Every issue extracted from the clustered reviews, ranked by damage — how often it comes up, how hard it hits, and how realistically it can be fixed. The counts and quotes are shown so you can check the ranking rather than take it on faith.
Combat, Level Design & Difficulty Balance
Damage 30Severity 6/10Fixability 5/10Mentions 460Trend FallingNot in the 90 days
The single largest cluster is split: many players praise the combat (parry is well-implemented, Elden Ring-like feel) but a vocal segment finds it a derivative copy that still didn't click even after the second major patch. The 'controller/input' framing isn't supported by the quotes; the real driver is the perception that it's a competent-but-unoriginal soulslike that doesn't justify itself over FromSoft.
- “Bueno me faltaba terminar este souls para tener la lista completa. Empiezo comentando que la jugabilidad es literalmente un copy paste de la del Elden RIng, solo que aca tenes el parry bien implementado. De gráficos tambien muy parecidos un”English: “Well, I had this souls left to finish to complete the set. I’ll start by saying the gameplay is literally a copy-paste”
- “Como amante de los souls y alguno que otro soulslike como Lies of p, realmente no puedo recomendar este juego, lo Compré en promoción y lo jugué después de la segunda gran actualización, que en teoría mejoraba bastante la experiencia. Aun a”
- “diğer souls oyunlarına göre farklı bi tarzda olması ölü ve yaşayan diyarı yani güzel ve farklı olmuş oyunun dünyası baya karanlık ve umutsuz bir havayı iyi yansıtıyor sarıyor kesinlikle alınıp şans verilmeli bide oyuna sövüp yarıda bırakanl”
Who hits this
Mid-engagement players (~20h) across English, Spanish and Simplified Chinese — committed souls fans who bought on sale post-2.0 and still came away unconvinced.
What to do
Lean marketing and patch notes into the genuinely distinctive systems players DO praise (parry timing, mid-combo hand-switching) rather than parity with Elden Ring, and re-audit this cluster's tagging since the input-issue description doesn't match the source quotes.
Game Balance & Difficulty
Damage 12.1Severity 7/10Fixability 7/10Mentions 28Trend StableNext patch
The biggest pain point here is mandatory PvP invasions during co-op — specifically that 'Crimson Ritual' invasions cannot be disabled and let overgeared players instakill new co-op players within minutes, ruining the friend experience.
- “Constant invasions by giga overgeared people makes the game untolerable. Only way to disable it is by not playing coop.”
- “Tried to play with my friend. Got ganked with a "Crimson Ritual" within 20 minutes while we were trying to understand the game and he insta killed both of us in 5 seconds. Crimson Ritual CAN NOT, I repeat CAN NOT be disabled while playing C”
- “初期の評価が悪かったため割りを食ってる作品。2.0以降にプレイしたら思いのほか良くダークソウル(初代)と比べてもそん色ないと感じた。ゲームバランスが微妙だったりして劣っている部分はもちろんあるが、グラフィックや装備着色等優っている部分もあった。ゲームバランスで微妙だと感じたところは、ほとんどのボスが突っ込んで武器をぶん回しているだけで勝てること。もちろんそれで勝てないボスはいたが、それでもそんな苦戦はしなかった。クリア後に色々調整できるので1周プレイできる人は2周は楽しめるだ”
Who hits this
High-playtime co-op players (~49h) in English, Simplified Chinese and German trying to introduce friends and getting ganked early.
What to do
Add a toggle to disable Crimson Ritual / overgeared invasions in private co-op, or implement strict level/gear-band matchmaking for invaders — this is a config-level fix with outsized review impact.
Crash & Stability Issues
Damage 10.1Severity 9/10Fixability 6/10Mentions 16Trend StableWeek 1
Hard crashes to desktop, including repeated crashing 'every few minutes' even after patches, with players explicitly demanding refunds and refusing third-party workarounds.
- “trash crashes and wont play anymore and im not downloading some bs to fix it from a third party... give me my money back”
- “Chciałem spróbować zagrać po nowym pathu który podobno naprawił wiele rzeczy w grze. Niestety nie da się grać ponieważ wywala do pulpitu co chwilę. Dno i pięć metrów mułu. Próbowałem kilku rozwiązań podanych na reddit ale bez sukcesu. Ta na”
- “破游戏,游戏性方面先不说,总是给我把游戏识别成通行证搞毛啊”English: “Broken game. Never mind the gameplay — it keeps identifying my game as a trial pass, what the hell”
Who hits this
Mid-engagement players (~29h) in English, Simplified Chinese and Polish — a direct refund-trigger group.
