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Life's A Bitch, And Then You Die: 45 Hours With Dark Souls

A fascinating exercise in self-flagellation, Dark Souls is one of the most unique gameplay experiences you could hope to have in this console generation.

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Rilke once wrote, to a young writer who asked him to critique his poems, that “ultimately, and precisely in the deepest and most important matters, we are unspeakably alone; and many things must happen, many things must go right, a whole constellation of events must be fulfilled, for one human being to successfully advise or help another.” That effectively sums up the experience of playing Dark Souls, a game which features one of the most bizarre implementations of online play that you’re likely to encounter in this generation of consoles. This is a game that is perfectly playable offline, but becomes something different and wonderful when hooked up to the Internet. You’ll spend the vast bulk of your playing time by yourself, but the moments when someone reaches out through the ether with a helping hand (or a knife to plunge in your back) are among its most exhilarating.

(Before we proceed, a note: this editorial was written based on 45+ hours of gameplay on the Playstation 3, both before and after the game's release. I make no claims to having beaten the game, but I have sampled quite a bit of it, and these are some collected thoughts.)

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Apparently a change of publisher made it impossible to call this game Demon’s Souls II, but make no mistake: this is a game that is intimately related to the From Software title that made such a splash in 2009. It feels more iterative than evolutionary; it features essentially the same interface, and the bulk of the mechanics are identical to Demon’s Souls. You still kill enemies and collect their souls, which are used both as currency and as a means to increase your level; you still lose all the souls you’ve gained if you die and are forced to march through a horde of resurrected enemies to reach your corpse, and if you fail to make it back, all the currency you’ve earned, sometimes representing hours of grinding, is permanently destroyed. Two strikes, and you’re out, in essence.

That’s not to say that nothing’s changed, though, with the biggest innovation here being a largely loading screen-less open world that, in typical Souls style, you’re dumped into early on and left to explore for yourself. You can choose your direction at the outset, but you will quickly find yourself with a bit of a Hobson’s Choice: you have three directions to head in, but two of them offer little rewards apart from a swift death, while the third will allow you to make slow, painstaking progress if you proceed exceedingly carefully. This is essentially all the feedback you get to help you decide which way to go: the correct route is usually the one with enemies that don’t kill you in two hits as your weapons bounce futilely off their impervious armor.

As you proceed, you find the keys to locked doors, and other passages open themselves up, allowing you to skip enemies and move more quickly about the game world via shortcuts between areas. In typically punitive Souls fashion, though, there’s no map to guide you. Unless you bust out the old graph paper, you’ll be tasked with memorizing how all of the various zones lock together and keeping it straight in your head. A fair amount of backtracking is inherent in the game design, though, and you’ll wander through the hallways often enough to make a map eventually feel unnecessary. The unfamiliarity of the world and the danger lurking around each corner makes exploration immensely satisfying and tense; each time you discover a new zone, you’ll be tempted to proceed by the search for new items and treasure, but you’ll also likely encounter new enemies that will have entirely new ways of chopping you down to size.

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To replace the old routine of warping in and out of the Nexus in Demon’s Souls to save your game and quit in a safe spot, bonfires are scattered throughout the world of Dark Souls. They effectively act as checkpoints, allowing you to rest, restore your health, remove most status afflictions, and regenerate your healing potions. Resting at a bonfire also respawns all enemies across the world, which will make it difficult to cover any dangerous territory you’ve traversed, but also allows you to farm easy-to-kill enemies for souls. Opinions will vary on the necessity of grinding, but it’s likely that you’re going to spend at least a few hours of your playtime cranking through enemies and obtaining souls, both to increase your stats, buy equipment, and improve your weaponry through one of the various smiths that are scattered throughout the game world. Helpfully, you can quit your game at any point during play and come right back to the same spot when you load your game, without respawning enemies or having to retrace ground you've already covered.

The mechanics of combat are virtually identical to Demon’s Souls, save for the introduction of a kicking action that can make it much easier to knock lighter enemies off of high places to their deaths. Enemies can now parry and counterattack you for severe amounts of damage, and many of them also now have grapple attacks that will often be the source of consternation the first time you face off against them. Some enemies can grapple you through a shield block and remove your entire life bar before you can struggle free, forcing you to recognize the wind-up animations that precede these attacks and back away. That said, the movement of your character feels precise and responsive; when you die in combat, it’s almost always the result of a mistake you’ve made rather than a game mechanic that can’t be avoided.

