We’re approaching the bottom third of the list, and things are really beginning to look up, quality wise. Without further ado, let’s delve right into this week’s picks for #s 149-140! For a reminder on the criteria for judgment, see here.
149. Centipede Demon (Dark Souls 1)
Andrew: This is one of the more underrated boss fights in Dark Souls 1. Most of the reasoning for that is because, due to it being fought in the Demon Ruins on the way to Lost Izalith, it has had a tendency to get roped in with the real garbage that also inhabits the well renowned ”Development Hell.” However, while Centipede Demon rightfully didn’t win any awards, it has a bit going for it that gave it plenty of redeeming quality.
Challenge is probably the most critique worthy part about this boss, but it isn’t offensively poor. Centipede Demon’s biggest problem stems from a lack of a complex moveset nor particularly great stats. As a result, it relies a little much on the boss arena to put up a good fight. Still, in doing this, it offers the player a way to mitigate its own boss area via skilled play- attacking the demon’s tail enough will prompt it to drop the Orange Charred Ring, which will make maneuvering around the lava in the area much easier. This was a really good idea and properly rewards the player for singling out this ’weak area’ without punishing the player if they’d prefer simply squaring up with the demon from the get go.
Lore is both interesting and has a minor connection to the broader narrative at hand. The Centipede Demon was actually formed by the very ring it drops when defeated (or its tail gets cut off), the Orange Charred Ring. The Ceaseless Discharge, one of the Witch of Izalith’s brothers, was given the ring by the Witch of Izalith as a means of easing its suffering. The idiot managed to straight up drop the ring into the lava and, thus, the Centipede Demon was born. The lore is easy to find, but it doesn’t really clarify how it managed to spawn the Centipede Demon. Therefore, representation of its own lore is difficult to judge, but at least the lore itself is interesting, relevant and easy to get a hold of to boot.
The boss’ area and weak point make up the majority of the fun to be had here. As well, if you enjoy watching AI make hilarious mistakes, you may or may not appreciate summoning the lovable Solaire of Astora to help with the fight, only to watch our sunbro promptly run right into the lava and immediately incinerate himself every single time without fail. This does give the demon a 100% buff to its own health though, so this is probably not a good idea if you happen to be struggling with this boss. As for the area, patches of lava take up around 80% of the traversable ground here. This can be a bit annoying if the player doesn’t quickly get and equip the Orange Charred Ring. But, with the ring, the player can be rewarded for the effort of cutting off the demon’s tail by being able to much more fluently move around without risk of instantly dying to the lava. All in all, not the most memorable boss but, again, likely an underrated one.
Mango: This boss is made a lot easier if you’re able to get the Orange Charred Ring, as you won’t have trouble with the lava when you do- I gave it a 10 for difficulty. Given that this boss acts as a protector of Izalith, I gave it a 15 for lore. Finally, I gave it a 12 for fun as it didn’t really standout, but could be enjoyable in general.
148. Moonlight Butterfly (Dark Souls 1)
Andrew: Moonlight Butterfly is very hit or miss, and any real value to be had is highly dependent on the player’s build. Melee characters will spend most of the fight dodging the butterfly’s attacks and being unable to get in hits until it hovers close by to recharge its magic. Ranged characters will basically enter a shootout right from the get go.
Ultimately, regardless of the build, the Moonlight Butterfly doesn’t have the stats to put up a fight. Its Soul Spears simply don’t do much damage, especially to magic casters who’ve developed a natural resistance to sorceries. Moreover, the fight comes with an NPC summon, Witch Beatrice, who can solo the butterfly without any player involvement in about a minute and a half. Because even an NPC summon effortlessly wins this fight, it tanks really hard in difficulty.
Lore for the butterfly is difficult to pin down, but bears some relevance to a couple of very important characters. The butterfly is a creation of Seath the Scaleless, one of four Lord Souls. It also has an interesting connection to Havel the Rock, who’s locked away inside a tower within the Darkroot Basin the butterfly is found in. Havel absolutely hates magic, evidenced by his weapon which gives the wielder resistance to sorceries and his greatshield which has abnormally high magic absorption. Given that Seath is a giant magical dragon and Havel’s weapon, the Dragon Tooth, is exactly what it sounds like, it stands to reason Seath would’ve been threatened by Havel and has him locked away until he turned hollow. This idea is supported by the fact that the player can find the key to this tower right next to the butterfly’s boss area. This is relevant to a major character in the plot and, as such, is somewhat worthwhile.