What to do
Treat persistent CTD as a P0; gather crash dumps from the affected hardware/driver configs cited on Reddit and ship a targeted stability patch, as crashes here are an active negative-review driver.
Combat & Mechanics Feel
Damage 9.8Severity 6/10Fixability 6/10Mentions 34Trend StablePatch after next
Players describe combat as a 'lesser version' of Dark Souls undermined by clumsy enemy targeting, plus bugs (crashes, falling through floor) and the gutted second-player co-op feel that makes mechanics feel unsatisfying.
- “I've been toughing it out with this game, and i've been tempted to give it a thumbs down multiple times before actually writing this review. I wanted to make sure that what I was saying was truthful, so here it goes. Overall, the gameplay i”
- “Сделали фишку чтобы можно было играть с другом через один акк, но по итогу второй человек, который подключается оооочень не полноценный (не лутается сангвинарии, нельзя вставлять руны в оружие, нет квестовых ресов) 12 клоунов из 10 Ну и сам”
- “Flawed copy of Dark Souls. In all aspects it just feels like a lesser version of its master. Multiple bugs (crashes, falling through floor), bad performance, and poor gameplay mechanics (e.g. clumsy enemy targeting) make playing unsatisfyin”
Who hits this
Mid-engagement players (~24h) in English, Simplified Chinese and German who toughed it out before souring on targeting and co-op limitations.
What to do
Prioritize a lock-on/targeting overhaul (a recurring cross-cluster complaint) and remove the harshest Friend's Pass restrictions, as both are tractable and directly cited as feel-breakers.
Level Design & Exploration
Damage 8.4Severity 6/10Fixability 4/10Mentions 57Trend StableBacklog
The lamp/dual-world (Umbral) toggle and the swamp zone draw repeated complaints about disorientation and getting lost with no map, even from players who otherwise rate the interconnected level design highly. The dual-realm gimmick is a love-it-or-hate-it design pillar.
- “Тот факт, что у этой игры так много положительных отзывов много говорит о нас с вами, дамы и господа. Самое грустное что бабла разрабам хватило только на первую локацию. Буквально, я не шучу. В первой локе и арт дизайн красивый и боссы боле”English: “The fact that this game has so many positive reviews says a great deal about us, ladies and gentlemen.”
- “📣 Гра яка мені дуже сподобалась і багато чим навіть вразила приємно. Думаю це все ж найкращий соулз-лайк 2023 року. Я хотів би певно просто перерахувати всі її плюси і деякі мінуси суто для мене. 📣 ✅ Варто почати із плюсів: ➕ дуже хороший”
- “Really wanted to like this one but I genuinely hate the lamp mechanic and the swamp zone was awful super easy to get lost no map to figure out where you are. I just really hate having to toggle in and out of two different worlds with the la”
Who hits this
High-playtime explorers (~43h) in English, Simplified Chinese and French who finish enough of the game to hit the swamp and tire of constant world-swapping.
What to do
Add an optional minimap or zone compass and tune the worst-offending swamp navigation; you can't remove the Umbral pillar but you can reduce forced toggling and dead-end backtracking in the most-complained areas.
Control Responsiveness Issues
Damage 7.4Severity 6/10Fixability 8/10Mentions 11Trend StablePatch after next
Lock-on remains buggy, keybinds are unintuitive and need full remapping, weapons feel weightless ('don't feel the weapon'), and some mechanics feel like artificial slow-downs ('commercial breaks').
- “[h2] Lords of the Fallen - Friend's Pass сырая ещё.[/h2] Поиграл с другом, лагало (пинг игра не умеет писать). В игре нет русского, разработчики не хотят, чтобы вы игру покупали. Оружие не "чувствую", анимации блока не ахти, вибрация DualSe”
- “Great world building and gameplay. Lock-on system is still buggy but overall a very fun game and a great reboot on the name.”
- “The gameplay was not fun at all, some mechanics feels like they have been added just to slow you down like a commercial break. Keybinds has to be redone, not very intuitive. Do not recommend this. Feels far from how it looks and is presente”
Who hits this
Lower-mid playtime players (~22h) in English, German and Simplified Chinese — early-game players whose first impressions are shaped by clunky controls.
What to do
Ship full keybind remapping with better defaults and continue fixing lock-on targeting; these are config/UI fixes with high fixability and broad impact across multiple combat clusters.