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In a similar fashion to the previous game, you can choose to travel around as a full-blooded human, or as a character that’s undead (known here as being "Hollowed"). There aren’t a lot of statistical differences between the two states, but you’ll have to be human in order to partake of the various PVP facets of the game. The online interaction is, as it was in Demon’s Souls, one of the more fascinating implementations of co-operative and PVP gameplay that you’re likely to see in this generation of gaming. The scattered messages left on the ground by other players return here, and are just as likely to be meaningless or malicious as they are helpful. If a true secret is to be found (a destroyable wall, a hidden bonfire), there’s likely to be a message pointing it out, but there’s also just as likely to be messages telling you to jump off a cliff in search of treasure or spurring you to attack friendly NPCs.

Those interactions are downright picayune compared to the meat of the PVP, in which players can invade your world and attempt to kill you, or leave a summoning sign to let you bring them into your world in an attempt to kill a boss. Again, you can avoid PVP by simply wandering around the world in undead form, and the penalties for doing so are mild, although you do lose the thrill and satisfaction of warding off another player’s intrusion into the world. The PVP here has shifted to a client-host setup from the old server-based system, and there’s been some noticeable lag on the occasions when someone has attempted to gank me, but nothing too awful. The goal is, of course, to survive, with the winner of a match gaining a bit of humanity, a kind of alternate currency that has a number of obscure uses in the game (it can shift you from undeath to human form, for instance, and carrying around a lot of it will increase the chance that you find items on dead enemies). There’s no penalty for being invaded and dying, though, aside from turning undead and making a corpse run back to your body. Up to three players can converge in a single game to help down a boss; completing that objective will, again, earn all of them a bit of humanity.

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What I find most fascinating about Dark Souls are the limitations of knowledge that the game places on you. The manual has a scant two pages of information on mechanics, and the in-game tooltips are often barebones (and occasionally outright incorrect) in their descriptions of how things work. Players are at times punished for lack of knowledge; some enemies can be killed in specific ways to drop rare items, but only spawn once, so unless you were reading a wiki or FAQ beforehand, you can easily lose out on the chance for those items. Or a character you rescue from a locked cell might wind up returning to camp and murdering other friendly NPCs while you’re out killing bosses. Or you might see a distant character and accidentally attack him, not realizing he's a friendly NPC, thus forcing him to fight you to the death without any way to make amends, and thus lose his services for the rest of the game. The constant autosaving feature makes the results of your choices permanent, but the game itself makes informed choices at times impossible to make. Kinda like, you know, real life.

That’s not necessarily a criticism, just an observation. The game is, of course, difficult, but mechanically speaking it’s quite fair: most of your deaths will come as a result of over-extending yourself, attempting to take on monsters more powerful than you can handle, or simply letting your guard down at just the moment when such a slip is most likely to cause the most amount of damage. (There are the occasional "enemies that can walk through walls attacking you while you climb a ladder and are defenseless" moments, but they're luckily rare.) It’s the difficulties that arise through lack of information that I found most interesting: not knowing which way to go, not knowing how to use a certain item, not knowing what the end result of a very expensive crafting experiment might be, not knowing what will happen when you join a covenant. (Covenants are a new mechanic, via which you can effectively join groups of characters in the game, united by a common purpose; each has its own rewards and perks, some of which even help you in online play, but these are almost never described in any manner in-game.) There’s an item simply called “Rubbish” that I picked up early on, with a description as follows: “Who in their right mind would bother carrying this around? Perhaps you need help.” And yet, I of course have kept it in my inventory since the beginning of the game, on the supposition that at some point it might, just might, come in handy or serve some function. I don’t know, and that's kind of the point: the game's obsession with obscurantism forces you to suss things out for yourself (players are even prevented from using voice chat on Xbox Live), and the results are frustrating and rewarding in equal measure. This is a game to play through from beginning to end without resorting to any kind of external information; playing through it again with a wiki or guide by your side will likely make for a radically different experience the second time through.

