a covenant with Quelaag's sister and the benefits of donating humanity for a shortcut.
- Environmental hazards — Poison, toxic effects, lava, and dangerous terrain are mentioned as significant gameplay elements.
- Item Usage — The host uses items to reduce poison buildup and discusses the importance of Estus Flasks and Firekeeper Souls for upgrades.
- Stat progression — The host talks about leveling up strength and endurance to wield weapons and manage equip load.
- Summoning NPCs — The host discusses the option to summon Maneater Mildred but decides against it to keep the boss's health lower.
- Weapon Crafting/Upgrading — The host mentions the possibility of crafting boss soul weapons and the desire to upgrade a claymore by increasing strength.
Video topics + discussion points
Quotes (from this video)
- The interconnectedness of the levels is just something that cannot be overstated. It's so so good.
- This whole section of the game that we're looking at now, the demon ruins and this temple inside this dome, uh, Lost Iselith, really is the worst part of the entire game.
- Gravity, the number one boss in Dark Souls.
References (from this video)
- Cool weapon that can be picked up at the bottom of the swamp.
- Opportunity to fight an NPC invader (Maneater Mildred) and get her weapon.
- Enemies like slugs drop useful titanite for weapon upgrades.
- Discovery of a hidden area with lore significance.
- The architecture and environment of Ash Lake are gorgeous.
- Appreciation for the use of silence in the game's atmosphere.
- Obtaining the Dragon Great Sword from the Stone Dragon.
- The swamp can be a pain to navigate and explore.
- Mosquito enemies are very annoying and never stop spawning.
- The environment becomes difficult to navigate in the hidden area due to geometry and controls.
- Basilisks can curse the player.
- The geometry in some areas makes it easy to slip off.
- The hydra attacks in the beach area.
- The large mushroom enemies hit very hard.
- The Dragon Great Sword requires a high strength stat to wield effectively.
- The journey back up from the hidden area is difficult.
- poisonous swamp
- Crimson Desert
- Demon Souls
- Tomb Raider
Mechanics (from transcript analysis)
- Covenant — The host mentions joining the 'everlasting dragon's covenant' and obtaining items to turn into a dragon creature.
- Crystal Lizards — The host notes the presence of crystal lizards that drop titanite for weapon upgrades.
- Cursing — The host mentions the danger of being cursed by basilisks and having purging stones to cure it.
- Humanity — The host uses a 'twin humanity' to turn human and kindle the bonfire, enabling NPC invasions.
- Illusory Walls — The host discovers an illusory wall by rolling or attacking it.
- NPC Invasion — The host intentionally turns human to be invaded by an NPC named Maneater Mildred to fight her and obtain her weapon.
- Resting at bonfires — The host rests at a bonfire to reverse hollowing and kindle it, increasing Estus Flasks.
- Tail Cutting — The host cuts off the tail of the Stone Dragon to obtain a weapon.
- Two-handing a weapon — The host discusses the strength requirement to wield a weapon with two hands, which provides a bonus.
- Weapon upgrading — The host mentions collecting dragon scales and titanite shards for upgrading weapons.
Video topics + discussion points
Quotes (from this video)
- I don't hate the swamp levels like like a lot of people do. Uh, Valley of Defilement and Demon Souls is a great area and I think this is too.
- The most annoying enemy in the game.
- Man, it's crazy. You play another game for like 50 hours in between sessions of one game and you completely forget the button layouts.
- The architecture in this is so good. I love like just the mixture of the nature, the corrupted nature, the tree roots, and you know, the tree roots are kind of they are, you know, sucking up this corrupted slime and and poison.
- Dark Souls uses silence really well.
- Ash Lake is absolutely gorgeous and it's one of the only areas. [...] It's one of the only areas in the entire game that actually has background music.
- It's so video gamey. It almost feels like a Mario level or something.
References (from this video)
- Provides a unique and oppressive atmosphere.
- Offers a significant sense of accomplishment upon overcoming challenges.
- The environment, though dangerous, is visually interesting and complex.
- Pyromancy system is fun and accessible.
- Extremely dangerous environment with many ways to fall off or be ambushed.