The creativity of the butterfly, aesthetically, is great. The atmosphere of the fight combined with the low tension soundtrack is a strong complement. As well, entering a ranged shootout with the butterfly is fun and requires fast manual dexterity to not constantly trade blows, even if you could afford to do that and win anyway. The lack of difficulty removes an edge that hinders this fight’s overall fun, but it’s still at least somewhat present here.
Mango: I gave this fight a 12 for difficulty. This boss can be a little annoying since it is out of reach so often, even if it isn’t very tanky. This boss isn’t too significant in the grand scheme of the game, so I only gave it a 7 for lore. It’s pretty annoying just dodging things constantly before finally being able to just hit the boss back, so I only gave it an 11 for fun.
147. Adan, Thief of Fire (Elden Ring)
Andrew: This was another instance of From Software presenting a ”Hey, we know how well you like PvP, so here’s a boss that resembles someone in PvP!” scenario. It’s much more well refined than previously discussed implementations of this concept. As his name suggestions, Adan is a pyromancer with a deadly arsenal to defend himself both up close and far away.
Difficulty is somewhat build dependent, but any type of build will need to approach Adan carefully. The combination of Flame of the Fell God and Catch Flame will lethally wound, if not kill anyone who isn’t very overleveled for this encounter. As well, he has a flail and a lengthy 7-hit combo he can use with it, so he isn’t defenseless up close by any means. His biggest issues are that the aforementioned melee combo is extremely exploitable if he whiffs with and, just like other smaller bosses, his healthpool is modest. His moveset also isn’t very complex, and he is prone to falling into a predictable pattern.
Lore is pretty neat, though it has virtually no bearing in the game’s narrative whatsoever. Adan gets his title because he stole pyromancies from Chief Guardian Arghanthy from the Mountaintops. He was pursued by Arghanthy’s monks all the way to Liurnia, and he managed to evade them via the usage of the evergaol the player fights him in. This also explains why we see these monks spread out amongst the Liurnia, which does technically have some impact on the player’s playthrough even if they never seek Adan out, which is neat.
Adan isn’t spammy like Gideon Ofnir or the Pthumerian Descendent are. He is fleet of foot, so he isn’t totally screwed when the player gets up close, and his above average damage output does command some respect from the player- the lack of ease in which a player can just ’cheese’ this fight makes this fight quite engaging. The area it’s fought in is reasonably spacious without any obstructions nearby. Overall, you might not be on the edge of your seat here, but Adan is an engaging assailant who can put up a decent fight in a fairly unique way. Hard to ask for too much more than that.
Mango: If you make the mistake of giving Adan space, he will constantly throw dangerous pyromancies at you, so I gave it an 8 for difficulty. Because this boss isn’t very lore significant and is entirely optional, a 5 for lore is fitting. Finally, the experience of fighting this boss at a low level in particular is most entertaining, getting a 15 for fun from me.
146. Scorpionness Najka (Dark Souls 2)
Andrew: Another big thing with a big stick, Najka is pretty forgettable in the grand scheme of Dark Souls 2. She may be a mandatory boss, but there is next to no build up or lore relevance to this fight whatsoever. You could be forgiven for forgetting that this fight exists.
Difficulty isn’t too high. In fact, it’s on the lower spectrum with a moderate caveat. Najka is, again, your basic ‘big thing with big weapon runs up and tries to hit you with it’ boss. The only thing that adds any sort of variety is her ace in the hole- a grab attack which will afflict the player with toxic. If the player gets hit by it, shrugging it off will be quite difficult and could easily cause them to lose this fight. The grab has a distinct telegraph and isn’t hard to dodge, but the threat of lethal repercussions at a mishap at least gives some edge to this fight.
Lore has one neat aspect of it and a flurry of endless speculations, but it ultimately has zero bearing on the game’s broader narrative. If the player explores the Shaded Ruins thoroughly before fighting Najka, they will come upon Manscorpion Tark, an NPC who later offers himself as assistance for this very fight. Tark and Najka were betrothed, but the latter succumbed to the Undead Curse and went mad, causing Tark to realize that he must end her suffering and kill her. Unfortunately, the two have been at a standstill for a long time as the player arrives, prompting Tark to plead the player for help. Considering Najka uses two sorceries that originated from Dark Souls 1 along with the fact that Tark uses similar weapons to Black Iron Tarkus and has a very similar name, it is likely that their roots predate Dark Souls 2 entirely.
