Yeah but it causes inferiority complex. That's why so many new players deter from ever going to heide's tower of flame in ds2. The giants may be pushovers but from a design point of view, they shouldn't even exist. You can tell by the architecture that the giants don't even belong in that area to begin with. The guard rails are sized to the player and not the giant soldiers. If those soldiers existed prior to the flame going out, then how the forget did they traverse the spiral staircase in the cathedral of blue? Its loving inconsistency like this that makes or breaks a game for me. Bosses i can accept because they are supercharged with power unobtainable, and power makes you go loving insane. Their bodies have been altered greatly and are revered for being deadly
because of that reason. The bosses are remnants or memories of people who used to have great power or great influence over a cult or following but were transformed when their greed for souls got the best of them. Or its likely that the bosses were made up of a collective swarm of souls which formed a new entity, ie the rotten. Most of the bosses follow the same principle of being important figures but later on feel more like a chore than a fight. "Haven't i seen this dragonslayer guy somewhere, i could've sworn i killed him and his fatty companion". A nice nod but it wasn't needed, it takes away from the feel of the game. Its almost like your character in the previous games never existed.
Another example is how there are random carriages and wooden wagons
inside of buildings or pathways that are too big. This is too obvious in scholar of the first sin. How and why did these wagons get in there in the first place? Who knows, whatever the reason is stupid. Or the fact that there are enemies too big to go through a certain door. Its almost if they designed the enemies before the areas and said:
"Place this guy here, and this guy behind a wall".
"But boss, he's too big for this area".
"Ahh, the player won't notice. They're all ignorant".
"Well said!"
the best part of dark souls is going up against these towering monsters and just layin waste to em.
Yeah but don't you think a feeling would be best saved for a huge monstrous boss fight? You've been subjected to huge enemies throughout your journey that when you get to a boss within reasonable size it comes off to you as a regular enemy. The red bar and flashy name doesn't make a difference. He's/she/it is just another "wall" in between you and the next bonfire, and this is where it gets to be a chore rather than an actual confrontation stated before.
Being a minor developer, it really hurts me when i play games and expect the unexpected. My younger self didn't know about lighting effects, level geometry, triggers and activation lines. I can't ever run through a game and not know whats coming. But souls does something to me that makes me forget all about that. I've spent more time on lore and finding all the items and creating a perfect character build that I've completely surpassed my hours on Blockland, and I've had that game from loving 2009. So it hurts me when i see a souls game choose sloppy improvised design choices instead of thinking through and being clever with placement, because its the only game I've played that i actually enjoy playing through for hours and hours on end.
Oh stuff i was rambling half way through, sorry.