- High difficulty due to environmental hazards and tough enemies.
- Toxic status effect is very punishing.
- Camera can be problematic in tight or complex areas.
- Enemies can detect players from unexpected distances.
- oppressive and depressing, a twisted area where unwanted things and people were thrown
- Blight Town
- Demon Souls
Mechanics (from transcript analysis)
- Backstab — The host discusses the ability to backstab enemies but notes the danger due to the precarious environment.
- Bonfire system — Bonfires serve as resting points and indicate progression through the area, with the finding of a bonfire bringing relief.
- Enemy Detection — Enemies in Blight Town seem to have heightened detection abilities, detecting players by sight, sound, and potentially smell.
- Fast Travel (Lack of) — The absence of fast travel is highlighted as a factor increasing the difficulty and sense of isolation in Blight Town.
- Poison/Toxic Damage — The game features poison and toxic status effects, with toxic being significantly more damaging over time and difficult to outpace with healing.
- Pyromancy — Pyromancy is mentioned as a fun magic system that doesn't require additional stats, only an upgrade to the pyromancy glove.
- Shield Usage — The host advocates for using shields, even a great shield, as a valid strategy in the game.
Video topics + discussion points
Quotes (from this video)
- And I get some of that same feeling with Blight Town.
- And no game has ever given me that feeling before. And that's one of the reasons why I think Dark Souls is really such a special game.
- The environment here is uh deadly.
- You really have to watch the edges in this area. There are a lot of precarious edges and just environmental dangers, I guess you could say.
- The uneven ground of dark of uh Blight Town also does make it a little harder to land your backstabs because uh you kind of have to be on the same plane as an enemy.
- It's just so crazy. Uh what is that item down there? I do not remember how to get that item.
- This area is just such a cool and twisted maze.
- Playing uh this level on headphones is so creepy cuz you can hear all the weird sound effects and the guys growling all around and the fire. Oh god, this level is just so good. It's so twisted.
- That camera is just driving me nuts.
- And so I think that the enemies in this level do have some heightened detection because uh they seem to come at you out of nowhere a lot a lot more so than other enemies in other areas.
References (from this video)
- The Gaping Dragon has a cool cutscene that twists expectations.
- Cutting off the boss's tail provides a weapon and negates an attack.
- The spider shield is visually awesome and provides defense against toxic.
- The Depths is the first real dungeon crawling area.
- The host enjoyed upgrading his weapons.
- Blighttown is described as making the host feel something unique due to its design and oppression.
- The Gaping Dragon has too much health, making the fight boring.
- The Gaping Dragon's charge attack can catch players off guard.
- Enemies like slimes are tedious to kill without fire.
- Basilisks can curse players, which is very bad.
- The Gaping Dragon's acid goo can damage equipment.
- The butcher's massive meat cleaver is cool but possibly unobtainable.
- The large ember is needed for further weapon upgrades.
- Navigating dungeons, facing bosses, upgrading weapons, understanding lore through item descriptions.
- Firelink Shrine, The Depths
- Lore conveyed through item descriptions and environmental storytelling.
- Dark Souls like games
Mechanics (from transcript analysis)
- Bonfire mechanics — The host rests at bonfires, considers kindling them, and uses homeward bones to return to them.
- Boss battles — The host discusses fighting the Gaping Dragon, mentioning its health, attacks, and weak points, as well as the strategy of cutting off its tail.
- Enemy Respawning — The host notes that dogs respawn but butchers and their pet dogs do not, and that basilisks can curse players.
- Item Descriptions — The host mentions that lore is learned through item descriptions, citing the Balder Shield's description as an example.
- Magic/Buff spells — The host mentions a channeler casting a buffing spell on a rat and that channelers buff the boss.
- Status Effects — The host discusses the curse status effect from basilisks, which reduces maximum health.
- Summoning — The host decides not to summon Solaire for the Gaping Dragon fight because it increases the dragon's health.
- Weapon upgrading — The host goes back to Andre to upgrade his claymore and bow using embers and titanite shards, aiming for higher levels.
Video topics + discussion points
Quotes (from this video)
- I like the mystery of these games and I like watching all the lore channels, but it's just not something that I am going to be spending a lot of time on.