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Graphically, Dark Souls is noticeably brighter than Demon’s Souls, with a wider variety of zone types to play around in. Much of it affects a gothic sensibility, with crenellated spires looming above drawbridges populated by gargoyles, and so on, but you do spend a fair amount of time in forests, lava caverns, sewers, ruined underground cities, etc. It is a game that has some impressive vistas to admire when you’re not fighting for your life, and it generally looks great, save for intermittent framerate issues. The framerate will drop precipitously from time to time, often when an enemy suffers from a pathing issue, but one zone in particular, a swamp area called Blighttown, has a uniformly awful framerate that directly affects your ability to control your character, which in turn can lead to some cheap deaths. Such issues are thankfully rare, at least in the PS3 version I've been playing.

If I had to sum up the emotion that Dark Souls elicits in a single word, I’d choose “satisfaction." There are any number of immensely frustrating encounters to faced had here, but with a few more levels or an upgraded weapon, or a bit more practice with the combat system, you’re going to overcome the challenges you face, and when you do, the feeling is unlike anything that any other contemporary game can offer. This is a game that demands skill on the part of its players, to a degree that is almost unparalleled, but rewards that skill with moments of triumph so sublime that I was often moved to actually yell in triumph. Dark Souls offers you a brutal, uncompromising, and downright lonely world, but the act of conquering it is utterly unique.

278 Comments

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Crowbear

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Edited By Crowbear

@FluxWaveZ said:

@Buckfitches said:

@Rorie: Have you tried dropping your summoning sign in front of the boss areas to regain humanity?

I helped out a ton of people with the Gargoyle bosses before I actually killed them myself, and I got plenty of Sun medals, souls, and a ton of humanity for my troubles.

Can you drop a Summon Sign when you're a Hollow? Because by the sound of things, he's Hollow and he has no humanity to revive into a human so he wouldn't even be able to leave a Summon Sign if it works like I think it does.

It doesn't matter if you're human or hollow, you can always drop your summoning sign. You only have to be human to summon others.

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FluxWaveZ

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Edited By FluxWaveZ

@Crowbear said:

It doesn't matter if you're human or hollow, you can always drop your summoning sign. You only have to be human to summon others.

Ok, cool. But you do have to be human to invade... right? Or have I somehow totally misunderstood this aspect of the game?

Wait, never mind. I know that you have to be human to invade. I wasn't sure about the Summoning Sign since I haven't used it yet, but it's nice to know that you can use it in both forms.

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Thor_Molecules

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Edited By Thor_Molecules

@FluxWaveZ: Yes, especially when you are hollow. It's the only way I know of to reliably gain humanity. While hollow, I helped around 8 different people beat the Gargoyles today, and I gained 8 humanity, and thousands of souls.

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vortextk

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Edited By vortextk

If anyone is still on the fence about this crazy fucking game, read this:(spoilers in a way)
http://darksoulswiki.wikispaces.com/Covenants
I'm not trying to learn everything before I play, on the contrary, but damn if that entire page just isn't absolutely crazy. I don't think it can be compared to honestly any other game in the world with it's online systems.

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smiteofhand

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Edited By smiteofhand

The Souls games are like a disapproving father who you are constantly trying to prove yourself to and relish when you finally get as little as a nod. Any time you start to get a little full of yourself he will remind you how much of an insignificant little shit you are and how at any moment he can take it all away from you.

But he loves you.

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zymbo

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Edited By zymbo

I'm about 8 or 9 hours into this game. I'm getting the living shit kicked out of me, stomping around, throwing my controller and using liberal amounts of the phrase, "fuck this shit!" ....but I'm having an absolute blast.

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Evan007

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Edited By Evan007

I am definitely going to give this a shot. It's not at all my type of game, and I am pretty sure I'll hate it, but I have to give it a shot.

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threeve703

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Edited By threeve703

This game looks wonderful. I want to play it so badly. But I just don't know if I'm masochistic enough to do it.

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rinn

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Edited By rinn

Great read! Rorie, I like you!

Just bought Demons' Souls, gonna play it and afterwards buy Dark Souls.

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slyely

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Edited By slyely

Missing out on the first game of this series because I do not own a PS3, I can't wait to play this. Man too many good games coming out this quarter.

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EternalGamer2

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Edited By EternalGamer2

You got it absolutely right about the sense of reward unlike any other game. But unlike other "hardcore" games, this one doesn't really depend on split second twitch timing but rather on strategy, awareness, and execution. It's immensely refreshing given that most games nowadays are loaded with mindless trash mobs where you just hammer a button or a trigger. Every enemy conquered here is earned. I demand more Giant Bomb Dark Souls coverage!

