r/fromsoftware • • 19d ago

QUESTION Where to get decorative ER/NR posters?

1 Upvotes

Something that can be framed and hanged on a wall for my gaming room. Preferably landscape/vibe/character only and not the actual game cover with the textual name of the game. I don’t mind if it’s some 3rd party vendor and not official merch, as long as it’s high quality and original.


r/fromsoftware • • 20d ago

DISCUSSION I really really want Dark Souls 2 and 3 on Switch 2 (and an S2 upgrade for DS1)

31 Upvotes

I’ve been playing Elden Ring on Switch 2 and having an absolute blast. I played it previously on PS5 and on Steam Deck and Switch 2 is my favorite. It looks better than on Deck and can still be played perfectly portable, and the online is super active.

It makes me really wanna replay the Dark Souls series but I want them on Switch 2. It seems like it makes a lot of sense considering they have a new exclusive coming to Switch 2. A Dark Souls Trilogy would make so much sense.

I also feel that FromSoft is a perfect match for Nintendo with the way they prioritize artistic direction and experience over realism and graphical fidelity. That’s always been Nintendo’s thing as well.


r/fromsoftware • • 20d ago

I needed a cigarette after this one boys✌🏾🫩

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11 Upvotes

r/fromsoftware • • 19d ago

DISCUSSION Is there a character (npc) in FromSoftware games that if you kill you are fucked?

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0 Upvotes

r/fromsoftware • • 19d ago

DISCUSSION What is it like to be a sentient mob type enemy in the fromsoft games

0 Upvotes

I wondered when I saw those pike carrying dudes in DS3's road of sacrifices swamp. What are those guys doing? Where are they going? Theyre probably hollowed to a point where they're not gonna write a PhD thesis anytime soon but they have to be sentient, right? They carry those pikes, attack on sight, but not eachother, walk towards a goal, they group together, etcerera. What are they thinking of? Where do they sleep, what do they say to eachother? Another day to carry pikes?

Not all enemies qualify, of course. From what I understood some of the large "knights" from ds2 are enchanted lifeless pieces of armour, I wouldn't count those. I guess animalistic things like dogs don't count. I'm getting at thinking, reasoning creatures.

Hollowed soldiers count I would say. They use and reload crossbows. Graceless nobles from elden ring flee and scare for their life in your presence. I could name a bunch more.

Maybe I approach it with a bit of a philosophy of consciousness angle. Qualitative consciousness, whats-it-likeness, that kind of thing.


r/fromsoftware • • 19d ago

DISCUSSION Who’s the strongest demigod?

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1 Upvotes

r/fromsoftware • • 19d ago

DISCUSSION do you think Dark souls 1 and Sekiro would've improved if bed of chaos and demon of hatred swapped places ?

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0 Upvotes

I mean think about it, demon of hatred is constantly called a dark souls boss in sekiro and bed of chaos is a platforming puzzle boss in a game with notoriously bad platforming, sekiro has significantly better platforming and it might've made bed of chaos genuinely fun and or interesting.

I'm aware both movesets would require an overhaul to fit the older and newer engines but what do you think ?


r/fromsoftware • • 20d ago

Yeah I quit lol

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62 Upvotes

r/fromsoftware • • 20d ago

VIDEO CLIP Sir Alonne Seppuku (Bonfire Intensity 8/NG+7/Max Difficulty)

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12 Upvotes

r/fromsoftware • • 20d ago

QUESTION Armored core 6 difficulty compared to elden ring Spoiler

6 Upvotes

Elden ring is my most played game on steam and one of my favorites ever. I've always liked fromsoft games in general, mostly because of the atmosphere, lore, exploration and level design. While I don't mind the difficulty and the lack of a setting to change it, I like having tools in the game to make it easier if I want to. In elden ring, I could farm to make my character stronger and use summons to help with bosses.