- Watching does not make you good. It just makes you a little bit knowledgeable about some stuff.
- This level made me feel something. And I want to start the next video off with that little kind of little mini review.
References (from this video)
- The host successfully defeats challenging bosses like Havel and the Capra Demon.
- The host acquires desired rare items, such as the Balder Shield.
- The host praises the visual appeal of certain equipment ('fashion souls').
- The host finds the Claymore and its thrusting attack effective for defensive play.
- The host appreciates the utility of Havel's Ring for increasing carry load and maintaining a fast roll.
- The host discusses the importance of weapon upgrades over character levels.
- The Capra Demon fight is highlighted as a major difficulty spike for new players due to the small arena and the presence of dogs.
- The host experiences repeated deaths and difficulties during boss fights.
- The host expresses frustration with the game's camera during combat with dogs.
- The host notes the lack of a respec option in the game.
- The host finds farming for rare items to be tedious but necessary for obtaining desired gear.
- Overcoming challenging bosses and navigating a dangerous world
- Dark fantasy world
- D&D (first edition)
Mechanics (from transcript analysis)
- Bonfire system — The host utilizes bonfires to rest, reset enemies, and save progress, and discusses the importance of resting to replenish Estus Flasks.
- Boss battles — The host engages in multiple boss fights, including Black Knights, Havel, and the Capra Demon, discussing strategies for each.
- Character progression — The host levels up stats (Endurance, Vitality) and discusses weapon upgrades, emphasizing their importance over character level.
- Combat — The host utilizes various combat techniques such as backstabbing, parrying, kicking, and using different weapon types (e.g., Claymore, Greatsword).
- Enemy Variety — The host encounters and fights a range of enemies, including Black Knights, Havel, Capra Demon, dogs, hollows, assassins, and thieves, noting their distinct attack patterns and challenges.
- exploration — The host navigates through interconnected areas, using keys to unlock doors and finding shortcuts back to previous locations.
- Farming — The host engages in repeated combat with certain enemies (Balder Knights) to acquire specific rare items and souls.
- item acquisition — The host actively seeks out and obtains various items, including boss souls, weapon upgrade materials (Titanite Shards, Titanite Chunks), armor, shields, and key items like the Basement Key.
- Item shop — The host visits an NPC vendor to purchase items like purging stones, large arrows, a weapon smithbox, and a repair kit.
Video topics + discussion points
Quotes (from this video)
- And that boss is probably the first major brick wall that a lot of new players hit.
- Man, I did not remember this guy being this hard.
- But he's also pretty easy to backstab.
- The dogs are notoriously fidgety, and they jump around, and they're just a real pain in the butt.
- And it's usually the dogs that kind of catch you off guard.
- And your levels are not as important in this game as they are in other RPGs. Once you reach the threshold for whatever gear you want to use and you have enough stamina and health you don't really need to level up anymore. Your weapon level your weapon upgrade is far more important than your character's level.
References (from this video)
- The Drake Sword is powerful early on but becomes a noob trap due to lack of scaling.
- The architecture and level design are praised extensively.
- Weapon feel and weight are well-implemented.
- Item durability is manageable and not overly intrusive.
- The limited fast travel system forces players to learn the levels.
- The online mechanism of hearing bells rung by other players instills hope.
- The 'Ring of Favor and Protection' is extremely powerful.
- The game's combat has satisfying weight and mechanics like backstabs.
- The interconnectedness of the level design is impressive.
- The faith-based system in Dark Souls is not considered very interesting by the host.
- Item durability can be a concern in specific areas like Blighttown if unprepared.
- The host dislikes the reliance on parrying in modern games like Sekiro.
- The host dislikes the open-world design of Elden Ring and similar games.
- The lack of a visual indicator for having enough souls to level up is noted.
- Overcoming challenges in a dark fantasy world
- Dark Souls world
- Demon's Souls
- Elden Ring
- Tears of the Kingdom
- Breath of the Wild
- Sekiro
Mechanics (from transcript analysis)
- Backstab attacks — A combat maneuver that deals increased damage and provides invincibility frames during the animation, requiring specific positioning and shield management.
