alright so i've compiled a list of everything each Souls sequel changed for the sake of adding to the conversation and information. going off memory here and i'm not going super hard into detail but it's decently exhaustive of shit that matters and anybody's welcome to add to it. i wanted this list to center around features and changes that can be easily and quickly proven but still added a bit of stuff like "improved controls" where i saw fit.
DS1: new combat (slower & harsher on stamina, tougher bosses, easier mobs), interconnected & non-linear world, covenants, bonfires, no warping at first/limited warping later, estus, poise, pyromancy, you have to be in human form to invade, the beginning of the series going in an actiony direction, estus type system for magic, hidden and optional levels and bosses (ex. Ash Lake, Painted World), improved controls, plunging attacks, item burden removed, WT removed, no health punishment when dying (arguably slightly depending on the circumstance-- you do get a vague and slight amount of increased defense the more soft Humanity you carry around, which also increases item discovery), invading and getting invaded requires being in human form, weight matters more/greater variation of types of dodge-rolls, new indirect multiplayer features (vagrants, miracle resonance, estus kindling, church bell ringing, gravelord, curse statues, drift item bags)
DS2: new combat (further down the slower, harsher stamina path of DS1, emphasis on multi-fights & crowd control), torch/dark levels, worse controls, the greatest amount of gimmicks in the levels in the series, non-linear game, powerstance, bonfire ascetics, full warping, respec, enemies despawn after 12 kills, health punishment for dying (5% of max HP per death), hex magic, NG+/ascetics add new mobs, fragrant branches & pharros lockstones, omni-directional dodge-rolling, different infusion & weapon buff system, new health system (combination of estus and life gems), soul memory, semi locked-on sprinting, enemy attacks have stronger tracking in general, new covenants, being hollow or the boss being dead doesn't stop invasions, adaptability (customizable iframes and healing speed)
BB: new combat (much faster enemies/enemy attacks, much faster main character with a lot more stamina, a focus on risky aggressive sloppy combat), linear game, reduced iframes, new parry system, no respec, blood gems, smaller amount but greater uniqueness & nuance of weapons, trick weapon mechanic, insight, instability damage (take increased damage for fucking up a roll/sidestep), most detailed weapon swing animations in the series, no health punishment for dying, no teleporting between bonfires/lamps, Chalice Dungeons, runes replacing rings, weight removed, beasthood mechanic, transformation runes (beast and milkweed-- transforms your appearance and modifies your moveset with a specific weapon), one speed of rolls/quicksteps, new health system (blood vials), new mana equivalent system (bullets), blood bullet mechanic, limited RPG-ness/builds/playstyles, rally mechanic, sometimes you have to kill an enemy to get back your souls
DS3: new combat (a combination of the new faster style of BB and the old style, with enemies now focused around complex movesets), linear game, weapon arts, health punishment for dying, respec, full locked-on sprinting, respec, 1 new covenant, hyperarmor (Str playstyle now revolves around that instead of the weird facetank poise system they had before), return to the estus health system, improved controls, magic estus
ER: new combat (evolution of the DS3 path-- most difficult and complex enemies and bosses, deepest combat), non-linear, open world game, jumping, even tighter controls than DS3, minor dungeons, improved powerstancing, improved and customizable weapon arts, first magic overhaul (enemies react to magic now), respec, the biggest levels in the series, most dynamic bosses with extensive combo flowcharts, covenants removed, no more boss runbacks (other than like 2 exceptions), imp statues, stance breaking mechanic, physick flask mechanic, crafting, improved armor (only armor in the series that gives you significant damage reduction), reduced focus on pvp within the pve game and added a pvp arena, spirit summons, crouch attacks/guard counters/holding R2 attack/etc. puts you into a crouch position (which can duck attacks), guard counter mechanic, punishment for dying/Great Runes (customizable benefits for the Humanity system equivalent), (edit: forgot to mention hotkeys, stakes of marika, and transporters)
series-wide trends: genre shift (from RPG dungeon-crawler to action-RPG), each game has a different art style, cleaner hitboxes over time, less attention on pvp over time, less puzzle bosses over time, trends towards less distance between bonfires, trends towards respecs being available, upgrade system improved, removed the permanence of crystal lizards/crystal lizards equivalents, removal of npc death permanence, weapon/armor/ring degradation eventually removed, enemies became more challenging and complex
my first impression going over this is that DS3 sticks out because it didn't much new to the table. but i'll talk more about this in future posts, this post is already gonna be long enough. Roy, what would the ideal new Souls game look like to you, if you have an idea?