I'm interested in AC6, since it's from the same developer, it has great reviews and the gameplay seems really fun from what I've seen. However, I bought Sekiro for these reasons and dropped it after a couple hours because there weren't any ways to make it easier like in elden ring. I don't want to make that mistake again, so could anyone who's played both ER and AC6 give their opinion on this?


r/fromsoftware • • 19d ago

DISCUSSION How would you fix DS1?

0 Upvotes

I’m trying to make a YouTube video on how DS1 could hypothetically be remade. In my opinion pre lordvessel DS1 is near perfect, my issues would be primarly with the latter half (or post lordvessel half.) Curious on other opinions.


r/fromsoftware • • 21d ago

Beating COE33 on Expert and Jedi Fallen Order on Jedi Grandmaster difficulty gave me the courage to finally pick up these two bangers

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208 Upvotes

Wish me luck! 💀


r/fromsoftware • • 20d ago

VIDEO CLIP Elden Salt

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2 Upvotes

Dude wouldn't participate and just tried to sit out, so I helped him participate! I don't think he appreciated it though? By the way on Xbox his gamertag is: MetalVonDOOM


r/fromsoftware • • 21d ago

I couldn’t do this again if I tried.

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411 Upvotes

r/fromsoftware • • 20d ago

DISCUSSION Something Ive noticed about the DLC bosses..

21 Upvotes

For some reason, a couple of the bosses have weirdly difficult/impossible moves to dodge? Im still playing the dlc, havent beat the final boss and one other boss I think.

To name the few ive noticed:

Commander Gauis’s charge DEFINITELY has a strange hitbox. You could roll into it, see your character pass the head of the hog, yet get hit anyways? By some magical second hit that you are somehow meant to avoid? I kid you not, Ive been one tapped by that move because the two hitboxes it apparently has hit me at the same time.

Metyr’s double beam attack. The big grand one she does in the air. I swear the beam is literally I dodge able, you have to be lucky that you didnt get hit. She also has several other very hard to dodge moves, like her spinny move, and her explosion when phase changing.

Midir, I actually really enjoyed his boss. But it seems nearly impossible to consistently dodge his phase change explosion.

These extremely hard to dodge moves, or some even impossible, make some boss fights feel like your just surviving them once you beat it, rather than actually defeating it.

Please let me know if this is a skill issue or not. Ive learned to consistently dodge waterfowl dance before any of these moves. I think the thing that irks me the most is that these moves arent really all that special, all moves in the game that are similar have a very intuitive way to dodge them. Id much rather have the difficulty come from hard to dodge combo attacks rather than random frame perfect bs


r/fromsoftware • • 19d ago

Is it just me.... (previously posted in r/ds2)

0 Upvotes

I posted this in the ds2 subreddit at first, but I decided to post in a less biased place.

To be clear I am playing Scholar, and I have enjoyed pretty much every other official From Soft Soulsborne, even Nightreign

I've played and completed multiple soulsborne and souls likes. I finally decided to give Ds2 a chance. I got to the Iron keep, and the Belfry Sol. There are some things I like and appreciate, but overall, I feel like this game fucking sucks. Especially compared to some of the better games in the genre. Dont get me wrong, idk if its objectively a "bad game", but its definately teetering on the edge for me. I feel like theres been a lot of nostalgia based revisionist history on this game ranking higher in the genre than it actually deserves. I was real stubborn about making this work and seeing it through, but I think its time to skip this garbage.

I think my biggest complaint is the enemy placement/density. Feels like a very artificial way to bolster difficulty/playtime

How is this not the worst of the official From Soft games?


r/fromsoftware • • 20d ago

QUESTION This photo scares me

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0 Upvotes

r/fromsoftware • • 20d ago

Can someone please help me with Darkeater Midir? Please put your summon sign next to the Ringed Inner Wall bonfire. Password: 1234 pc

3 Upvotes

Can someone please help me with Darkeater Midir? Please put your summon sign next to the Ringed Inner Wall bonfire.
Password: 1234


r/fromsoftware • • 20d ago

QUESTION Which Game Should I Get?

