So, which game had better level and world design? DeS1, BB or Sekiro?
No shitposting please.
So, which game had better level and world design? DeS1, BB or Sekiro?
>616 [Reply]▶
>So, which game had better level and world design?
world design is a stupid and subjective point. if you dont like gothic bb auto loses.
BB is hands down the best whether you like it or not
>Level design:
Sekiro > BB > Souls
Sekiro had some of the best areas ever IMO (Senpou, Sunken Valley, Ashina Castle)
everything on this website is personal opinion you dumbass. if you don't like hard games with swords they all lose. It's a pointless conjecture.
Can you explain why besides being a Sony exclusive?
no
Sekiro has that artificial feel when you now that everything around you was built around your hook skill. I like bb. It's very visually consistent and smooth. It feels very real. Aside from ladders of course
I didn't really think of it this way
besides the obvious areas to show off the hook like the buddha statues, but even then those kind of worked, i really liked the world design of sekiro, the levels did feel smaller though, but there were many ways to go about it
i still think des has the best and most consistent, but also the most separated world of them all
i haven't played bloodborne, if you guys could post any examples of it i'd like to see
but most of the later souls games suffer from ladder/elevator syndrome
Dark Souls had the best, then BB
DaS1's first half.
There's no feeling like the first time you ring the second bell after beating Queelag and finding firelink shrine again after all that time you spent away from home in that hell that is Blighttown.
Also despite the grapling hook in Sekiro DaS1 still does a lot more with verticality.
Dark Souls 1 has the best world design. Sekiro has the second best but it also has much better individual level design than Dark Souls 1 and has the most consistent quality of all the Miyazaki games, so it's a good trade off. Bloodborne's good levels are absolutely fantastic (Central Yharnam, Research Halls) but it also has a lot of disappointing ones (Byrgenwerth being the worst example). They're never Lost Izalith bad, at least. BB also has the best setting, though the levels are extremely samey in atmosphere.
>Dark Souls had the best
Tomb of Giants, Catacombs, Lost Izalith, Anor Londo and New Londo exist.
DeS = DaS = Sekiro > BB = DaS2 = DaS3
>DaS2 on the same level as BB and 3
I said no shitposting please.
I don't know why they're so obsessed with warping nowadays. Sekiro has a nonlinear world design (which I thought we wouldn't see anymore after playing Dark Souls 3 and seeing its linearity) but there's no feeling like not being able to warp, going on a long adventure and then coming back to the safe place that is the hub again. No matter how good the atmosphere, level or world design gets, if you can just instantly teleport to comfyness every time the atmosphere takes a hit.
There are a lot of areas in bb and the map is not linear but centralized. And circularity of the map is not so persistent
The DLC areas raise DaS2 up to the same level as DaS3 and BB.
Level
Bloodborne > Dark souls 3 > Dark souls 1 > Demon souls > Sekiro > Dark souls 2
World (I take this as how the levels are arranged in relation to each other)
Dark souls > Bloodborne = Sekiro > Dark souls 3 > Dark souls 2 > Demon souls.
Sekiro objectively has the most impressive level design for sure.
Designing the game around the free movement and grappling hook while still keeping the level progression consistent must have been a nightmare. You basically have to strike that perfect balance between player freedom and designer control.
Sekiro is a lot more open than the other games because of the grappling hook and parkour mechanics. I thought this would be great but in practice it makes the levels feel kind of barren because you can skip over the majority of the enemies and there are less handcrafted situations for you to run into.
In Bloodborne for example, there is an abandoned house that has a staircase up to the bridge containing the cleric beast. In this house alone, there is a trap with the wheelchair man on the first floor and an ambush from a wolfman hiding behind barrels on the second floor. If this was Sekiro, I could just grapple onto the bridge and ignore this situation altogether along with the werewolves and giant.
I too felt Sekiro's level design to be a bit artificial at the start, but this went away once I got past the first area, and now I think it has the best level design out of all the games. It felt like the Outskirts were created to show off the stealth and the new traversal options instead of being a more organic level, maybe seeing it so much in the demo helped with that feeling. But all the other levels felt very natural and the verticality in them always felt fantastic.
It worked for BB and it works for Sekiro. I don't understand why some people are so obsessed with warping. You only couldn't warp in literally 1(ONE) game in the series.
It's no coincidence that game is widely regarded as having the best world in the FROM catalogue. Warping is a shit mechanic to appeal to normans who dropped the game after getting lost for 30 seconds.
I don't think it worked in BB. It killed the sense of adventure for me. Just finding a dead end after BSB or The Witch of Hemwick was so lame.
>It's no coincidence that game is widely regarded as having the best world in the FROM catalogue
Nah, DeS, BB and Sekiro have better worlds.
Bloodborne world design is non-existence, the game becomes a corridor after Room
Dark Souls 1 has the best world interconnectivity by far, but the individual levels and atmosphere are much better in BB and Sekiro. Sekiro's world is also not that far behind.
Sekiro has the best level design, but the least interesting setting. Bloodborne has the most interesting setting, but the worst level design.
Level
Sekiro>BB>Souls
World
BB>Souls>Sekiro
but it's a sony exclusive
Literally the only good level design in BB is central Yharnam. Everything else is linear as fuck.
Diamonds are locks and squares are keys.
>feels very real
oh really, what cities in reality exist like Yharnam?
Dark souls 1 has the best level design, not combat. Sekiro has the worst level design and the worst combat please don't put it together with these other games, Sekiro belongs on comparisons with assassins creed and OSU
Sekiro has the best and most relevant interconnectivity next to Dark Souls 1 but the openness doesn't really matter when there's so many bottlenecks. In DS1, there's several points in the game where you can fight 5 or more bosses to make progress in different areas. In Sekiro, mini-bosses are placed with fog walls that require you to kill them. The only way Sekiro can rival DS1 in a breadth of options is through the Snake skip glitch.