- Bonfire system — Bonfires serve as checkpoints for resting, leveling up, and restoring health/Estus Flasks. They can be 'kindled' using Humanity to increase Estus Flask count.
- boss fights — Challenging encounters with powerful enemies, often guarding progression or key items.
- Combat and dodging — The host discusses dodging, blocking, and the importance of fast roll for maintaining mobility.
- Covenants — Player factions with specific themes and benefits, like the faith-based Sunlight Covenant.
- Hollowing — Players can become 'hollowed' and reversing this state turns them into human form, which is necessary for kindling bonfires and online interactions.
- Item durability — Weapons and armor have durability that decreases with use and can be repaired by blacksmiths. The host finds it less intrusive than in other games.
- Limited fast travel — Early in the game, fast travel is restricted, encouraging players to learn the interconnected level design.
- NPC interactions — Interacting with non-player characters, exhausting dialogue to trigger progression, and some NPCs can become hostile or have significant plot roles.
- Parrying — A defensive maneuver to deflect enemy attacks, opening them up for critical hits. The host finds it difficult.
- Weapon ascension — A more advanced weapon upgrade that alters properties, requiring specific ores and blacksmiths.
- Weapon reinforcement — Weapons can be upgraded using Titanite shards and other materials at blacksmiths, increasing their base stats.
- Weapon scaling — Weapons have stats that scale with player attributes (strength, dexterity, faith, magic), providing damage boosts. The Drake Sword is noted as having no scaling, making it obsolete later.
Video topics + discussion points
Quotes (from this video)
- The weapons will have scaling, and those are on the parameter bonuses down there with the uh you know, strength, dexterity, faith, and magic or something like that.
- So, the Drake Sword is very powerful, but it has it has uh no scaling.
- And so, it very quickly becomes obsolete, but it becomes a noob trap because it is so powerful that a lot of uh new players will just take it, and they won't think about it.
- This is a pretty treacherous area especially for new players.
- And one of the reasons to do backstabs, not just for the increased damage, but you have eye frames when you're in the backstab animation, and so it can really save your butt, especially when you're fighting multiple enemies.
- So, Dark Souls does use item durability. I hate item durability.
- But it's not too bad in Dark Souls. It's pretty easy to repair your weapons, and it doesn't cost a lot of currency.
- The feel of the weapons. They feel They They feel like they're supposed to.
- This ring is just it's just too good not to use.
- The limited amount of fast travel. So for the first half of the game, there's really no fast travel.
- This mechanism is just so cool because it instills in a new player kind of a sense of hope that you hear somebody else doing it and you kind of think to yourself, 'Well, if somebody else can do it, obviously I can do it. I'm not that bad.'
- parrying is kind of high risk, high reward.
References (from this video)
- Reinvigorated love for video games
- Obsessed with the game for like a year
- Cool tutorial area (Undead Asylum)
- No long hand-holding tutorial
- Most verbs/actions available from the beginning
- Don't have to unlock skill trees, just level up
- Excellent level design
- Great architecture and atmosphere
- Looks and feels good despite clunky modern standards
- Cool voice acting that fits the atmosphere
- New Londo Ruins is one of the coolest areas
- Undead Burg is one of the coolest opening levels
- Level design uses items to draw attention
- Interconnected levels make the world feel alive
- Solaire is a happy fellow and everyone loves him
- Beating the Taurus Demon was a moment of falling in love with the game
- Host is not very good and dies a lot
- Janky movement and controls in some ways
- Some hair options are not very good
- Initial broken sword does very little damage
- Playing slowly can be harder than running past enemies
- Jumping mechanic is very clunky
- Bosses can be difficult (takes 12 hours to get through the first time playing)
- Black Knights are powerful enemies
- Havel the Rock is a strong mini-boss who can one-shot kill
- Hellkite Drake on the bridge breathes fire
- Enemies in the Undead Burg can be challenging with fire bombs
- the fate of the undead, pilgrimage to the land of ancient lords
- Undead Asylum, Lordran
- environmental clues, item descriptions, NPC dialogue
- Demon's Souls
Mechanics (from transcript analysis)
- Bonfire Kindling — Resting at bonfires replenishes Estus Flasks, and 'kindling' them with humanity increases the number of flasks available.