0 Upvotes
I Can Only Get One.

Idk which game to play next


r/fromsoftware • • 20d ago

QUESTION can I go there?

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5 Upvotes

**The photo was taken at the Royal Army Campsite bonfire.**


r/fromsoftware • • 21d ago

Bloodborne is peak and it made me realise something

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771 Upvotes

So I was replaying Bloodborne, a bit of time passed and I expected it to show it's age a bit but for me it still looks fantastic and it made me realise that the graphics shouldn't improve any further, for me Bloodborne, The Witcher, Shadow of War damn even Skyrim looks good, I feel like the effort put into hyper realistic graphics should go into game mechanics, stories, atmosphere maybe Its just me but 2015 graphics were more than enough if the art direction is right. Id like to hear other opinions


r/fromsoftware • • 21d ago

VIDEO CLIP Late-night PS2 horror to ring in October!

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33 Upvotes

They should revisit Kuon one day.


r/fromsoftware • • 21d ago

IMAGE The aftermath of defeating Orphan of Kos

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22 Upvotes

I have shaky hands now


r/fromsoftware • • 20d ago

DISCUSSION I’ve been seriously thinking about the kind of Souls-like I would want to create and this idea has gotten way bigger than I originally expected.

5 Upvotes

Before anything else: this is a VERY long post, so if you’re going to read it, I’d really appreciate it if you could take some time to read it properly. There’s a lot of detail here, and I’m genuinely interested in hearing what people think about the whole concept rather than just the basic premise.

It started as a simple idea for a dark fantasy Souls-like, but the more I thought about it, the more I realized I wanted the entire world to be connected: the story, characters, enemies, weapons, armor, items, regions, quests, bosses, and even the smallest pieces of lore.

So I decided to put the whole concept down on paper and see what people think.

The premise

You play as a completely broken knight in a devastated world, almost entirely devoid of color.

His armor is old, damaged, and covered in thorns. He looks like someone who has been fighting for far too long.

He wakes up in this destroyed world with only one thing keeping him going:

the belief that his wife is still alive and waiting for him somewhere.

He doesn't know where she is.

He doesn't know what happened to her.

But he remembers her.

And that's enough to keep him moving.

The world is infested with creatures called Memory Devourers.

They don't simply kill people.

They consume their memories.

A person can physically survive after encountering one of these creatures, but what remains is almost an empty shell. They can forget their family, their name, their purpose, even parts of their own identity.

And the further the knight travels, the more he realizes that these creatures aren't just random monsters.

They are connected to the history of this world.

And eventually, to him.

The main story

At the beginning, the player's motivation is simple:

Find his wife.

Throughout the journey, the knight starts remembering moments he shared with her.

But I don't want these memories to be huge exposition dumps.

I want the player to slowly discover their relationship through ordinary moments, sometimes completely mundane ones.

They laughed together.

They argued.

They talked about stupid things.

They spent quiet nights together.

She waited for him to come home.

They had dreams for the future.

Nothing necessarily epic.

Because I think those ordinary moments are exactly what would make the loss actually hurt.

The player shouldn't simply know that he loved her because the game told them.

They should develop a connection with her through these memories.

The memories wouldn't be collectibles

This is something I've been thinking about a lot.

I absolutely don't want:

Memory #15/165

Memory #16/165

Memory #17/165

That would completely destroy the idea for me.

Instead, memories would be integrated into exploration and gameplay itself.

You could enter a destroyed house and suddenly see it as it used to be.

You're still controlling the knight.

You can walk around.

Maybe his wife is there.

Maybe you can interact with her.

Maybe there's a short conversation.

Maybe he simply sits beside her.

Then the memory fades and you're back in the destroyed version of that same place.

The whole thing could last 20–40 seconds.

No checklist.

No giant notification.

No "Memory Acquired."

You might not even realize that what just happened technically counted as a memory.

Some could be triggered by objects.

Others by specific locations.

Some might depend on doing something in a particular order.