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searinglight

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Edited By searinglight

I still can't help but feel that there's still something just so needlessly hollow about Demon's Souls - and thus Dark Souls - that prevents me from getting into the game like many others have. I usually sum it up like this:

-That you can destroy any and everything you see, including those NPCs necessary to progress? Fascinating and well implemented.

-A dual currency/exp. system? Same thing.

-Online play that actually immerses you into the game? ...I don't even... that's just bloody cool.

-Actually rewarding skillful and patient play? Freaking finally.

-Corpse running? Sure, whatever, it's been done many times before in a far less fun way.

-Making you run back through an entire level that you've already been through 5 times before just to attempt to figure out the second stage of the boss fight (only to die again)? Very tedious, unintuitive, and most certainly not fun.

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Mexican_Brownie

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Edited By Mexican_Brownie

Fantastic article, Rorie. Really summed up why I've fallen in love with this game. Really thankful for that quicklook of yours because it totally sold me on the game. 38 hrs in one weekend and all I wanna do is keep playing.

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MormonWarrior

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@SearingLight said:

I still can't help but feel that there's still something just so needlessly hollow about Demon's Souls - and thus Dark Souls - that prevents me from getting into the game like many others have. I usually sum it up like this:

-That you can destroy any and everything you see, including those NPCs necessary to progress? Fascinating and well implemented.

-A dual currency/exp. system? Same thing.

-Online play that actually immerses you into the game? ...I don't even... that's just bloody cool.

-Actually rewarding skillful and patient play? Freaking finally.

-Corpse running? Sure, whatever, it's been done many times before in a far less fun way.

-Making you run back through an entire level that you've already been through 5 times before just to attempt to figure out the second stage of the boss fight (only to die again)? Very tedious, unintuitive, and most certainly not fun.

I agree with this entirely. These games are super intriguing, but what I enjoyed about the difficulty in, say, Meat Boy is that you're challenged to do one specific thing, and once you prove you can do it, you're done. Mega Man and other old games have become frustrating to me as I realize there's no point to lives or bad checkpoints when I've already proven I can get through the level just fine without dying and there's the one point later that I can't seem to grasp. Sonic 2 is a perfect example of obnoxious, pointless frustration. I can get to the end of the game with lots of lives and continues, but that end boss is so tough to figure out and the rest of the game didn't prepare me for it at all so I just ended up saying "well, I'm done with Sonic 2 I guess!" the third time I got to him and went through all my continues.

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Sam_lfcfan

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Edited By Sam_lfcfan

Excellent write-up, Rorie. Really interested in playing this at some point.

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@SearingLight said:

-Making you run back through an entire level that you've already been through 5 times before just to attempt to figure out the second stage of the boss fight (only to die again)? Very tedious, unintuitive, and most certainly not fun.

I'm not sure if you've played both games or just Demon's Souls, but in my opinion the open world aspect really softens this problem in Dark Souls. There are lots of shortcuts as everything is connected and so far I haven't been more than a few minutes away from a bonfire during each major boss encounter, allowing me time to regroup and prepare properly. They also don't respawn, and neither do the tougher enemies you encounter from time to time. It's one of the small changes that makes this new game much more playable than Demon's Souls, which I gave up on fairly early on.

Had my first co-op experience last night, my heart was pounding out of my chest once it was over and we'd taken down the demon. Even minor victories in DS make me feel like I've beaten an entire game. I'm completely hooked.

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Dan_CiTi

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Edited By Dan_CiTi

the fact that these games are thought of as masochistic when good ol' Mega Man games are just "old school" is hilarious.

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Edited By dvorak

@Dan_CiTi said:

the fact that these games are thought of as masochistic when good ol' Mega Man games are just "old school" is hilarious.

In fact, they really both play on the same skill - memorization. Once you know how to work out a Mega Man stage, and know all the weaknesses the games become a hell of a lot easier. I failed so much playing Mega Man 2 as a kid that when I eventually finished the whole thing and figured out all the weaknesses on my own, I remember that being one of the most satisfying moments of my early gaming career.

Dark/Demon's Souls is basically the same idea, just more complex and obviously, a lot longer.

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FreedomTown

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Edited By FreedomTown

Great article, good work

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HerbieBug

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Edited By HerbieBug
@Rorie said:

@Lucidlife said:

"picayune"? Seriously? You couldn't just say trivial? Smacks of deliberately trying to use words that you think will make you sounds smart. They don't.

