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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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GioVANNI

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Edited By GioVANNI

@Krelle said:

I wonder if Jeff & Ryan will continue to ignore this masterpiece. They never even gave Demons Souls a chance.

Thank god we have Rorie around to do it justice.

You know, this game clearly isn't for everyone. I honestly can't blame someone who does not like this game, it's totally reasonable to not. It's frustrating, hard and unforgiving.

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galiant

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Edited By galiant

I get that there are people who enjoy being punished so they can overcome it, or whatever this is about, but I'm not one of those people. I like reading about this game and its prequel, but I'm never going to play either of them. It doesn't sound appealing to me at all.

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thebatmobile

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Edited By thebatmobile

I'm so freaking psyched for this game.

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golguin

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Edited By golguin

I think I'll probably end up buying the game once I make my way through the games I'm currently playing. I'm a bit nervous about the lack of information in the game since I don't want to go to a guide to learn the systems, but I think I'll manage. The difficulty shouldn't be a problem since I played the hell out of Super Meat Boy and Catherine; two games that are very difficulty in very different ways.

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Slayer

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Edited By Slayer

@GioVANNI said:

@Krelle said:

I wonder if Jeff & Ryan will continue to ignore this masterpiece. They never even gave Demons Souls a chance.

Thank god we have Rorie around to do it justice.

You know, this game clearly isn't for everyone. I honestly can't blame someone who does not like this game, it's totally reasonable to not. It's frustrating, hard and unforgiving.

Totaly agree ! :) I will really like the game, but its not for everyone and that is just fine.

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granderojo

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Edited By granderojo

This fucking game man. I never played Demon Souls, this shit is so much fun.

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Aishan

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Edited By Aishan

@McShank said:

@Cessate said:

@Aishan said:

Good write up Rorie. I'm equally eagerly awaiting and dreading the arrival of my copy in the mail tomorrow. As a 360 player I never had a chance to play Demon's Souls, but I am more than aware of it's reputation through both the original Giant Bomb Quick Look and some "Let's Play" footage I watched some months back.

The Quick Look you did for Dark Souls last week really piqued my interest, and that little chat with you had with Kessler confirmed my decision. I'm in the mood for something challenging right now, and although I don't really agree with some of the design decisions, mainly the obfuscation of game mechanics, it definitely seems like a game worth my time.

At least until Skyrim gets here.

This, exactly this,

Skyrim can go to hell.. This game is GOTY quality if you can get over the fact you will die every few minutes till you learn what your doing.

It's alright, duder. You can like more than one game at a time. :)

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Yummylee

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Edited By Yummylee

Article should be locked because it has nawty word in title.

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McShank

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Edited By McShank

@Aishan: No, no i cant.. i have to many.. skyrim will just be another game added to the already huge pile of games i need to beat.. games need to stop coming out for a few months damnit..

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deactivated-61b64fdbd7632

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Rilke!! He takes me back home (Trieste). Great analysis of a game experience Ser.

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kartanaold

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Edited By kartanaold

@subtleglitch said:

i just picked this up on the 360. i must say, at first i was extremely frustrated with the game, dying every few minutes by swarms of enemies. but once i started grinding, and figured out what area is best for me to explore at my level, things became more satisfying.

i think this game has great potential, and is definitely very challenging. it may teach me more patience, for future games i play :)

Yes, because grinding is such a satisfying game mechanic these days! And the only think this game will teach you is how to rage like a 1 year old again.

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Nentisys

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Edited By Nentisys

Loving dark souls so far.

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Eurobum

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Edited By Eurobum

What you are so reverently quoting in the beginning, Matt Rorie, is neither deep insight nor careful observation, it's just a lofty excuse.

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AngriGhandi

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Edited By AngriGhandi

Okay, that's it-- I told myself I didn't want to play Demon's Souls back when it was on the PS3 and I didn't have one. But now, god dammit, I'm in.