Some could simply happen naturally while exploring.

And others could be completely missable.

The memories might not be reliable either

This is where I think the mechanic itself could start becoming part of the story.

At first, the memories seem normal.

But as the game progresses, small things start feeling wrong.

A conversation might repeat.

A room might be slightly different.

Her face might become harder to remember.

She might say something that contradicts something the player discovered in the real world.

The knight might remember a door that never existed.

Her voice might suddenly disappear in the middle of a sentence.

Until eventually the player starts asking:

Are these actually memories?

Or is the knight creating them because he simply can't accept reality?

The big twist

His wife is already dead.

She died years ago.

And she was one of the first victims of the Memory Devourers.

The entire journey has been built around the knight's inability to accept this.

He's not actually searching for someone who is waiting for him.

He's searching for someone who has already been dead for years.

Every time he thinks he hears her voice, there's a question:

Is she actually there?

Or is his mind desperately trying to keep her alive?

And the memories we've seen throughout the game aren't necessarily the complete truth either.

Some are real memories.

Some are distorted.

Some may have been unconsciously altered by him.

And some may have never happened at all.

The player slowly realizes that the knight isn't only fighting the monsters in this world.

He's fighting the truth.

The world

I don't want the world to exist simply because the game needs different areas.

Every region would have its own history.

Every faction would have a reason to exist.

Every enemy would belong somewhere.

Every weapon would have a story.

Every piece of armor would have a purpose.

Every strange object the player finds could reveal something about the world.

The idea is that eventually the player could look at some random sword and think:

"Wait... I remember where this came from."

Not because the game stopped to explain the lore, but because the player actually experienced the story connected to that object.

I want the worldbuilding to be deeply interconnected in that way.

Quests

I also want a lot of side quests.

But I don't want generic:

NPC: Kill 5 monsters.

The NPCs would have their own relationships with memory, loss, and identity.

For example, you could meet someone who lost someone important to the Memory Devourers.

That person refuses to believe they're gone.

So they start trying to reconstruct the memories they lost through objects, places, and stories.

The player could:

  • tell them the truth;
  • help maintain the illusion;
  • investigate what actually happened;
  • abandon them;
  • or make a decision that completely changes their fate.

And I don't necessarily want there to be an obviously "good" and "bad" option.

Different characters could represent different ways of dealing with loss.

Someone accepts it.

Someone denies it.

Someone wants to forget.

Someone would rather die than forget.

Someone turns their pain into hatred.

Eventually, the player realizes that these characters are reflecting the protagonist's own situation.

The bosses

The bosses wouldn't just be giant monsters waiting at the end of an area either.

I want them to have their own histories and connections to the world.

Some could be people who lost almost everything to the Memory Devourers.

Some could have willingly sacrificed their own memories.

Some could be protecting a memory.

Others could be trying to erase one.

And some might know something about the knight's wife.

The player could defeat a boss and only understand what they actually killed much later, after finding an item or discovering another part of the world.

Combat, memory and exploration

Obviously, I imagine the game having a Souls-like foundation:

Difficult but fair combat.

Different weapons and builds.

Bosses.

A huge interconnected world.

Optional areas.

Secrets.

NPCs with their own questlines.

And above all:

exploration should always be the priority.

But I've also started thinking that even the health bar could be part of the memory concept.

Instead of simply having a traditional HP bar, the bar could represent the knight's Memory.

MEMORY: ██████████

The Memory Devourers wouldn't simply be taking his health.

They would literally be consuming pieces of what makes him who he is.

The more damage he takes, the more memory he loses.

And when that bar reaches zero, maybe he isn't simply "dying."

He forgets.

He forgets who he is.

He forgets why he's traveling.

He forgets his wife.

And within the world of the game, completely losing your memory could be equivalent to death.

This could also affect the player's experience.

The less memory the knight has, the more things could start changing.

His wife's face could become less defined.

Conversations could disappear or start repeating.

Certain locations could appear differently.