Technical Stability
Damage 7.3Severity 7/10Fixability 6/10Mentions 14Trend StableWeek 1
Beyond crashes, players report frequent online disconnects and a graphical glitch that warps them into an empty hidden third world where they die — though some report only one crash over 8 hours, so severity is uneven.
- “technically playable but still pretty garbage”
- “It's not as hard as DS or Bloodborne, but a fun game overall. Pretty smooth gameplay, I had one crash over 8 hours. But it recovered to the most recent auto-save.”
- “太好玩了,地图设计优秀,联机体验非常好,也就经常掉线并且有时画面闪现进入隐藏第三世界,可惜里面什么都没有然后我直接摔死了”
Who hits this
High-playtime online players (~45h) in English, French and Simplified Chinese who play connected and hit netcode/instability bugs.
What to do
Fix the world-state glitch that drops players into the empty third realm (clear save/death risk) and harden online session stability against the cited frequent disconnects.
Aggressive Monetization
Damage 6.5Severity 7/10Fixability 7/10Mentions 8Trend StableNext patch
Players feel deceived by the Friend's Pass — calling it a 'scam' because the joining player gets no healing upgrades, boss weapons, or weapon mods — compounded by repeated prompts to buy the full version and trouble even reaching the main menu.
- “精致包装的狗屎,甚至还用好友通行证骗更多的人来吃 我甚至不想浪费时间给这坨狗屎写评测,总之别玩”
- “If a game would takes hours to figure out how to enter the main interface every time it updates, then it is already a trash. Not to mention that stupid trial version, so I did not play this game for less then a week and when I start the gam”
- “friends pass is a scam. no healing upgrade, no boss weapons, no weapon mods XD”
Who hits this
Lowest-playtime band (~15h) in Simplified Chinese and English — early players who feel baited before they've invested time.
What to do
Stop gating the joining player out of core progression in Friend's Pass and remove intrusive upgrade-prompt friction at launch; reframe the trial honestly to kill the 'scam' perception.
Loot Distribution Design
Damage 5.5Severity 6/10Fixability 8/10Mentions 6Trend StableBacklog
Extremely low equipment drop rates (players report 80+ to 400 kills for single armor pieces) make 100% completion the 'most painful platinum' in the genre and turn endgame into a farming simulator.
- “50% walking simulator, 50% farming simulator, nice views tho too ez, even doing the modifier achievements all at once wasn't any challenge The devs saw that in order to get 100% in Dark Souls 3 you had to farm an item with <1% drop rate and”
- “魂味最足的类魂,但是类的是魂2 最好的闪避方式不是垫步和格挡是走位 boss没什么记忆点,基本上都是初见过,探图反而死了不少次 但是不连加速器就无法解锁成就+经常性打开游戏无法验证为正式版不能读档 体验太差 -------------------------------------------------------------------------------------- 同时是魂游和类魂里白金体验最痛苦的一作 有+0新周目看上去很友好 但是充斥着大量随机掉落装备的同时”
- “juegardo, simplemente juegardo, finales algo meh, pero el camino hacia ellos y el platino es goooood, menos la parte rng del farmeo de armaduras, eso si pvta m1erda xd ⣿⣿⠋⠡⢔⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣶⡌⢙⣿⣿ ⣿⠃⠄⢰⣧⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡏⠄⠘⣿ ⣿⠄⠄⢐⣿⣻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠄⠄⣿ ⡏⠄⠄”
Who hits this
Very high-playtime completionists (~77h) in English, Simplified Chinese and Spanish chasing platinum/full collection.
What to do
Raise the lowest drop rates and/or add a deterministic acquisition path (vendor/guaranteed drop) for the worst sub-1% items — a numbers change with strong completionist goodwill.
Difficulty & Challenge Balance
Damage 5.1Severity 4/10Fixability 6/10Mentions 21Trend StableBacklog
Mixed signal: post-2.0 players praise the difficulty as 'challenging but not impossible,' while veterans find it too easy ('died 4 times, 2 from falling') and the 100% grind tedious rather than hard.
- “Picked game up after 2.0, having a great time with it. Challenging but not impossible, deep but not overwhelming, good action and exploration. Would recommend”
- “Итак, я прошел игру. Думаю буду проходить новую игру +, мне определенно она понравилась. Скажу коротко - я умею в соулс, играл первый раз на стандарте, за всю игру умер раза 4, из которых 2 упал с обрыва случайно, на боссе в яме из плоти 1 ”
- “50% walking simulator, 50% farming simulator, nice views tho too ez, even doing the modifier achievements all at once wasn't any challenge The devs saw that in order to get 100% in Dark Souls 3 you had to farm an item with <1% drop rate and”
Who hits this
Experienced souls players (~42h) in English, Spanish and Polish — skilled veterans who clear it easily and want more challenge.