Fun is pretty much a miss, as this fight isn’t too unique in any way. The only thing it has would be a pointlessly neat mini game that a player could play to earn themselves a Flame Butterfly found in the very boss room, that can only be obtained during the fight with Najka. In order to reach this item, the player has to intentionally allow Najka to hit them with her burial attack, which would send their character flying. If done at just the right angle, the player could land atop a tree branch, which would be the only way to retrieve this item. It’s a bit puzzling that this hard to get item wasn’t just a bit more valuable as, while Flame Butterflies are certainly useful, they can be purchased in bulk from multiple merchant NPCs. As a result, the player is unlikely to go to the effort to get it here unless they don’t know what the item is, prompting them to engage in this maneuver out of curiosity.
Mango: This boss features an attack where she burrows underground and eventually emerges, doing a lot of damage and being hard to dodge. For that alone, I gave it a 12 for difficulty. This boss does lead to the Doors of Pharros area, but this area is entirely optional, so I gave her a 8 for lore. This boss doesn’t offer anything distinguishing in a good or bad way, so I gave it just a 7 for fun.
145. Black Blade Kindred (Elden Ring)
Andrew: Residing outside the Bestial Sanctum and lingering in the Grand Lift of Rold, Black Blade Kindred quickly made a name for itself doing the exact same stuff Maliketh does to a much lesser extent; zoom around the area quickly, deal tons of damage and die in a handful of hits. Overall, the Black Blades are Elden Ring’s glass cannons.
Difficulty was touched on vaguely, but let’s go a bit more in depth here. Overall, Elden Ring has become well known for producing enemies and bosses with damage output well above From Software’s past titles. Black Blade Kindred showcases this dynamic with powerful projectile attacks, a gnarly Twinblade when fought at Bestial Sanctum and being incredibly fleet of foot. Black Blade Kindred’s health bar is relatively low, but not Pinwheel-esque. As a result, this fight will end quickly, whether the player kills Black Blade Kindred in about a minute or gets taken down in two swift blows by this aggressive gargoyle.
There isn’t much to be found, lorewise. That said, Black Blade Kindred looks quite similar to the Valiant Gargoyles fought later in the game, and that isn’t a mistake. Black Blade Kindred is itself the same exact kind of gargoyle. It seems that these gargoyles are quite intelligent, because the reason Black Blade Kindred’s skin is black is because it deliberately serves Maliketh the Black Blade, indicating a level of intelligence high enough to devote itself towards someone in that manner. Beyond that, there isn’t anything to be found, but at least what is here is mildly worthwhile.
Fast paced fights are always thrilling. Black Blade Kindred does unfortunately come under fire for being one of the game’s major catalysts towards high damage, vigor builds. This does pidgeon hole players into investing a lot in vigor lest they straight up die in one hit in this fight, which is a tad unfair. That said, investing a lot into vigor is a generally good idea beyond the scope of this fight anyway, so that doesn’t detract too, too much from this fight.
Mango: Gargoyles in Elden Ring as a whole are big and hit hard, and since Black Blade Kindred definitely isn’t an exception, it gets a 14 in difficulty from me. However, again, it’s one of many gargoyle bosses that doesn’t really stand out, so it gets a 6 in lore. Gargoyles were pretty tough for me to like fighting, so I had just a 3 in fun here.
144. Elana, Squalid Queen (Dark Souls 2)
Andrew: Elana’s situation is somewhat similar to Centipede Demon. She gets overlooked because of the game content surrounding her. Unlike Centipede Demon, whose boss brethren are notoriously awful, Elana is surrounded by much more memorable bosses in the likes of Sinh the Slumbering Dragon and bosses found in other DLCs such as Burnt Ivory King and Fume Knight. Having said that, there is a good deal to like about this boss in all three facets, even if none of them are truly amazing.