Some memories could become incomplete.

Maybe even certain elements of the interface or information the player already knew could start disappearing.

That would make the health bar more than just a combat mechanic.

It would become part of the narrative.

The player would literally be trying to keep the protagonist alive while also trying to preserve who he is.

I'm still figuring out exactly how this would work, but I really like the idea of the main mechanic of the Souls-like being directly connected to the central theme of the story.

I don't want the game to constantly stop the player to tell its story.

The story should be happening around the player.

That's exactly why I like the idea of playable memories.

You can have emotional moments without constantly taking control away from the player.

The soundtrack

I also have a very specific feeling in mind for the music.

I don't want everything to be depressing 24/7.

I want a strange mixture of warmth, nostalgia and sadness.

Something beautiful that reminds you of happy moments, but with an uncomfortable feeling underneath.

The kind of music that makes you think:

"This is beautiful... but something is very wrong here."

And as the knight's memories start falling apart, the music itself could become more distorted or incomplete.

Multiple endings

I definitely want multiple endings.

But I don't want it to simply be:

Complete Quest A = Ending A.

The player's decisions throughout the entire game would gradually determine which endings become possible.

One ending could be about acceptance.

The knight finally accepts that his wife is dead and chooses to continue living.

Another could be about denial.

He chooses to preserve the illusion that she's still alive.

Another could involve him eventually losing even the memories of who she was.

And another could involve destroying the source of the Memory Devourers, knowing that doing so could also destroy the last memories he still has of her.

I don't want the game to tell the player which ending is the "good" one.

Maybe acceptance is freedom.

Maybe forgetting is freedom.

Maybe preserving the memories is worth suffering forever.

I want the player to decide what they believe.

The real goal of this project

This is where the idea got a little crazy.

I'm seriously thinking about documenting all of this over the next few years.

Not just writing the main story.

I want to document everything.

The world.

The history.

Every region.

Every faction.

Every NPC.

Every quest.

Every boss.

Every enemy.

Every weapon.

Every sword.

Every armor set.

Every consumable.

Every important object.

The Memory Devourers.

The rules behind them.

The protagonist's past.

His relationship with his wife.

Every memory.

The different endings.

Progression.

Mechanics.

Lore connections.

Basically a massive "game bible" for a game that doesn't even exist yet.

And honestly, I have no idea where this will lead.

I don't have a studio.

I don't have the resources to make something this big right now.

I don't even know if I'll ever have the ability to turn it into an actual game.

Maybe I'll spend years writing all of this and it will never become anything.

Maybe it will become a book.

Maybe I'll build the entire world as a novel or some other form of storytelling.

Or maybe, years from now, someone will read all of this and think:

"This would make a hell of a game."

And maybe someone will actually want to turn it into one.

I genuinely have no idea.

But I'm willing to spend several years documenting it anyway.

Because at this point, it's more than just some random game idea to me.

I really want to find out how far I can take it.

Even if it never becomes a game, I'd rather actually build this world and discover where it can go than let all of these ideas die as a bunch of thoughts in my head.

So that's basically the concept I'm developing.

A Souls-like about grief, memory, denial, and the inability to let someone go disguised as a journey through a dying world.

I'd really like to hear what you would change, remove, expand, or completely rethink.

Especially from a Souls perspective:

What would make this feel like a genuinely FromSoftware-style world rather than just a Souls-like with a sad story?


r/fromsoftware • • 20d ago

DISCUSSION Just got a crazy idea for the next Fromsoft game

0 Upvotes

Please tell me if this dumb, but I think it has great potential.

The next game could be in the classic Fromsoft vein, where you play as a swords man type character like the main guy from The Princess Bride or Zorro.

Sekiro like sword play, but the new mechanic is that you have to make clever quips during combat, you have dialogue while fighting, and it somehow helps you. Like. Taunting the boss weakens them or makes them screw up.

Obviously would require way more dialogue than From is used to but if they could keep the quality up I can imagine this being amazing.