What to do
Add a higher-difficulty or modifier preset that scales boss aggression/damage for veterans, since the 2.0 rebalance already satisfies the majority — this is a tuning add, not a redesign.
Co-op Experience Quality
Damage 4.6Severity 7/10Fixability 7/10Mentions 4Trend StableNext patch
Seamless co-op is genuinely loved, but the same Friend's Pass limitations recur: the guest can't interact with the world, is locked out of remembrance boss gear, and the host also loses access to content — turning a selling point into frustration.
- “Playing a Souls-like game in co-op mode is one of the most enjoyable gaming experiences I’ve ever had. The thrill of exploring dark, challenging environments with a friend by your side adds a whole new layer of excitement. Every battle feel”
- “Bought it to play coop but was a horrible experience. - Friend pass does not allow the use of remembrence bosses gear and also locks the host out of content. - Coop player can not interact with the world at all, all they can do is kill and ”
- “A great pick up when it's on sale, but probably not worth the full price. It was a fantastic free-to-share journey with friends, despite the many silly but frustrating player/environment interactions. Quite a few laughs but more often frust”
Who hits this
High-playtime co-op buyers (~69h) in English and Italian who specifically purchased for the shared journey.
What to do
Grant the co-op partner meaningful world interaction and progression parity, and stop locking the host out of content during shared sessions — this overlaps with the monetization fix and should be a single coordinated patch.
Narrative & Story Quality
Damage 3.8Severity 4/10Fixability 5/10Mentions 17Trend StableBacklog
Story is described as fragmented and confusing on a single playthrough, with worldbuilding 'nowhere near FromSoft quality' and unsatisfying endings; a specific gripe is needing to level up just to read item lore descriptions.
- “# 堕落之主 **DGN: 8.3/10** **遗老的狂欢** 时长;约35h 风景:黑暗 中世纪 魔幻 阴间 声画效果:9 剧情演出:?(碎片化叙事+一周目断支线没看懂) 可玩性:8(遗老) 完成度:7 《堕落之主》这部作品可以说是我目前为止玩到最惊喜的一部作品,相比大众60%的好评率,在游玩本作30h时的我反而还相当沉迷于本作。究其原因本作是非常古早黑魂的设计思路,制作组疯狂地去复刻黑魂2复古老旧的操作模组和黑魂1复杂立体的回环地图,让boss设计的和主角一样半身残疾,”
- “Combat feels great and the series has real potential. But ♥♥♥♥ me, why do I need to level up just to read item descriptions? That's basic lore stuff, not some reward. The worldbuilding is okay but nowhere near FromSoft quality. Technical is”
- “Somehow worse than the ending to Dragon's Dogma 2.”
Who hits this
Very high-playtime, lore-invested players (~77h) in English and Chinese-language groups who complete multiple endings and want the story to cohere.
What to do
Decouple item-description lore from a leveling gate (a trivial, high-goodwill fix) and add optional in-game lore summaries to make fragmented narrative readable in one playthrough.
Login & Access Issues
Damage 3.7Severity 8/10Fixability 7/10Mentions 2Trend StableWeek 1
Furious players report buying the game but being unable to play — being told to 'buy the full version' despite owning it, and launches that only succeed intermittently when using a VPN/accelerator.
- “我操你吗了个比 要是你的木不会搞游戏就尼玛全家死一下 老子他妈游戏买了 进不去就算了 进了 不给玩 讲什么要我买完整版 我买你吗的比 出生”
- “狗操的辣鸡游戏,买了游戏不让玩nmd我用谁通行证了?开加速器运气好能进游戏运气不好得重新启动真沙壁,怪不得这游戏评价这么低,游戏内容还没玩多久光是启动就恶心的一B”
Who hits this
High-playtime Simplified Chinese players (~93h) hit by region-specific connectivity/license-verification failures.
What to do
Fix the license-verification flow that misidentifies owned copies as the trial and remove the apparent dependency on stable connections to a blocked server in the China region — a backend/auth fix with high regional impact.
World Design
Damage 3.4Severity 4/10Fixability 3/10Mentions 36Trend StableNot in the 90 days
Players widely praise the Dark Souls 1-style interconnected map and bell/shortcut structure, but a recurring criticism is that art and boss quality fall off sharply after the first location, as if the budget ran out.