Challenge for this fight is highly volatile, being dependent on luck to a high extent. Elana’s main gimmick is that she will frequently summon aid to fight alongside her. The ’aid’ she receives is random, potentially being a small squad of skeletons, a group of pigs similar to those found in Majula, or most notably Velstadt the Royal Aegis. The pigs are easy to handle, skeletons aren’t much harder, while Velstadt can be a big road block who can prove difficult to handle when in tandem with Elana. Elana herself isn’t passive, wielding an intimidating greataxe with long reach, as well as hex magics she will occasionally throw at the player for large damage. As well, Elana will frequently teleport around the room, which can cause another issue for the player in properly tracking her.
There isn’t much in the manner of clear, satisfying lore to be found here, but there is at least quite a lot of vague, interesting backstory to Elana. Like Crown of the Ivory King’s Alsanna and Crown of the Iron King’s Nadalia, Elana is a fragment of Manus, Father of the Abyss. Fragments of Manus have been proven to represent the seven deadly sins, and Elana’s would clearly have to be wrath. As well, Elana’s title of the ’Squalid Queen’ is a bit odd, perhaps an oxymoron as squalid is a term roughly depicting someone living in poverty and hardship, neither of those being what you’d imagine someone in royalty being. There are a few vague theories, such as Elana plotting a form of vengeance against the Sunken King due to her being neglected in favor of Sinh the Slumbering Dragon. Being essentially ignored or rendered lesser-than could vaguely explain why she is the ’squalid’ queen, but all it mainly does is just prompt more questions than provide answers. As a result, she gets a fairly low grade for lore here.
Dark Souls 2 sadly became well known for lame gank fights, which overall detracted from Elana’s gimmick, given that it essentially turns her fight into a gank fight. Despite the fact that her boss room isn’t fit for a gank fight at all, this gank fight was still noticeably better constructed than many others found in this game. The reason for that might not be immediately clear, but a player amidst the fight with her will probably notice that Elana tends to back off more after summoning help. Indeed, she becomes noticeably less aggressive when her ally or allies of choice arrive, more content to occasionally sling a spell at the player rather than rush up to them and smash them with her greataxe. Interestingly, if the player summons their own help, be it an NPC or another player, Elana doesn’t become passive when she brings in help. This was overall a really good idea that keeps the fight quite challenging but maintains an acceptable degree of fairness. It’s also a dynamic that would later go on to influence the Sister Friede and Father Ariandel fight in Dark Souls 3, as Friede is quite aggressive when alone just like Elana, but enters a similar state of passivity when Ariandel enters the fray.
Mango: Because of how random this fight can be, I would give it a 13-15 for difficulty depending on who Elana summons to help her. Lore gets a 13 as beating Elana will lead to the final boss of the Crown of the Sunken King DLC, Sinh the Slumbering Dragon.
143. Seath the Scaleless (Dark Souls 1)
Andrew: Seath’s lore and aesthetics paint the picture of a mighty, legendary ancient dragon, capable of razing any territory, slaying any assailant and having no overall equal. After all, he’s straight up achieved immortality! Yet, insurmountable he is not. Seath is flawed in many different tragic ways that keep him from being out of the top 100, 50 or even 25 of this list.
Challenge is underwhelming, even for new players. Seath cannot be beaten the first time the player meets him, a scripted event where the player must allow themselves to be defeated. The second time around, Seath can and likely will be easily slain. His only gimmick is the Primordial Crystal lit behind him that will instantly heal any damage he takes. Simply destroying it will remove Seath’s invulnerability and allow the player to damage him. From there, Seath has two dragon breath attacks, will occasionally swat at the player with his tail, and that’s about it. A modest health pool, uninspiring moveset and no notable methods of compensation make this an easy overall tilt.
Seath earns his stripes with his immaculate lore, almost second to none especially amongst his fellow dragons. Seath predates the linking of the first flame and was actually integral in aiding Lord Gwyn in hunting ancient dragons and attaining the power needed to do the deed. Seath betrayed his own kind and gave away their weakness, lightning, that turned the tide of the war. He was rewarded by Gwyn with a Bequeathed Lord Soul which granted him the immortality he sought. Seath is overall portrayed as a character teething with jealousy, someone who can’t stand not having something that someone else does. This is evident in both the materialistic and intangible sense. Seath is also a talented sorcerer, proven by his massive library full of magic texts and his creation of the Primordial Crystal as well as Moonlight Butterflies who essentially act as his henchmen. We’ve already covered one prominent example in this article, but in attempting to reach Seath, the player will have to go through three Moonlight Butterflies acting as mini bosses in the Crystal Cave. To end it off, Seath apparently had a hand in procreating- Crossbreed Priscilla, found in the Painted World of Ariamis, was an offspring of Seath and Gwyneviere, Princess of Sunlight. The idea of a dragon and a human producing a child is frankly horrifying, but serves to add just a bit more flavor to Seath’s top notch lore.
