The player direction is non-existent,
Not necessarily a bad thing. Especially when a majority of modern games either have a strictly linear progression path or hold your hand to tell you exactly where to go when, this can be a draw for some (which includes myself).
most of the important lore is so easy to miss that most people don't ever learn even a fraction of the game's story. In fact, to this day the SoulsBorne story relies on people googling it to make sense to the average person.
I'd call that a double-edged sword, then, because I would argue half the reason FNAF got so popular was the sense of mystery around the lore wherein finding out the whole story for yourself was basically impossible (let's ignore for the moment the lackluster and contradictory nature of the FNAF lore). Besides that, I would also argue not having the lore spoon-fed to the player whether they like it or not is a good thing, because it means it's there for those who want to read or listen but not in the way for those who just want to play for the "fun" of it. I mean, Mown was just complaining about how text-heavy Undertale's narrative is (not that I completely agree with that sentiment).
Blighttown is also the perfect example in poor planning when it comes to rendering. The entire area is laggy as **** because they are mapping out the entire thing no matter where you are in it. It's basically one big open cavern where everything is already there, but that's way too much for a ps3 to handle. PC was barely any better back in the day and still isn't that great in that area.
I've been playing with Durante's fix for PC, so while Blighttown hasn't been unplayable, it has been chugging at points and I will agree that is an unacceptable "known shippable". Especially since there would have been several easy fixes, such as just adding a bit of fog (I mean, especially since it's supposed to be a swamp down there, it would have fit environmentally).
However, while I would not ignore this as a fault of the game, it's also not something I factor in when I'm thinking of level design. I'm paying more attention to the geography, enemy placement, breadcrumbing, etc.
The game is also grindy as **** if you don't want to deal with the worst of the artificial difficulty. The game seems to expect you to be able to easily deal 600 by the time you get to Blighttown and Sen's Fortress but there isn't really any areas leading up to those where that is even close to needed.
As someone who is dealing 600 damage by the time I got to lower Blighttown and Sen's Funhouse, I am going to massively disagree with you here. One of the major things Dark Souls tries to teach its players is to be slow, methodical, and not panic. Watching a friend in the meat be fast, chaotic, and flighty, though, is also showing me how Dark Souls allows for a variety of play styles.
Back to my point, however, I have only
had to grind once, when I was stuck at the Taurus Demon, though I have chosen to grind three or four times for various reasons. Keep in mind I've only just recently gotten to Sen's Funhouse though, so I haven't yet had any experience beyond that point, though
as far as I am aware I have been to everywhere I can up to this point, including Ash Lake and Hell (what I prefer to call Demon Ruins). Even when I was grinding for the Taurus Demon, though, I was mostly putting points into Resistance (like the noob I am), so in retrospect I don't know how much that helped. I feel if you think you need to be dealing X damage by certain points, you've probably taken the wrong lessons from the game.
Oh and for all the gear variety, most of it is completely worthless. A couple shields, armor sets, and weapons are way too good compared to the rest of the roster. The pvp for the game back in the day was one of the worst kinds of repetitive.
This is a borrowed feature of RPGs in general, which I think Dark Souls is. I am not going to argue your point here, because it's fairly objectively provable, however I would not count this as a factor of level design.
I expected dying to reset the boss-encounter, but it seemed to continue to progress. I don't know if it gave up on me eventually or something, because it seemed to reset initially. idk, but I don't want to be babied through the final encounter, and I felt like that happening both in the neutral and pacifist route.
I have as yet only played through the pacifist ending once, and managed to not die at all during that final encounter, so I'm not sure about that one. However, the final boss of the neutral ending (which you only actually face once per True Reset, btw), has... I guess 7 stages, and it basically saves at the end of each of those stages, probably so that you don't have to replay it from the beginning each time when it's crashing the game every time you die. As someone who has grown frustrated with large or final bosses in other games, I appreciated the fact that I didn't have to start from scratch when I died, especially since I had been
trying to get the Pacifist ending the first time around and faced him with only 20 life. I realize that's a subjective opinion between the two of us, though, and isn't necessarily a good or bad point for the game.
I still find myself taking the opposite stance of you on many aspects, especially about the meta-narrative. The metatextual nature of Undertale goes far deeper than you're probably aware of.
Its probably a thing I couldn't feasibly see myself liking. When taken seriously, it just seems jarring to me, possibly unless there's something that makes it incredibly obvious within the setting it exists in. In Undertale, it just doesn't grab me. I don't really care how deep it is if it's never presented to me. I do actually like that going out of your way to look into things reveals aspects of the world, but it shouldn't be a necessity in order to explore its primary themes. It could also be that I just didn't grab things, either because I didn't care enough to pay attention, or because I tend to be rather stupid when it comes to these things. I won't rule it out.
I wouldn't say that you have to go out of your way to explore the primary themes of Undertale. Undertale basically has one central, simple theme that permeates almost every aspect of its gameplay: Hope. Well, hope as in nothing is unforgivable and everyone can change their ways. Most of the meta-narrative is in service to that theme, really.