DS2 notes:
why don't i have iframes when i'm in the backstab animation in this game? annoying
armor is known to be shit in these games in general but it's particularly dogshit in this one. not only is the damage reduction garbage as usual but the stamina penalty is brutal and in this game more than any of the others you really want to do everything you can to lighten up the stamina burden, plus poise is nerfed. ER is the only game where armor is good.
been thinking about stuff they can do to improve these games. the most desperately needed QoL feature is a "recent items" tab to review the most recent shit you've acquired-- it's never-ending frustration getting items in these games not knowing what the fuck you got. you have a giant inventory to sift through which first off makes searching for it a massive chore that nobody's gonna do every single fuckin time they get an item and second, makes it even harder to remember what the name of the item is.
hate how scaling is useless in this game
at some point (before even the DLCs) you stop getting ways to improve your damage and defense
Iron Keep:
came back here to buy something from the merchant and received more joys of PC gaming. got invaded and it was a normal pvp fight at first but he eventually resorted to his hacks; he shot a billion corrosive urns at me and which broke all my shit and killed me. grow up, dork.
Crown of the Sunken King DLC:
Shulva:
enemies where you can't hurt them until you destroy their corpses, that's really cool
i went to hit the poison statues and it started moving and i was like wtf, there's these little slugs on the bottom moving it that i couldn't hit with my weapon but could with arrows. neat.
i like the level-shifting mechanisms
where. is. a. bonfire. haven't found one in forever.
ah found the little crypt that houses the corpses of all these fuckers
ugh these tunnels are so tight
the switch puzzles are great
took me forever to find the switch that unlocks the bonfire, pretty obscure spot
the spikes on the floor degrade my equipment? fuck
dark sometimes-claustrophobic labyrinth dungeon with enemies you can't kill-- Sphincter Factor was pretty high on this one
this was like a darker Zelda dungeon, really enjoyed this one
Dragon Sanctum:
the place inside dragon's sanctum is proto-Divine Tower of Caelid in ER. this level isn't as good as that and it's really short but it's the kernel of the idea here. i can feel the influence of DS2 on ER in particular.
Elana:
some of the bosses in this game use magic but i don't think there's been a full-on mage before so this a great addition to the roster
beat her pretty quick so i don't have too much to say but it was a good flurry of magic and summoned skellies
Sihn:
spear through his chest weakspot and you can cut off his tail-- doesn't get you a weapon but it nerfs his tail swipe attack for instance
i really like his corrosive gimmick-- if you hit his body it eats through your durability but his head doesn't do that. this is the first dragon in the series (from what i'm aware of) that encourage precisely hitting its head, which is what dragons in ER are like.
my immediate reaction to a toxic, corrosive dragon was Â
 but it's much better than the other two dragons in the game, by far the best dragon fight in the series up till this point from what i've played
Shulva revisited:
ah okay i found the bonfire i missed, ya gotta fuck around with the level-shifting mechanisms. really well done hidden bonfires in this level.
npc invader right in front of a bonfire, thankfully he's a pushover
Cave of the Dead:
not poison statues, not even toxic statues... petrification statues, and they're everywhere. jesus christ.
snail statues make me cry
thought this was gonna be a brutal runback with a capital B but as long as you let your petrify bar go down before you run through the home stretch, you're good
trio npc boss fight (not looking up their names):
Havel, a sword dude, and an archer guy who turns into a sword dude when you get close
great arena design
smart use of petrification statues in the arena
Havel insta-kills you when he backstabs you. this happened twice.
beyond the fact that an npc fight for a DLC boss is lazy as fuck, the amount of kiting you have to do here is so tedious. the tracking on these guys is disgusting, every single attack of every one of the guys tracks 100%, their damage is brutal, their health in context is quite high, they can heal, their poise is through the roof, and you can only get 1 hit on a guy at a time before you can barely dodge-roll the incoming attack from someone else (and you have to work for even that). this is a "getting ganked in pvp" simulator.
thoughts on the Sunken King DLC: the level design and puzzle elements are awesome, fun unique mobs, Elana's great, Sihn is surprisingly good, the trio npc boss is unacceptable. on the whole, a high quality DLC.