As a matter of logistics, though, @Rorie: I know playing this game with a guide is a bad idea, and will ruin the fun. But if you could offer just one cryptically-worded, old-man-from-Zelda-style hint that could end up saving a player new to this game from getting royally screwed over in the "all your NPCs are dead" kind of way, what would it be?

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freakin9

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Edited By freakin9

I played it for awhile for the first time today, I'm definitely starting to get in that, die over and over till everything about this game seeps into my head mode. I'm practically running into enemies defenseless just to see if this new Demon's Souls actually has bite and isn't a joke. Yeah it's no joke, I think I've died close to 20 times with my no nonsense approach to playing Dark Souls like a fool. And have learned a few things, while some things are still a bit of a mystery to me. I know one thing, I'm not happy with my current weapons, I definitely need to try out the full array to find my baby. I definitely also plan to make a point of staying human so I can get some coop buddies to distract the pain.

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mnzy

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Edited By mnzy

What's it with Rilke and Americans? Here you think of prudish literature students when he's mentioned and over there, Lady Gaga has him tatooed on her arm.

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FluffyZombeh

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Edited By FluffyZombeh

I love this game so much, holy shit I can't tell you how many times I've died trying to find where to go now that it's all open-world. In my opinion it's so much better then Demon's Souls, still a bit disappointed about the requirements for online play. Still though, an amazing single player experience that everyone should try out. I'm totally only like 14-17 hours in right now.

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crabbiTScot

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Edited By crabbiTScot

Fantastic read!! Just picked up my copy today - can't wait!!!

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tekmojo

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Edited By tekmojo

Great stuff, I'm taking my time with this one. Stopped leveling a bit and just helping people take out bosses and upgrading my gear.

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PillClinton

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Edited By PillClinton

Well-written article. I enjoyed reading this. It might have even inspired me to eventually try my hand at Dark Souls...eventually.

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Scotto

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Edited By Scotto

I can respect difficult games that don't hold your hand, but this game just doesn't strike me as an enjoyable experience. It might provide "satisfaction", but that seems to be mostly because getting through it is such a harrowing, controller-throwing pain in the ass.

In most games, Dark Souls' brand of "trial and error" memorization to get through parts of the game would just be considered poor design. And in those games, the death penalty likely isn't nearly as high. And only for Dark/Demon's Souls would a lack of proper explanation of the complex mechanics and systems get glowingly rephrased as a "fascinating limitation of knowledge" by a fan of the game, haha.

I should add that isn't me passing judgment on people who like these Souls games. They clearly aren't for everyone, and I'm obviously in that group. Fun is fun, and if you have fun with them, then bully for you. I enjoy Trackmania, another game that is sort of broken in a lot of weird ways, and lots of people don't. To each their own.

In the end, though - I'm with Jeff and Ryan. The gameplay itself just doesn't seem that compelling - particularly the spectre of playing through massive chunks of the game over and over as you "learn" your way around.

- Scott

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jacksukeru

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Edited By jacksukeru

Nice not-review, Rorie.

I've heard someone compare Demon's Souls (so by extension Dark Souls) to the very first Legend of Zelda in the way it just throws you into the world and lets you explore for yourself, apt I thought, considering how "old school" it is.

Well I'd best not linger, just got my own copy of the game so I'm off to kick some ass. Wish me luck!

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Kaowas

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Edited By Kaowas

I absolutely need to play this game now. I've been wanting to play Demon's Souls for a while but the lack of a PS3 has not allowed me the pleasure. I love difficult games that can be conquered with just enough skill and knowledge. I'm definitely picking Dark Souls up now that it's on the Xbox360.

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KarlPilkington

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Edited By KarlPilkington

Great article @Rorie, really excellent.

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Dunchad

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Edited By Dunchad

@Rorie:

Well written article - keep up the good work.

Kind of off-topic, but there is something that bothered me about this (and the QL as well). Isn't evolution iterative pretty much by definition? So the phrase should be "more iterative than revolutionary", right?