In general, scripted losses in video games are very awkward and quite annoying. The player will end up being forced to lose whatever souls and humanities they have on them, unless they’ve got a Ring of Sacrifice handy. The Duke’s Archives is overall an annoying map to go through, but the player will be forced to do so after their scripted loss to Seath. As well, the fight is very mechanically simple. The saving grace stems from Seath’s tail- like other dragons in this game, once Seath’s tail is cut off, it will grant the player the iconic Moonlight Greatsword as a reward. That adds at least some complexion to a fight which is otherwise summed up as ”go up to that big thing and hit it until it dies.”
Mango: This boss can be difficult due to the Primordial Crystal that makes him essentially invincible, getting a 12 in difficulty. Lore gets a 15 because this boss is one of four Lord Souls the player will have to eventually beat. This boss was unique enough to get an 11 in fun from me.
142. Erdtree Burial Watchdog (Elden Ring)
Andrew: One of the most bizarre designs for a boss, we have a feline-like statue which shows up at a myriad of different dungeons across Elden Ring. Were it not for the design, this would be just another reskinned, forgettable boss without much for redeeming value. Aesthetic alone doesn’t completely define this boss however, as it has some complex mechanics that make it stand out to a minor extent.
Perhaps the biggest reason that this fight has even middling challenge is that it’s unique for being one of just two bosses to be completely immune to status of any kind, the other being Elden Beast, the final boss of the game. It also has impressive poise, not staggering at all until it gets guard broken outright. However, it is sluggish, lacks much to threaten the player at a distance and, as such, it is quite easy to retreat a bit if the player needs to heal or reposition themselves. As a result, the Erdtree Burial Watchdog is a unique challenge, but neither an oppressive nor entirely underwhelming one.
Despite its title implying a connection to the Erdtree, lore is close to nonexistent for this one. Or perhaps it would be better to say lore doesn’t pertain at all to the Erdtree specifically, but rather the underground, which is technically ’buried’ under the Erdtree. Basically, the only lore that exists depicts these watchdogs as a clan of some sort with individual members, fought as bosses, who rule over their respective catacombs. The idea of these guys being in a clan of some kind is cool, but it really provides just another exhibit of how much Elden Ring missed the mark by not having a covenant system. It would’ve made this boss vastly more memorable if it was tied to a covenant. Perhaps it could’ve even eventually manifested into a PvP boss fight that the game doesn’t currently have; those within the Watchdog covenant defending a given dungeon against ’trespassers’. However, this didn’t materialize and, as such, lore gets a low grade here.
While fun might initially seem to be tied to aesthetic design, there’s fortunately more to it here. For sorcery characters, or a character in general who at least brought the Crystal Dart spell, it is actually possible to cause the Erdtree Burial Watchdog to attack its own allies, whether it be henchmen imps or a second Erdtree Burial Watchdog during a gank fight. Shooting it directly in the head with these darts will cause it to enter a blind fury where it will attack whatever the closest thing is with a long, drawn out combo. That’s quite amusing and, combined with the standout aesthetic design, leads to a chaotically funny scene.
Mango: Before I learned how to properly fight it, this boss gave me a lot of trouble, so less experienced players on their first try should struggle a bit too- I gave it a 10 for difficulty. This boss has no importance in lore whatsoever, as it shows up a lot, so I gave it a 2 for lore. This boss is quite simply a reskin of a boss that already was optional and not distinguishing, so it got just a 3 in lore from me.
141. Ruin Sentinels (Dark Souls 2)
Andrew: Another instance of a gank boss done reasonably well from Dark Souls 2, the Ruin Sentinels are a trio of bronze armored knight figures who wield various weapons with long range, such as halberds. In their formal boss fight, they are found fairly early in the game.