Anyway, I played through Genocide, kind of. I got to Sans, and then watched the rest, because I just don't care for pattern recognition and muscle memory. Unlike Bastion, the gameplay isn't compelling enough for me to get through with challenging content. Anyway, I would say that Genocide was massively disappointing. It is extremely boring save for exactly two fights, which are disproportionately more difficult than everything else, and the predominant nature of the content is actually the absence of content (and I don't mean half of Hotlands being gone). It starts off kind of nice, and the feeling of empowerment is kind of nice, but it peters off quickly, and then does something I find incredibly obnoxious, which is that it robs you of agency over your character. For some reason, the game doesn't allow you to do the (admittedly rather simplistic) puzzles. I thought the game told me the puzzles were a defence mechanism against humans. They also make me question why I can't ignore Papyrus' puzzles in the other runs. It seems to culminate in the final moments when the game doesn't even enable me to save Asriel. Why not? It's presented as something that makes sense in the narrative. In the end, Genocide was slightly interesting, but ultimately a boring grind that seemed to even bring me dismay over the original content in retrospect. I've uninstalled the game now and probably won't get back to it, so if there's something you feel like sharing that is spoilery, feel free.
First:
Congratulations. You came to the right conclusion for the wrong reasons. The genocide run is
supposed to give you the exact feelings you outlined.
Second: I don't blame you at all for not wanting to beat Sans yourself. I've heard of several people who spent days and weeks and hundreds of attempts trying to beat him, so if that's not your thing, then I can completely understand wanting to drop it there. Personally, I found it stressful but not incredibly difficult -- I grew up on platformers and that's basically what that battle is, and it only took me 13.5 tries to beat him.
Third: The first thing that jumps out to me as something I want to share is that the meta-narrative extends down into the game's code and into the internet. There is a character you're likely not aware of,
Gaster, that
erased himself from existence after creating the Core, and now you can only find them by messing with the game's code, but there are actually files and in-game interactions that fill you in on some of that story.
i mostly liked the game because it was so open and it was fun running around and exploring areas way stronger than me. it reminded me of playing drakan as a kid
I actually recently re-watched Yahtzee's review of the game and he compared it to Symphony of the Night, which I didn't play but if it did have that "oh, I'm stuck here, I might as well go explore some of these other areas I didn't scour" effect, then I understand why people like it. Personally I love the feeling of metroidvania that Dark Souls has.
The "in order" sequence is:
*le snip*
See, I read that list and feel you missed out on the point of Dark Souls being open to the player. There is neither a strict order nor nothing strictly keeping them from, say, ringing the lower bell before the upper bell. Unlike a traditional RPG that would have level-capped areas that you
absolutely cannot pass through unless you're properly leveled, Dark Souls allows you multiple ways to go through, whether through slow elimination, quick reflexes, grinding, or other methods I can't think of.
A lot of the enemies in Upper Blighttown have about 3 to 4 times as much health as the enemies in the Depths, without much warning or a real way for the player's damage to be expected to go up in between areas. This is artificially making the game harder, and not a "well - designed" leap in a very large number of opinions. The main problem is that there's not really a way to get a better weapon before coming here unless you "skip" the area and come back later towards the end of the game, you grind for Large titanite shards in the depths, you got really lucky and have a black knight sword lying around, you grind levels the old fashioned way, or you grind out your pyromancy glove to a much higher level than reasonable at that point in the game.
Effectively put, the enemies have massively inflated health pools while still doing a ton of damage, and there's not a "reasonable" way for the players to be able to kill them quickly at the point where you are expected to encounter the area. This is also the area with the "hardest" environmental traps in the game, so it's basically just tons of artificial difficulty all around.
If I'm completely honest with you, I started laughing here. I have to start wondering what you consider organic difficulty.
In my mind, you keep approaching this from a very traditional JRPG frame of mind, and not in the way Dark Souls has been teaching you. If I ever faced more than 2 enemies at a time, I considered that a failing on my part. I wasn't even using pyromancy until I started carrying 15 Estus Flasks+3 as a standard. There are several options on luring a single enemy at a time and getting backstabs or executions or kicking/tricking them off the edge or even sniping from above. Gameplay isn't supposed to be one-and-done, it's supposed to be slow and carefully planned.
If you get hit by the boulder in the undead asylum and die, then you know it is there the second time around and shouldn't get hit by it. Most of Dark Souls is like this. Areas are drastically easier the second time around versus the first time around. This too is an example of artificial difficulty since it can be stated with some reasonable opinion that most of what will kill you "by surprise" will actually be a surprise.
Seriously, what do you consider organic difficulty then if you are considering most of what Dark Souls does artificial? Learning the game's tricks, both past and future, is the soul of the game's difficulty, and 90% of said tricks can be seen coming with slow and careful observation. I'd even wager the other 10% can be seen coming by context, like when I got ambushed by four grubs in Hell -- I knew it was coming, I just had no environmental indication as to what it was or how large.
EDIT: Fixed my formatting error