- “Тот факт, что у этой игры так много положительных отзывов много говорит о нас с вами, дамы и господа. Самое грустное что бабла разрабам хватило только на первую локацию. Буквально, я не шучу. В первой локе и арт дизайн красивый и боссы боле”English: “The fact that this game has so many positive reviews says a great deal about us, ladies and gentlemen.”
- “One of the best non-Fromsoft soulslikes. It has that interconnected level design from the first Dark Souls and some neat additions to the combat, like a Sekiro-esque parry system, being able to switch hands mid-combo and a greater variety o”
- “经过长时间的更新,2.0.29版本的堕落之主可以说已经是一款相当优秀的魂游了。虽然有不少哪怕是和魂一、魂二这样的老东西相比都显得抽象的设计和支线,但堕落之主的地图设计足够优秀,完全可以称得上是对魂一地图的优秀学习,围绕钟声房所构建的连接各个区域的捷径实在让人惊艳。 如今也不怎么阴间了,只要别头铁前期就去一看数值就不对的地方,探索体验真的爽,不错的地图设计,加上足够的隐藏奖励,以及战斗割草般的爽感构建出了堕落之主良好的游玩体验,个人感觉体验都快赶上魂三了,就是美中不足的是bos”
Who hits this
Long-session players (~51h) in Simplified Chinese, English and Japanese — completionists who experience the full world and notice the quality drop-off later on.
What to do
This is largely a sunk-cost content issue; prioritize art/encounter polish passes on the weakest late-game zones rather than new areas, since the foundational map design is already a praised strength.
Save System Design
Damage 3.4Severity 6/10Fixability 7/10Mentions 3Trend StableBacklog
The item-gated, player-placed checkpoint system plus losing progress on death and the frequent Umbral-toggling-to-check-for-secrets is called 'stupid' and tedious, with one player also citing co-op breaking and blocking story completion.
- “Bom, Para min o jogo tem alguns problemas, tipo vc ter que colocar seus checkpoints ou ter que ficar entrando no umbral só pra ver se tem algo escondido.. e assim acaba ficando muita coisa pra trás.. ou vc morre e volta o mapa todo.. então ”
- “The game is fun until a certain point. At this point the game becomes impossibly hard to do anything and the weakest of enemies are too powerful to kill. The multiplayer broke on me and a friend and we couldn't continue to finish the story.”
- “打击感巨差;两个世界之间的频繁切换让探索过程变得繁琐无趣;许多boss战门前连个篝火都没有;存档点需要道具开启是个非常蠢的设置;人物必须完成上一个指令才能执行下一个,输入不能插队,这让战斗很别扭。”
Who hits this
Lower-mid playtime players (~21h) in English, Simplified Chinese and Brazilian Portuguese who hit checkpoint friction relatively early.
What to do
Increase fixed bonfire/checkpoint density (especially before bosses, as cited) and reduce reliance on consumable-gated saves; this overlaps with the Resource Limitation fix.
Resource Limitation Design
Damage 2.8Severity 5/10Fixability 6/10Mentions 4Trend StableBacklog
Player-placed checkpoints are gated by capped Abyssal Seeds, and exploration is punished by enemies that spawn the moment you pick up items, making resource economy feel arbitrarily restrictive.
- “Тот факт, что у этой игры так много положительных отзывов много говорит о нас с вами, дамы и господа. Самое грустное что бабла разрабам хватило только на первую локацию. Буквально, я не шучу. В первой локе и арт дизайн красивый и боссы боле”English: “The fact that this game has so many positive reviews says a great deal about us, ladies and gentlemen.”
- “什么垃圾存档点,你这样设计,又限制深渊之种的个数,意义是什么? 怪也恶心,拾取又加一个会冒出来吃你的怪,无语至极”
- “游戏几乎所有的装备掉落率都是极低的,想要刷路边一个小怪的甲都要去刷20次左右,有些物品甚至要刷80多次,论坛上甚至有人刷了接近400次去刷一个小兵的护手。还有很多的莫名其妙的bug。只想有一周目体验的话还是可以玩一玩的。”
Who hits this
Very high-playtime players (~61h) in Simplified Chinese and Russian who engage deeply with the checkpoint/Umbral systems.
What to do
Loosen the Abyssal Seed cap or reduce its cost, and reconsider the item-pickup ambush spawns in exploration-heavy zones; both are tunable economy/encounter values.