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Chris2KLee

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Edited By Chris2KLee

Great read. I don't know if I have the fortitude to handle this game, but it does sound like a fascinating experience.

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Rekt_Hed

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Edited By Rekt_Hed

I love reading about this game but if I bought it I'd probably end up setting my house on fire.

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ScoreSetter

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Edited By ScoreSetter

I really didn't think I'd ever want to play this game, but now I think I might actually enjoy it. I'll just have to remind myself to be patient every two seconds, haha.

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Edited By mike

@tourgen said:

That camera is bullshit though. Pretty happy that got discussed in the podcast.

It really does suck, but I'm getting used to it.

Dark Souls is reminiscent of the exceedingly difficult trial-and-error gameplay of games from 20 years ago. I have the feeling after a few hours with it that Dark Souls just isn't for young people who have really only played recent games from the last five or six years or so.

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FourWude

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Edited By FourWude

DARK SOULS WILL MAKE YOU ITS BITCH!!!!!!

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Slaker117

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Edited By Slaker117
@MB said:

@tourgen said:

That camera is bullshit though. Pretty happy that got discussed in the podcast.

It really does suck, but I'm getting used to it.

It was the reason I never got more than 10 hours into Demon's Souls. I was ok with the difficulty and death penalty stuff, and even though I think it's dumb to never properly explain basic game mechanics, I got over it with the help of the Internet. Parts of that game seem really cool, but the constant annoyance of such a core piece of simple playability eventually turned me off. I'm not backtracking two hours because your camera system decided I wanted to turn around instead of locking onto the enemy charging at me.
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Shabs

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Edited By Shabs

Great article.

I can now understand the appeal, I just don't have the time (and thus patience) for such a game so I'll never play it.

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Edited By datarez

@Mumrik said:

This article links to a 2.560px × 1.440px "screenshot" from a PS3 game (the one with the sword).

That's a bit absurd.

It doesn't actually look like a bullshot though. It's too ugly. Maybe something got messed up and the res was quadrupled.

@Rorie The picture in question is actually watermarked for another site.

Loved the revisiting of the game. It's definitely on my list to get this holiday. I had said in the QL thread I think it passed Skyrim for my RPG of the fall after the QL.

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Underwhelmed

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Edited By Underwhelmed

@Dunchad: If you are talking about the two words in terms of biological evolutionary theory, then yes, you are more or less correct. When using these two words outside of that context, they have different meanings. When a game (or really anything) is said to be "the next evolution" the general implication is that it is a significant leap forward. saying its iterative is implying that it is different, maybe a little improved , but not very much so.

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McQuinn

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Edited By McQuinn

This game is so satisfying. After the first 5 hours of dying a lot, I got in tune with the game and leveled up correctly so that everything just moved much more fluently. Best game I've played this year.

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RuneseekerMireille

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Definitely one of the best articles on the site! Thanks for this Rorie! I hope this at least gets more people to try the game for themselves!

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sins_of_mosin

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Edited By sins_of_mosin

You forgot the line: then you marry one.

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deactivated-5e49e9175da37

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Remember when Mass Effect 2 didn't painstakingly point out to Brad that if he did the Reaper IFF mission, the Collectors would show up and kidnap the crew, and then he would have a choice between finish getting loyalty of his team, or saving the crew?  Remember his reaction?  "It's bullshit that they punish you without conveying any of that information."  But it seems that every rule that every other game has to play by to not get excoriated by games enthusiasts just doesn't apply to the Souls series.  Other games get blasted on checkpoints/autosaving, stunlocks, lack of map/waypoints, convoluted statistics... the Souls series gets praised for doing what other games are criticized for.  What a bonus for them.

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Zaapp1

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Edited By Zaapp1

Man, that feeling when you parry and riposte? Perhaps the best rush in video games I've felt in a long time.

On a side note, I'm having technical issues on the 360 where, on occasion, hitting the attack button does nothing, but when I try to block it remembers I wanted to attack, leading to me getting hit more than I should.