- Combat — Involves using weapons like swords and bows, blocking, dodging, and strategic attacks.
- Crow Summoning — A giant crow transports the player to Lordran after they leave the Undead Asylum.
- exploration — Discovering new areas, finding items, and navigating interconnected level design.
- Item Descriptions — Lore and hints are often conveyed through the text descriptions of in-game items.
- Leveling up — Players increase their character's power by leveling up stats like strength, endurance, and vitality.
- Magic System — Spells and catalysts are available for players who wish to use magic, though the host doesn't utilize this.
- NPC interaction — Talking to NPCs provides lore, hints, and access to services like merchants and blacksmiths.
- rolling — A key defensive maneuver that allows players to evade attacks, dependent on equipment weight for 'fast roll'.
- Sequence Breaking — Using items like the Master Key to access areas earlier than intended.
- Summoning Signs — Used for online co-op play, allowing players to summon or be summoned by others.
- traps — Includes environmental hazards like rolling boulders and flaming barrels.
- Weapon Upgrades — Weapons can be improved using materials like titanite shards and twinkling titanite.
Video topics + discussion points
Quotes (from this video)
- This game single-handedly reinvigorated my love for video games.
- The level design is so good in this game. It's a master class.
- I still think this game has the best kind of architecture and level atmosphere out of any of the uh FromSoftware games.
- The tutorializing in this game is in real time while you are playing it.
- So, this is one of the first instances where I fell in love with the game is uh beating that boss.
- Oh, Solaire, everyone loves you. You're the best.
- If only I could be so grossly incandescent.
References (from this video)
- interesting boss battles
- boss battles, horror-themed exploration
- board game adaptation of the video game Dark Souls
- two-part play with minions and boss battles
Mechanics (from transcript analysis)
- boss battle focus — major encounters with boss decks and unique boss actions
- Boss Battler — major encounters with boss decks and unique boss actions
- Combat: Dice — roll dice to determine damage in combat
- Dice-based combat — roll dice to determine damage in combat
Video topics + discussion points
Quotes (from this video)
- Gen Con is only two weeks away and this is my first time going
- it's just fun like learning new things and using more professional products
References (from this video)
- world interconnectedness and exploration without guides
- epic, memorable boss fights
- great sense of accomplishment after beating it
- infuriatingly hard; demanding in many ways
- unyielding challenge, exploration, and discovery
- Interconnected dark fantasy world
- environmental storytelling without explicit tutorials
- Kingdom Death Monster
- Tainted Grail
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this is one of those ones that I think of fondly and nostalgia has a big impact
- it's hard for me not to separate nostalgia from video games
- I think this is a phenomenal game and I would recommend it to anyone
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- One of the most important points that I've I've often talked about this which is um and this is probably sort of like Point number one is understand what the emotional response of the video game is
- Decisions in games must have consequences
- We look to recreate memories from the video game we create memories from the video
- The authentic voice comes from someone who consumed the media as an fan first then they can go back and play the heck out of it
- Easter eggs are cool
- not every player of our board game is going to know the original Ip so the game must be a game for people who don't know the IP
- A bad ball game will ruin an IP
References (from this video)
- Heard that was okay
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Horizon Zero Dawn board game? Yes.
- No, but not but not good. Not for me.
- I did the allin of street masters from uh ninja ninja or what was the name of that?
- Black Studios. Yeah. And that was like um they're the ones that blacklist blacklist and then they're the ones that did it's two five four or five feet of boxes of street masters or they they flat out like that's the one that like they they ran out of money and there's a bunch of their stuff they haven't completed that was like that the miniatures company that like way oversold like way over overpromised.
- I can't find your Dark Souls card game review. Is it on BG?
- That's I have some hope that there's a Dark Souls game that is good. Worth a damn out there. So, I heard that was okay. Maybe in a couple of years.
- 14,467 comments on the Stellaris Infinite Legacy board game.
- Oh my god.
- It's just it's three years late.
