The Thing I Finished in April (Spoilers... probably)
By Shindig 2 Comments
Yeah, this month's got some time to run but I'm in an RPG rabbit hole and I've never been good at reversing.
Easter came early this year so I figured the time off work would allow me to finally break through the fissure of this game and actually start to seriously enjoy it. 74 hours later, it was finished. I won't lie. I celebrated.
Barrier to Entry
Let's be frank, this game has a legitimate cult following but with some now mainstream appeal. Kinda like Scientology or Homeopathic medicine. This is the point where From's series gained some meaningful traction whilst still turning others away due to the initial hardships or simply word of mouth proclaiming the game's difficulty.
I persevered with the game by intending to setup some little objectives along the way. Killing the first Black Knight you see in Undead Burg was always on my agenda but firstly I was after what he was guarding. With loot staying with you after death, I began to entertain the idea of just making a break for glowing things just to see if it was worth it. Couple this with the obvious need to discover new areas and bonfires and I was starting to get to grips with this. I'll definitely admit to certain early encounters like the Capra Demon being roadblocks which had me stumped. I never gave up but I'd consult guides or videos just to give me a base camp to go from. This might be against the whole point of playing a game but, as a player, I still had to execute. The point where I started to get along with Dark Souls might possibly have been the Bell Gargoyles. Seeing that second foe join the fray switched my brain onto thinking about the fight differently. Keeping eyes on them both and manipulating them to stay on the same real estate was pretty neat and brings up probably my favourite part about Dark Soul's core mechanics.
Take the Lead
Because at this point the passive nature of the combat shows itself up to be mostly player-influenced. Obviously, you aggro them by coming into their personal space but, once engaged, you can lead their movements once you lock on. Its a dance and you're engineered to take control. Your movement seems so key to opening up times to strike or even what attacks the enemy will offer. I'll give an example: The Silver Knights you face in Anor Londo have this dickish shield bash which instantly staggers you. Now, I went through that area several times (due to a boss fight that I'll go into later) and really hated being caught out by that stagger. So the common sense approach would be to lead the enemy away from their shield hand. Once I figured that out, the guys offered a more straight-forward proposition. So much of the combat is recognising details like that and your player character will always have that kind of advantage. Once I could hit hard enough I was taking chances with second and third hits on earlier enemies because I knew they'd stagger, allowing for a quick kill. Sometimes its difficult to see where the skill floor is with RPGs but Dark Soul's combat shows that understanding how enemies react to your place in battle is where it's at. From that point on, getting better is a combination of stats and loot.
Explore or Explain?
As I played through the game's first act, I came up against another of the game's criticisms. The lack of direction or explanation in where the player should go. I've heard a counterargument from a friend saying, "But the game did tell you where to go. By killing you." I think for new players, this is a potential nightmare. Initially Dark Souls gives you a mission statement. Ring two bells. One is up in a place you've never visited and the second is down in a place called Blighttown. There is one path up which is kinda easy to miss and several paths leading down. I think finding that path up is crucial for new adopters to stay onboard with Dark Souls. Everywhere else seems to lead to certain death but Dark Souls clearly has a designated 'first area outside of Firelink.
Outside of this, the message system does a great job of directing you. I'll never forget when I reached the Crystal Cave, saw the messages plastering the secret path and thought, "Huh. Invisible platforms. Thanks, internet." In Undead Parish and Undead Burg, larger optional enemies are used as warning signs for the player that somewhat funnel them to where they need to go to progress. I know signposting things might be against the ethos From were into but when a player can only see death from three directions, its difficult to keep them. That said, those that persist are more richer for it. Finding a new area, gear and loot is satisfying in any game and in Dark Souls they're mostly useful to someone.
The story didn't grab me but then its never surfaced enough to do that. There's a definite bleak tone to that world, though. As a player you can seek out as much or as little lore as you want but everyone will probably have their own little tales to tell. By the end of the game my Firelink posse was down to the barebones. Only Petras and Griggs survived and I felt this was only the case because I never talked to them. The rest either died directly by my hand or indirectly because of my big mouth. Larry David crossed with the Grim Reaper. He wears Havel's armour. Do not approach.
Traverse the White Light
One thing that struck me about Dark Souls was the sheer number of boss encounters. I've talked about Capra and the Bell Gargoyles and, for the most part, they're designed really well and only one of them is a complete gimmick. Capra's difficulty stems from the fact the arena you fight him in is effectively a small box and he is just big enough to fit in a small box. With the bosses before him you had an easy way to fell them but that was never a required method of victory but with the arena being so small, with Capra taking the easy route seemed like the only consistent, viable outcome. Its a pity as its the only time in my 74 hour odyssey where the game felt cheap. The rest of the big encounters seemed fine, even Ormstein and Smough.
I say fine, after about 50 tries with and without summons. Its an extension of the Bell Gargoyle scrap which felt like a mid-term exam. Two guys except they have wildly different attack patterns so you need to manage both and, unlike the Gargoyles, focus on one of them whilst watching the other guy. Its marks the point to me where using environmental cover is crucial to regroup and survive. When people talk about this as the game's true test, they're right. When I was playing it I was reminded of the Meta Ridley fight in Metroid Prime. Ormstein is that. Smough is Omega Pirate.
And with all those deaths, I was never deterred for very long. You could say that fits the fiction when you're portraying a being that cannot die. You get right back to that fog door. You experiment with new gear. You go again. A game must be doing something right when you go back for more of that. There's some exceptional highs served up by Dark Souls and success doesn't come by a fluke. You know how its done. You've improved.
So that's kind of it.
I wound up thoroughly enjoying this game and I thought some of the enemy and area design was really well-crafted. For all that this game stacks against you, they give you just enough hope to make success feel almost inevitable. When you roll up on the final fog door after a few failures, you know you'll be back in five minutes. Blimey, that really is masochism. Anyway, Demon's Souls is next.
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