As Nabokov once said:

I do not care if a word is "archaic" or "dialect" or "slang"; I am an eclectic democrat in this manner, and whatever suits me, goes.

I apologize for selecting a word that you don't know. Actually, no, I don't: you're calling me out for a valid word choice that reads more colorfully than "trivial" would sound there, at least in my opinion. People's writing styles vary, and if you actually think everyone should level themselves downward to the dullest possible vocabulary - well, I politely disagree.

Ha!  I actually just signed on specifically to say thanks for teaching me a new word.  :D 
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HerbieBug

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Edited By HerbieBug
@megalowho said:

@SearingLight said:

-Making you run back through an entire level that you've already been through 5 times before just to attempt to figure out the second stage of the boss fight (only to die again)? Very tedious, unintuitive, and most certainly not fun.

I'm not sure if you've played both games or just Demon's Souls, but in my opinion the open world aspect really softens this problem in Dark Souls. There are lots of shortcuts as everything is connected and so far I haven't been more than a few minutes away from a bonfire during each major boss encounter, allowing me time to regroup and prepare properly. They also don't respawn, and neither do the tougher enemies you encounter from time to time. It's one of the small changes that makes this new game much more playable than Demon's Souls, which I gave up on fairly early on.

Had my first co-op experience last night, my heart was pounding out of my chest once it was over and we'd taken down the demon. Even minor victories in DS make me feel like I've beaten an entire game. I'm completely hooked.

Opinion based on 12 hours of gameplay so far (and about 60 of Demon's):
 
-The bonfire placement is a little bit more forgiving for boss proximity than Demon's physical checkpoints were.  Of the bosses I've taken on so far, none required more than 5-ish minutes of backtracking (although one required membership in a Covenant to ensure minimal fighting between bonfire and boss).  There hasn't been any egregious bits like 1-2 or 4-2 Demon's where it's all LOL PLAY THE ENTIRE LEVEL AGAIN!   It's still a design decision I disagree with.  Boss fights are intended to be hard.  You are likely to die repeatedly on many of them.  To have to slog through tedious crap for minutes just to try again is pointless busy work.  I'll gladly take on a harder boss if it has a bonfire immediately next to the fight trigger.  As a player I don't like having my time wasted.   But, as you said, it's not so bad in Dark Souls.  
 
The only thing I really have a problem with in Demon's and this is permanent repercussions for committing certain easy to make mistakes (intentionally so).  Finite number of spawns for a particular breed of slippery ore carrying lizards in Demon's, and the HP curse/item degradation stuff in Dark.  The kind of thing where missing the thing/dying not only takes away your current progress, but additionally sets you back even further than you were when you started.   It's one thing if the mistake is something you can see coming and have an opportunity to prepare for without having to read an FAQ, quite another if its something the game springs on you quickly and without warning.  
 
All that aside, I'm having a blast with this game.  It's a great sequel to another great game. 
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searinglight

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Edited By searinglight

@HerbieBug said:

-The bonfire placement is a little bit more forgiving for boss proximity than Demon's physical checkpoints were. Of the bosses I've taken on so far, none required more than 5-ish minutes of backtracking (although one required membership in a Covenant to ensure minimal fighting between bonfire and boss). There hasn't been any egregious bits like 1-2 or 4-2 Demon's where it's all LOL PLAY THE ENTIRE LEVEL AGAIN! It's still a design decision I disagree with. Boss fights are intended to be hard. You are likely to die repeatedly on many of them. To have to slog through tedious crap for minutes just to try again is pointless busy work. I'll gladly take on a harder boss if it has a bonfire immediately next to the fight trigger. As a player I don't like having my time wasted. But, as you said, it's not so bad in Dark Souls.

The only thing I really have a problem with in Demon's and this is permanent repercussions for committing certain easy to make mistakes (intentionally so). Finite number of spawns for a particular breed of slippery ore carrying lizards in Demon's, and the HP curse/item degradation stuff in Dark. The kind of thing where missing the thing/dying not only takes away your current progress, but additionally sets you back even further than you were when you started. It's one thing if the mistake is something you can see coming and have an opportunity to prepare for without having to read an FAQ, quite another if its something the game springs on you quickly and without warning. All that aside, I'm having a blast with this game. It's a great sequel to another great game.