Challenge for this fight is relatively high, for mostly the right reasons. This is indeed a gank fight, but the extent of how ”ganky” it gets is dependent on player decision making and, to a small extent, play style. Upon crossing the fog door, the player will drop onto a small platform where just one Ruin Sentinel will be. The player has a moderate amount of one-on-one time with this Ruin Sentinel until one, and then the other, will jump up and step in. Alternatively, the player could briefly ignore this Ruin Sentinel and drop off the platform, take a little bit of fall damage, and engage with the other two waiting on the floor beneath them. The first Ruin Sentinel won’t stay on the elevated platform for too long before joining its allies, and this is generally viewed as the noticeably harder way to approach this boss. All three Ruin Sentinels are noticeably fragile, but they don’t stagger and hit quite hard, meaning they can easily overwhelm the player especially when fought as a trio.
There isn’t much lore to be found here, and overall looking for lore prompts more questions than it provides answers. The Ruin Sentinels are essentially jail wardens of the prison in the Lost Bastille, as malevolent specters that possessed their armor and need no rest, food or drink. Who their leader would be isn’t initially clear.
The number of ways this fight can be approached give it replayability. As well, aggression is encouraged especially early on, as the player would do well to swiftly eliminate the first Ruin Sentinel and then drop down to fight the second before one or both of them can intervene. Aggression ramps up the speed of the fight, which is quite adrenaline inducing. This does a good job to mask the merely so-so boss room design that doesn’t provide very much to accommodate the player’s numbers disadvantage.
Mango: A new player might not spot the gimmick at the beginning of the fight that Andrew talked about, and might have to face 3 Sentinels at once- I gave it a 15 for difficulty because of that. These bosses guard Sinner’s Rise, an important area where a very important boss is fought, so I gave it a 14 for lore. I personally enjoyed fighting this boss quite a bit, and I gave it a 15 for fun to reflect that.
140. The Rotten (Dark Souls 2)
Andrew: Rounding off today’s list is one of four bosses guarding a Primal Bonfire, and inarguably the most unnerving unless you have arachnophobia. The Rotten is the boss of the rightfully maligned Black Gulch, a massive amalgamation of dead bodies formed into a living being with a huge cleaver.
Challenge would be closer to the bottom were it not for the boss area. Strafing The Rotten would prove laughably easy, but there are small piles of flaming oil in patches around the area that will almost immediately kill if stepped in, so the player will have to mind their immediate environment while moving and won’t be able to just brainlessly strafe and punish for an easy win. This opens them up to potentially being hit by The Rotten’s massive cleaver or, even worse, a grab attack where The Rotten could potentially throw them into one of said patches of fire for a quick death.
Interestingly, lore for this one was almost definitely influenced by the Dirty Colossus of Demon’s Souls. Identically to Dirty Colossus, The Rotten is a massive build up of all the unwanted filth and even discarded people who were cast down into Majula’s pit to be forgotten. The item description on the Butcher’s Knife, which is the player version of The Rotten’s weapon, implies that The Rotten eagerly accepts these discarded souls and considers itself some sort of creepy sanctuary of sorts. It isn’t much, but it’s very distinctive and quite unnerving to say the least.
The unique aspect of the boss room makes up the majority of the entertainment value here. It’s difficult to objectively assert that the environmental hazards are good or bad game design. On one hand, it could be argued as good because it’s entirely unique, thus providing a new, fresh experience to make the design stand out. On the other hand, it could be argued as bad game design because it solely seems to exist to patch up an otherwise very underwhelming, easily exploitable boss moveset that sadly isn’t far from the norm in the game as a whole. Due to how both arguments conceivably make sense, a middling grade for fun was given.
Mango: This boss is very tanky, resists a lot of types of damage and has a deadly environmental hazard to look out for, so a 15 for difficulty is fitting. Since this boss guards an important Primal Bonfire, I gave it a 13 for lore. I had a few interesting bouts with this boss on my personal first playthrough since I didn’t beat it on my first try, and I gave it a 12 for fun because it became quite memorable.
Michael ”Mango” Givigliano, is a woodworker residing in the town of Alvin, Texas. He has managed to finish a ’Soul Level 1’ playthrough of Dark Souls 3, a run where Mango did not at any point spend Souls to level up his character before finishing the base game and DLC. He has also finished a ”broken-broken straightsword” play through, where he used the game’s weakest weapon with even weaker stats as a result of depleting its durability to beat the game. His favorite From Software game is Dark Souls 3, and his favorite boss fight would be against Slave Knight Gael. You can find his YouTube channel, where he occasionally uploads Elden Ring and Dark Souls 3 content, here