- Adventures in Neverland by Blackbox Games.
- I hate those guys.
- Never never made a damn thing.
- the whole Peterson games thing going on which is just insanity with
- that that that that post of oh we thought we could make our games in the US. We didn't listen to anybody.
- Oh god. It was just Yeah. You know, it's just he was talking about like, oh, we we all of a sudden realized that oh, the manufacturing cost for everything was five times greater at the very least as what like Chinese manufacturers would do.
- The tonedeafness of this post is mind-boggling, blaming everyone and everything else but the people running the business.
- Why would you buy a warehouse and machinery without comparing it to the cost to manufacture in China?
- I'm not even close to being an entrepreneur, but that would be my first step before I sunk my money into something like this.
- what's your game with Madera? I mean just flat out lying like through multiple things like making fabricated pictures of production lines and things like that of games being made. Seriously?
- And then they then they finally realized that they they didn't have like anything
- Um we finally rechieved the the level of quality we're looking for and coordinating with our various suppliers we've approved the production samples and the games are being made and assembly will be completed in the middle of June 2022 and then like a year and a half later says So, here are the We're still working on getting the rulebook files together and it's just like what, you know, just
- So, one day ago on the Dire Alliance horror, which I back just for the miniatures because the miniatures look [ __ ] cool.
- But he says, 'Before confidence in your company and future campaigns can be secured, can you address these genuine concerns? Number One, the Saddler brothers said you use you use the name Max Lei, an anagram of Alex Lim, while claiming to be an intern at Blacklist Games. If not you, who is that? And what was his role in the company? If so, why did you hide your involvement?'
- Number two, EasyHip called you out for lying to Dan Spisano when you said they were unable to ship his contract, claiming he hadn't provided his full address. Easy Ship said it was because you had failed to pay their warehouse fees. Is this true? You also claimed in an update that 75% of the Contra games had shipped. They hadn't, as confirmed by later updates. Yet, to date, only one person I know has said they received theirs. Why did you claim they even shipped when you had outstanding warehouse fees?'
- 'Four, why did you walk away from your previous company, Artistic Justice Games, and the unfulfilled fairy tale games miniatures campaign without a word? Here's a link to that campaign. The comment section is very telling. Since you're here to make things right, does that include the fairy tale campaign.'
- 'Six. Is it true that Kickstarter forcibly cancelled your myth and goal Kickstarter due to the you having too many unfulfilled projects open? If so, is your suggested name change for blacklist attempt to get around that restriction?'
- And then in your January update, you claimed you would be making monthly updates from there on out. It is now April and you have we've had no further updates. Are you willing to concede that this we're just never getting these games?'
- And then they did the basically the Fantasy Miniatures 2, which raised 1.4 million, and then they they put together, but they never delivered on the first one before when they launched that second.
- I don't think it's one in 10. It's probably Yeah, it's probably less than that. But it's like what I could pick. Just like the ones that basically just don't deliver anything. Like just take the money.
References (from this video)
- licensed IP appeal for video game fans
- high-quality miniatures and presentation
- approachability for players familiar with video games while introducing wargame concepts
- potentially dense for complete newcomers to wargaming
- licensing dependencies can affect accessibility or perception
- grim atmosphere, survival, perilous encounters
- Dark Souls universe; grimdark fantasy setting with dungeon-style exploration
- scenario-driven with narrative cues (e.g., a box lid saying 'you died') and a micro-skirmish feel
- Zombicide
- Axis & Allies
Mechanics (from transcript analysis)
- miniature-based skirmish on a board — combat on a mapped board with detailed miniatures and terrain
- packaged as a board-game with large component count — heavy box, immersive presentation intended to emulate video-game feel
- Scenario / Mission / Campaign Game — missions guide play and provide narrative progression
- scenario-based objectives — missions guide play and provide narrative progression
Video topics + discussion points
Quotes (from this video)
- gateway game is the game that acts as a gateway into getting people safe from board gaming and introducing them to tabletop wargaming
- you died
- I love the concept of gateway games double gateway games maybe doubly so
- these types of games can really help us to sort of get to that area and get more people involved in tabletop more gaming
- it's meditative