I think that you quite well summarize my argument with the above, and bring up a fantastic point with the bolded statement below: the inherent scarcity not of resources, but of opportunity. Much like the blink-and-you'll-miss-'em 100% item completion criteria that plague some JRPGs (at least where completionists like myself are concerned), to me, one of the biggest wrongs that can be committed in game design is to give a player a - what I will confusingly deem - 'non-choice choice'. This is a choice that is formed around the player being able to obtain or do something (let's take, for example, killing a Crystal Lizard in Demon's Souls), where the possibility to do either gradually diminishes over time, not comparable with the vanishing of player capability, but with the deliberate taking away of the choice itself.

So, the player is presented with the "choice" to return and attempt to kill the Lizard as many times as he may seem fit, until the expiration of its predetermined number of appearances. Or, using the item degradation example: the player is presented with an item that is acquired through play and thought, but is shown that the acquired item will, eventually, have to pass from his/her hands via absolutely no fault of their own. In the Crystal Lizard example, the player's non-choice choice is to choose to attempt to kill the Lizard now, at the risk of never seeing it again (although the player does not know this); and in the item example, it is to use what the player has been trained to think is an item to be acquired by gameplay, only to know that it will be taken away all the same (which, although a conscious realization, it is one the player has very little to no input upon).

I think this kind of design is really what puts me away from some games, no matter how amazing their premise, and swell their execution. Because of this kind of design, the mere possibility of thoroughly "screwing up" one's Demon's Souls experience is so high that even walking around the Nexus causes me some slight palpitations, even though that very feeling of walking on eggshells is what I admire about the game.

Perhaps, in the end, while I won't be trying Dark Souls - I have ever so little time to even enjoy the games I've barely begun to play - I will feel comfort in that it's only going to get more interesting from here on out.

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SatelliteOfLove

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Edited By SatelliteOfLove
@Mento said:

Hey Rorie, if you're over here, then who's watching Screened?

I was going to take issue with the "unique" thing, seeing as the game appears nigh identical to Demon's Souls, but instead I'm going to take the high road and ask why FromSoftware suddenly decided it hated everyone. Is it because we made fun of how bad EverGrace was? Or how uncomfortable that one particular character from Enchanted Arms was to be around?

They do not hate us, they respect us.
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Grinsa

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Edited By Grinsa

Rorie single handedly convinced me to buy Dark Souls, and I may never forgive him for the pain I am sure to endure.

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agemyth

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Edited By agemyth

Rented this game and finished within the 7 day rental period. Total Time Played - 69 hours 49 minutes. Great game. I rented because I never picked up Demon's Souls so I wasn't sure what I was in for. I'm considering buying the game now for more play-throughs as different classes and to experience the other side of invading worlds.

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StrikeALight

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Edited By StrikeALight

@Rorie said:

@Ulong said:

@Rorie: Are you still playing dark soul's? I'm guessing this article was kind of in place of a review, since you haden't beaten it. But does the writing of this article mean you have stopped playing, or are you still poking away at it?

I hit a bit of a wall where I have two boss fights in front of me and no humanity to become human and summon in help. I also can't backtrack out of the zone I'm in. One fight's a two-on-one, one's a three-on-one. So I might keep pecking away at it, or start the game over and try a different plan.

Or I might just give it a couple of weeks and let the wikis flesh themselves out.

That's the spirit!

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beanZfury

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Edited By beanZfury

I hated Demon's Souls. It was a game I have not been used to playing in many years. That kind of game was 'challenging'. Not to say playing games like Gears of War or Halo etc on the highest difficulty were not challenging. They were. It's just that Demon's Souls did not give me a choice. I played for about 4 hours and gave up. I swore I wouldn't play again. Now listening to Bombcast and, TVGP, and Tiltcast... I've been suckered into giving Dark Souls a go. I think I'm ready now. Like being in a relationship; there's a time you feel like you're ready. I'm ready to sink the time into this; and although it may be frustrating and cruel at times, I feel I'm ready for a bit of the old school experimentation that I have not experienced for many years. Winter's coming. Bring it on Dark Souls... but be gentle on these old gaming bones.

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subtleglitch

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Edited By subtleglitch

@Kartana: so i'm guessing you tried playing it for a few hours max, and just ended up rage quitting?

i ended up platinuming the game on the PS3, and i enjoyed the challenge. you don't have to grind that much tbh, unlike in other games like FF for example. so i don't know what you're complaining about.