Enemy Placement & Ambush Design
Damage 2.4Severity 6/10Fixability 6/10Mentions 2Trend StableBacklog
Cheap ambushes define exploration — enemies positioned right behind doors/around blind corners so you get hit the moment you engage another, plus bosses that respawn immediately after being beaten, reading as anti-fun design.
- “Congratulations HexWorks, you made the most horrible dark souls wannabe by far. The seamless coop experience is good overall, but the game itself it's extremely bad... 1/10. Bosses are a joke, you beat them just to find them inmediately aft”
- “It's like the devs forgot they were supposed to make a video game fun... Let me describe to you what exploring will be like 99% of the time in this game: You see an enemy past a door, you go to attack it but of course there was an enemy rig”
Who hits this
Lower-playtime players (~14h) in English and Spanish who experience the punishing placement early and write off the game.
What to do
Audit and reposition the most egregious blind-corner ambush spawns in early zones, since first-hours frustration here turns into 1/10 reviews; this overlaps with the item-pickup ambush issue.
Progression & Item Distribution
Damage 2.3Severity 7/10Fixability 7/10Mentions 1Trend StableNext patch
The co-op partner cannot receive the critical item needed to upgrade healing item count/effect, hard-halting progression — and the game never warns you, pushing players toward cheat engine to continue.
- “Co op partner cannot receive critical item needed to upgrade healing items count and effect, halting the progress. The game doesn't tell you this until you encounter this problem yourself. They force you to use cheat engine to make the game”
Who hits this
Low-playtime co-op player (~11h, English) blocked from progressing through the intended multiplayer path.
What to do
Allow the co-op partner to obtain the healing-upgrade item (Saintly Quintessence-type) and surface a clear in-game warning about Friend's Pass progression limits — same root cause as the co-op/monetization clusters.
Content
Damage 2Severity 5/10Fixability 5/10Mentions 3Trend StableNot in the 90 days
Heavy enemy recycling is the standout gripe — the same early-game mobs (shield/axe Ruiners) reappear as identical clones with no color or weapon variation even in the endgame, undercutting otherwise top-notch art.
- “Algo que tenho que falar de cara é a quantidade de inimigos recicláveis, papo de end game e vc encontrar o mesmo mob do começo só que clonado em 5. Exemplo os ruiners de escudo e machado, não tem variação de cor ou armamento, NÃO! É o MESMO”
- “Lords of the Fallen is an awesome souls like entry in the field. The world and art is absolutely top notch. I purchased after 2.0 update and beat the game 4 times with all 3 endings being completed. Some confusion on the world design and ve”
- “Much better than Elder Ring. Reminds me of Dark Souls series. The game I managed to see all 3 endings. Wish Elianne be more challenging”
Who hits this
Extreme-playtime players (~234h) in English and Brazilian Portuguese — the most invested fans who notice every reused asset.
What to do
Add visual and movesest variants to the most-reused enemy archetypes in late zones; full new content is costly but reskins/behavior swaps are a cheaper way to break the clone fatigue.
Boss Design & Difficulty
Damage 2Severity 5/10Fixability 5/10Mentions 3Trend StableNot in the 90 days
Bosses are described as forgettable with 'no memory points' and frequently beaten on the first try, with a disappointing final boss (Radiant ending) — exploration kills players more than bosses do.
- “魂味最足的类魂,但是类的是魂2 最好的闪避方式不是垫步和格挡是走位 boss没什么记忆点,基本上都是初见过,探图反而死了不少次 但是不连加速器就无法解锁成就+经常性打开游戏无法验证为正式版不能读档 体验太差 -------------------------------------------------------------------------------------- 同时是魂游和类魂里白金体验最痛苦的一作 有+0新周目看上去很友好 但是充斥着大量随机掉落装备的同时”
- “Fun Souls-like to play coop but very disappoiting final boss. (At least in the Radiant Ending.) Level design is top tier like Demon/Dark Souls. Very impressive visuals in some of the areas too. Didn't understand a thing of the story like mo”
- “One of the best souls like games of all time that has its own unique game mechanics that might not be flawless but are damn close. Very good art style and creative bosses. Only con for me is the sometimes overly used enemy types, which they”
Who hits this
High-playtime players (~55h) in English and Simplified Chinese who complete the game and reach the underwhelming late/final bosses.
What to do
Rework the most-cited weak boss encounters (notably the Radiant ending boss) with more distinctive movesets and add a checkpoint before them; prioritize memorability over raw difficulty.