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Then there is bloodborne. It departs from the series in a lot of ways, but primarily in that it heavily rewards aggressive play, even more so then darksouls 3, and that it has guns... lots of guns. I'd hazard a dart at the board that its probably the most difficult game of the bunch. Its also the most modern setting, with a stronger influence of eldritch horror.
I know nothing of sekiro outside of it being like bloodborne, but inverse. It apparently heavily encourages counterplay as opposed to aggressiveness, with a lot of fights almost requiring accurate parry and block mechanics.
My favorite is DS3. I think it has the best dlc's, the coolest weapons (the whirligig saw is a close contender), and the best outfits. The pvp is unbalanced, sure, but compared to DS1 you actually stand a lick of a chance if you get invaded by a sweat. At least in DS3 you can actually see when a backstab is about to happen without needing to be trained by youtube sensei and a trip to the shaolin temples in china.
Dark Souls (remastered) is moody, with better story delivery and things you care about.
It's branching paths make you feel lost in the most heroic sense. You stop and check every new thing you find. Shortcuts are god-sent. Shopping for stuff is more meaningful and rings are rare and wondrous. I'm so glad I picked up that poisonbite ring in the beginning - it mattered a difference between life and death for me on many occasions.
And shopping makes you plan ahead for your adventure.
Dark Souls III is quality of life decisions, better PVP and Boss fights. DSIII is also a corridor-adventure - you just go straight forward. Open shortcuts and forget about them, unless you want to grind. Shopping is redundant, you don't need most of the stuff. Rings and trinkets are plentiful.
DSIII is devoid of unique features for some reason:
The list goes on.
This is mostly not present in DSIII whatsoever, or become less serious. Like every skeleton having a chance of maybe reassembling once or twice. Or curses not having lasting effects anymore.
I enjoyed DSIII a lot, but Dark Souls Remastered has a unique flair and sense of true hero arc.
-Ghosts were interesting but ultimately caused more issues with players not understanding or missing out on items. Not being thorough, or not reading your items and an entire area is suddenly full of angry ghosts you cant hurt but can hunt you through walls.
-Vagrants are a neat idea, but ultimately most never saw one. The idea was neat, but in the end the rarity of the thing (and how buggy it could be) meant that it never achieved enough popularity to make it into different games.
-Curse's latter effect impeded gameplay in a way that players felt was offputting. Semipermenant health loss in a game where 20 health can mean the difference between failure and success was an issue. There was also a chance players wouldn't be aware of how to reverse its effects, so the devs had to implement changes to protect players from themselves. Its pretty common in iterative design to remove problems people might not understand. And it affected newer players worse then old ones. If you dont efficiently level, having less health meant the effect was more drastic. 50% of 200 is 100; 50% of 1100 is 550.
-The parasite is a neat trinket, but it wasn't really used. Notice how fan faves make it into every sequel, but the never used get replaced. That, and it didn't do anything outside of minorly annoy players. Not a design worth reimplementing. DS2 might have tried, at some point, with the parastic spiders, but they eventually decided it wasn't worth it. People just don't like looking ugly that much, which is why in ds2 they tried to make dragon boys look decent. Turns out people like awful dragon appearances.
-People just werent clueing in on why they skellies kept coming back. That and without looking into it, most people never knew about the auxiliary effects of enchantments. In fact, if you look it up on steam global achievements, most people never got around to doing enchanting efficiently (and most people gave up the game entirely around anor londo). So, as is commonplace in iterative design, they decided it wasn't a mechanic worth keeping around, especially if you didnt know what was going on and the enemies never stopped. It just got tedious and annoying, which darksouls typically try's not to be.
That 'clunkiness' of Dark Souls and original Demon's Souls can be alleviated with lock-on toggle. Considering the lock-on points on some enemies and bosses, that is probably how the developers meant to the game to be played as well.
At least for me personally it made a massive difference. Went back to PTDE after I was slightly disappointed about the game world of Dark Souls II, even though at that time I mechanically preferred it because of the omnidirectional roll and such. Had terrible time at first, but at some point I just started to play the game differently and stopped defaulting to lock-on, instead of treating it like a situational tool that has pro's and con's just like playing without lock-on. Mixing those two together is almost an art and once you get good at it, the combat actually flows rather beautifully.
But of course from the perspective of new player that makes the game more difficult, and not necessarily in a good way.
Input queuing, limited movesets, how your characters rotation can be "laggy" so if you wiggle back and forth you can actually increase your backstab window ect. I have way more hours in ds1 then it looks like on steam, the vast majority of hours I spent on xbox 360 when the game was still relatively new. I remember playing when DWGR was beyond broken, where the knights in the forest respawned so you could get close to 20k souls a run without the silver serpent ring, before the backstab meta in pvp was a defined thing. Am I an expert? Nah, man, I barely consider myself good (not great) at darksouls. But if there is one thing I can say with absolute certainty, its that after coming back to darksouls 1, darksouls 2 and 3 spoilt us.
DS1 is slower, but feels less like DMC. It has (less)broken stuff, but the speed punishes panic rolls more often and a pure sorcerer is actually a stable build, unlike DS3(let's just say; pick "fire gem" as the starting item).
DS2 is too "swarm happy" for me and I never played Demon Souls. Play 1 first...or 3.