Lost Sinner Ascetic NG+1:
using some Ascetics since they finally started rolling in recently. there was 2 red phantoms in front of those doors which were locked before, i have the key now and i lit them both up which lights up the boss arena-- cool stuff.
a couple of red phantoms with the boss now
got to get a better feel for this boss since the first time i had the Mirrah phantom with me
Twin Dragonriders Ascetic NG+1:
took out the guy on the right first this time, it's a better fight when you don't delete the archer
Flexile Sentry Ascetic NG+1:
i didn't realize the first time that the water rises throughout the fight (obviously must have taken them out before it even happened significantly), eventually getting to your waist which slows your movement down-- neat. 2 extra mobs now too.
Brume Tower:
items can be hidden in the snowmen, that's neat
i go to that area where you have to go across a chain (ER btw) and then there's an npc invader. i was kicking his ass and then he eventually runs away from me down the stairs that are there to lead you into a trap
i like the Ashen Idols throughout the level that you use the limited Smelter Wedge item on to get them to stop healing enemies, a curse effect, et cetera. the idea of having fun effects on you/mobs and promoting exploration is great but the execution was a wet noodle; they should have been scattered all throughout Brume Tower to actually promote/reward exploration but instead there's only 2 Smelter Wedge item pick-ups with a ton of them in each one and you don't even work to find them, the game just hands them to you. and that was it other than the single Wedge you get after Alonne which that isn't exploration-based either and after you beat him you're probably done with the level anyway. also, you generally have no reason to revisit rooms. it is cool that you're not aware of conserving them for Fume Knight until you actually get there.
took me a while to find the key to get to Blue Smelter Demon and Sir Alonne-- it's in a completely random and inconspicuous spot. it's just one among many random items on the floor in the bit outside in the snow where those 3 giant guys are-- doesn't seem like anything important would be there and it's very easy to die there (which i did) or get scared off of + it takes a while to get back there so i didn't go back at the time.
the part where you can light those things that have oil spilled everywhere which you can lead the mobs/npc invader later on to get fucked up by is cool in theory but feels more like "these mobs are annoying and time-consuming to fight against, let's just give the player an option to not have to deal with them"
way too many rooms full of barrel guys/barrels, it's just filler
Fume Knight:
Roy mentioned last year that this boss would get healed until you explore the level which worried me because it sounded like a "my mom is forcing me to take out the garbage before i can fight this boss" gimmick but it's actually really cool because you can beat him without doing that and it's actually more interesting to fight him with those left alone because he has to be near them for them to regenerate his health so you can keep him away from them to prevent that. i didn't have enough of the items to make the final regenerating health thing go away so i just went in there anyway to see what's up but then once i saw how it worked i wish i had left at least one more there because it was too easy to keep him away from the last one i left. if you can still keep him away from the health regeneration with all 3 things left by keeping him in the middle of the arena then i'll give this gimmick even more props. it's a shame Ascetics don't reset shit like this.
i like that he uses a long sword in his right hand and an ultra in his left, nice combination of faster and slower attacks and this is the only boss in the game that has mix-ups
the most dynamic, complex and challenging boss in the game with an awesome gimmick
Memory to Sir Alonne:
i afk'd in front of the fog wall to eat and the game eventually booted me out of the level-- why the time limit for the Memory sections, to what end does that serve? it's not quick enough to put pressure on you and there's almost nothing in these Memory levels other than enemies.
Sir Alonne:
really could have done without the runback on this boss
this and Burnt Ivory King are extremely similar to each other, both are heavily based around "dash attack/dodge backwards and then dash attack"
mostly just spams what i just said, it's extremely telegraphed and boring. and when he's not it's some very simple attack like "swing twice" and "send out 1 simple small magic projectile"-- just a super simple, repetitive boss. i thought DLC bosses were supposed to be more complex, not less.
unacceptable
Iron Passage:
i heard this was a brutal runback but it's not that bad, you just have to dodge-roll a few attacks. certainly no Iron Keep despite the similar name.
Smelter Demon... Again?:
a literal palette swap. if it weren't for the color change i wouldn't have even noticed that it's a "new" boss, the moveset is the exact same. unacceptable.