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Death_Unicorn

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Edited By Death_Unicorn

THANKS RORIE! I'm going to start playing Dark Souls this weekend!

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ProfessorEss

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Edited By ProfessorEss

Fantastic write up Rorie. 
 
This, plus the Quick Look, plus "Real Talk", minus a Star Rating is a pretty sweet format for reviewing a game.

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Spongetwan

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Edited By Spongetwan

man, another game to add to the list, lol

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darkjester74

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Edited By darkjester74

Thoughtful, well written article, Matt. Well done!

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DeadDorf

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Edited By DeadDorf

@Brodehouse: Brad was straight up wrong on that. That was an amazing part of ME2, and characters in the universe do talk about that real point of making a decision between going after them immediately or building up more forces.

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jonny_mung

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Edited By jonny_mung

Thanks so much for this well written article. It's clear that you have an affection for this unique game and have written very eloquently about "what makes people play this" (a phrase so associated with this game and Demon's Souls).

I (as well as others in this community it seems) really appreciate the coverage of Dark Souls on this site.

Well done guys!

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kollay

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Edited By kollay

Rorie, you're very lovable.

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Triphos

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Edited By Triphos

@Brodehouse said:

Remember when Mass Effect 2 didn't painstakingly point out to Brad that if he did the Reaper IFF mission, the Collectors would show up and kidnap the crew, and then he would have a choice between finish getting loyalty of his team, or saving the crew? Remember his reaction? "It's bullshit that they punish you without conveying any of that information." But it seems that every rule that every other game has to play by to not get excoriated by games enthusiasts just doesn't apply to the Souls series. Other games get blasted on checkpoints/autosaving, stunlocks, lack of map/waypoints, convoluted statistics... the Souls series gets praised for doing what other games are criticized for. What a bonus for them.

The difference is that that lack of information comes out of nowhere in Mass Effect 2, and goes against every other example of design logic in that game, which is fairly linear and hand-holdy. Demon's/Dark souls, on the other hand, is entirely designed around being obtuse and difficult, and you know that going in (at least, I would hope so), so you make the decision about if you're okay with that before you even purchase the game.

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darkjester74

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Edited By darkjester74

@Triphos said:

@Brodehouse said:

Remember when Mass Effect 2 didn't painstakingly point out to Brad that if he did the Reaper IFF mission, the Collectors would show up and kidnap the crew, and then he would have a choice between finish getting loyalty of his team, or saving the crew? Remember his reaction? "It's bullshit that they punish you without conveying any of that information." But it seems that every rule that every other game has to play by to not get excoriated by games enthusiasts just doesn't apply to the Souls series. Other games get blasted on checkpoints/autosaving, stunlocks, lack of map/waypoints, convoluted statistics... the Souls series gets praised for doing what other games are criticized for. What a bonus for them.

The difference is that that lack of information comes out of nowhere in Mass Effect 2, and goes against every other example of design logic in that game, which is fairly linear and hand-holdy. Demon's/Dark souls, on the other hand, is entirely designed around being obtuse and difficult, and you know that going in (at least, I would hope so), so you make the decision about if you're okay with that before you even purchase the game.

Well said. I always have loads of respect for a game that selects a specific and unique design or vision, and sticks with it throughout.

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deactivated-5e49e9175da37

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@Triphos: Once again, Dark Souls gets different criteria for judgement than every other game on the planet.  I don't see being obfuscatory about simple game mechanics to be a positive just because it's intentional.  I've never heard people praise stunlocks.  I remember Lost Planet 2 being criticized for not having a pause feature.  I'm not going to let it drive me crazy, but it's clear that Dark Souls gets a pass on things no other game does.
 
And I'm not against difficult games.  Super Meat Boy was in my top ten for 2010.  But I feel like Dark Souls approaches difficulty in the worst possible way.
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Magilicutty

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Edited By Magilicutty

Very good write up. This encompasses everything I loved about Demon's Souls and everything I'm loving about Dark Souls.