Frozen Eloyce:
i hate the overly long distances between bonfires in this DLC and Brume Tower, it wears me down. Shulva did it right for me because there are bonfires-- they're just hidden-- and the enemies weren't as brutal as the ones in this and Brume, but Brume and this have the hardest mobs in the game with the longest runbacks-- fuck off.
npc invader backstabbed me when i was opening a chest, spooked me like hell. he fuckin bowed at me too.
these ice hedgehogs are extremely obnoxious-- they track like hell, just one of them shreds through your health bar (so naturally they included ganks), and even attacking them hurts you.
seemingly friendly npc phantom but i was paranoid it was a troll encounter that'll backstab me as soon as i let my guard down so i attacked him. what a mistake-- he's tanky as fuck and he keeps running away across the map to go heal. the glut of npc invaders in this game was already annoying enough and then they take it to an extreme with the DLC. the idea of making npcs imitate annoying real player behavior is one of the worst ideas in the entire series, it's the worst of both worlds. i'll admit there's been a few cool interactions though.
Tiger boss (not looking up the name):
it's invisible until you get that item later on in the level. it's not very realistic to fight it when it's invisible and even if you can do it you would just be face-tanking it so this is just a superficial nothing gimmick.
stock animal Souls boss, it truly brings nothing to the table and for a DLC boss it's (drumroll) unacceptable.
Burnt Ivory King:
the more knights you find in the level the more back-up you have during the first phase of the fight where you go against a lot of knight enemies. each one closes one of the spawn gates eventually.
i only found 2 extra ones so i had 3 total but not the last guy, which ended up fucking me over because there's this stupid bug where the third guy doesn't close up the portal before the boss comes in so a knight walks through right after the boss makes his entrance-- one time he even let 2 knights in.
the first phase of this boss with all the knight mobs is a brutal chore you have to do every time you die and i don't think the gimmick of finding the knight helpers is good because it's not much of a choice-- who the fuck wants to take on all those knights by yourself and then have knights backing up the boss?
"uhh... what if we reskinned Alonne but gave him a really long sword"- someone who's running out of time and ideas
unacceptable
Frigid Outskirts:
no thanks. died one time and i simply will not do that runback even once, you can't make me. looked up the boss and it's just the tiger boss again except there are two of them now. i wouldn't put up with this runback for the best boss in the game much less for that-- unacceptable. wouldn't do it even if after beating it Emerald Herald came out of my screen The Ring-style and sucked my cock.
DLC thoughts:
Brume Tower's level design is bad and the Ashen Idol thing was a rough draft of an idea. very little exploration and what was there was obvious and i didn't feel that it put the verticality to good use whatsoever-- i didn't get the fun of vertical exploration and i didn't get any sense of verticality at all. at no point did i feel like i was above or below anything else, it's all just linear rooms and hallways that don't have anything to do with anything else and then there's one room with some elevators to take you to more disconnected linear rooms and hallways.
Frozen Eloyce is my least favorite out of the 3 DLCs-- the level design is again, bad, and again, has very little exploration. all the bosses here are trash. Frigid Outskirts is the worst Souls area of all time-- of. all. time. the longest/worst runback in the entire series, you can't see where the fuck you're going, the map is 99% empty space, it's filled to the brim with horrendous enemies you can't outrun because they endlessly hound you with tracking attacks, and your reward for swallowing that dookie over and over again is "reskin of the shitty tiger boss but now there's two of them and they have moves that heal themselves and increase their defense"-- go fuck yourself. this one lived up to the anti-hype.
for some inexplicable reason there was an effort made to make these levels often connect back to bonfires as if it makes any difference in this game with multiple bonfires and full warping.
the asset reuse is out of control-- Alonne and BIK are the same boss, the final boss to Outskirts recycles its first boss and pastes another one in there, one of the bosses in Shulva is just 3 npcs, they grabbed Smelter Demon from the main game and painted him blue, a mob from Shulva was reskinned & re-used for the vast bulk of the enemies in the next 2 DLCs, the Memory level to Sir Alonne is 100% recycled enemies from the main game (Alonne Knights and Fire Salamanders), and i could go on-- lazy doesn't even begin to describe it. they didn't have enough content for 2 DLCs much less 3.
overall, very disappointed with the DLCs. the only quality bosses were Elana, Sihn, and especially Fume Knight (excellent boss), the rest are insults-- scams actually. Shulva had the best level design and gimmicks-- fantastic level-- but the rest were whatever.
DS2 completed:
and with that, i've finished all of the Souls games (other than DS1, which i might finish at some point). i'll be starting a fresh run in Elden Ring soon to get ready for Erdtree and i'll be posting in this thread for that since it's my own little Souls thread. gonna be going over my thoughts on DS2 and all the games in my next post.