Games of 2011: Dark Souls
Fireside chat.
A hazy myth, an elegant contraption, an eccentric vision, an unforgiving mistress: Dark Souls has many sides. All bear the fingerprints of creator Hidetaka Miyazaki, who in 2011 established himself as the most interesting designer working in blockbuster games today. Not that this, sequel to Sony-born Demon's Souls, has much aside from giant sales figures to identify it as a big hitter. In all other ways it eschews the churning mainstream, taking design decisions that are both unfashionable and, prior to its chart-dominating success, seemingly commercially unworkable.
Because it's a game that obscures its precise systems with the fog of misdirection, whispering clues that lead nowhere, forcing you to feel out its systems and geography, absent of any handholding. For players used to explicit goals with well-furrowed roads to reach them, this feels like play with the stabilisers removed. Indeed, when it comes to your task and the route by which you arrive at it, Dark Souls has nothing to say.
Its tutorials come as paper cut admonishments; training levels that suckerpunch you back to bonfire save points with nothing to show for your troubles but some muscle memory, a bruised ego and another plan that must be torn up and replaced with something better. Dark Souls has nothing to say to players who wish to succeed simply by showing up.
1/17 Dark Souls enemies are a brilliant fusion of Japanese sensibilities with traditional Dungeons and Dragons imagery.
The single save slot and constant recording of progress make rewinding the clock on your history impossible and as such this is a game that asks you to own your choices like no other, wearing failures as defining scars. Dark Souls has no mechanism for players wanting quick reloads that allow them to, attempt by attempt, write the perfect journey through the game.
The complex weave of non-player character storylines carries on about you regardless of your attention, and the lines between friend and foe are blurred. Favours are just as likely to be repaid with brutal backstabbing as shiny trinkets. For players used to being repaid in gold and reverence by their virtual quest-givers, Dark Souls has nothing to say.
Instead the game relies on the messages of others to give hope and inspiration. The mystified multiplayer is quite unlike anything else in games, the opportunity for voice chat barred by Miyazaki, limiting communication to messages scrawled onto the ground by other players in their worlds, and pulled into your own. "Ambush coming up," warns one. "Shoot its tail," instructs another. In the early stages of the game the sense of asynchronous camaraderie is beguiling, even though the deliberate down scoping of the console's features feels old-fashioned.
Dark Souls is a game that calls to screen horrifying terrors, crocodile-skinned leviathans, fire-breathing drakes and obese executioners that pound toward you with single-minded urgency. But the most frightening demons are perhaps those it summons from within us. The petulant child gamer, who throws her controller at the wall in frustration; the irascible teenager who stops playing the moment he stops winning, all red-faced sulk. These are ghosts from the past we have supposedly matured away from, and yet in Lodran's stony network of brutality, they are called to the surface. Dark Souls has no words of indulgence for the bruised ego. Rather, those demons must be exorcised if you wish to progress, or embraced if you wish to submit.
And how many submitted? Few who start a video game finish it, just as so many books remain opened but unread. Games require perseverance, commitment. But in Dark Souls' case, they require skill too. Not the kind of skill that has become fashionable in games over the past two years: fetch quest persistence, hunger to gulp down drip feed experience points that offer rewards for merely turning the cogs. This is the systemic cancer that is deforming gaming's DNA, a lowering of the barrier to entry that widens the pool of players, but at the cost of a diminished sense of accomplishment.
Don't be put off by Dark Souls - there's a difference between a punishing game and frustrating one, and this is rarely the latter.
Not all games have to be for everyone, despite capitalism's persuasive whispering in the ear of so many publishers. Dark Souls is a game for players willing to advance themselves, not just their avatar; to learn and perfect a skill, to improve. In this way, it silently summons the demons of an entire medium, before shooing them away with its single-minded philosophy.
It's not perfect, but that's somehow perfect for a game that centres itself around our imperfections. It frequently overreaches, with ambition outstripping technology in Blight-town as the framerate slows to a plod while the console strains to render the dank, cavernous walls and matchstick scaffolding. Likewise, the endgame competitive multiplayer player vs. player was ruined by some imbalanced covenant items - at least until the most recent patch - design shortcomings that stand out all the more starkly for the rest of the experience's brilliance.
Like Minecraft, the Gollum-like grip with which the game clutches its deepest secrets has forced the community outside of the game too, onto YouTube and forums and FAQs where scraps of knowledge are traded like precious gems. The value of the unspoken has been all but lost in video games, whose comprehensive tutorials and 'extras' menu options make explicit every inch of the developer's work. Dark Souls understands the worth in choosing to say nothing.
In part, that's because its silence it makes room for us to say something, and no game in 2012 has inspired not only such commentary, but also such communal storytelling. Fitting that the only moments of respite and safety in the game are bonfires, where flames scare off monsters, and warmth invites sharing. Outside of the game too, we come together around a virtual fireside, and begin to pick over our own personal stories, myths that pass from player to player, an oral tradition of play. We tell puff-chested of our victories, and murmur red-faced of our failures. There's humour and tragedy and wonder in these stories. And in them, we begin to understand that Dark Souls has so much to say. It simply asks that we are the ones to voice it.
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Comments (171) Latest comment 5 months ago
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lovely article - i seem to have read loads about demons souls over the last few months, but never get tired to hearing about it...possibly because there's always something new to say, as in this article. many thanks.
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Now that's something I can agree with.
Unfortunately I don't see it changing anytime soon, unless an industry wide crash occurs.(which may not even be that far of)
That makes me very sad.
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And makes me wonder why reviews can't be written this way In the first place. There may a format/tradition that may need to be challenged if it holds back this kind of writIng.
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I'm heading to the endgame... and i don't want.
Last time this happened was Planescape:Torment, totally different and equally legen...dary
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I was discouraged to try original game by the tales of its scary difficulty and the fact that you could only play as a knight in shiny armour. Now at some point I realized both points were wrong. There are different classes and armor sets, there is magic, nothing forbids the player to play as something else. As for the difficulty...
Difficulty is punishing, yes, but it mostly punishes player for not being prudent. Can't be saving these health potions (grass, actually) for later like in other games - if you don't have safety margin on your health bar, you might get killed accidentally. I don't have best reflexes and am easily discouraged, but so far I am loving my excursion through this dark world. It reminds me time when I was playing Diablo long time ago - I found that game both dark and hard. This one is even more so. It also got style and atmosphere, two things that I much value in game.
Once I beat Demon's Souls, Dark Souls will be my next purchase.
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Exactly. That's one of the main problems in forum discussions (and sometimes in reviews) in general. Some people have difficulty understanding that a game that does not cater to them personally isn't shit, or overrated, and that sometimes it is better for a game if the developers do not compromise their idea instead of breaking it down to the lowest common denominator.
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The minimalist communication paradoxically makes the game more profound and meaningful. I may have assisted a German teenager to vanquish a spider queen, had my life saved by a message left by a doctor from Sweden, and been torn to pieces by a father-of-three from Spain. Who knows? Whenever you see a player online, no words are exchanged, no identities determined, just a bow before assistance or a bow after defeat. Phantoms are just that - nebulous, fleeting, unknown. Atmosphere is retained, disbelief remains suspended.
Game of the year, not just for tearing up the rulebook but for replacing it with a far better one.
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*bows*
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There have been some other great games too, but this had me from the moment the disc went in - and it didn't come out again until completed.
(then back in for new game +
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Difficulty is one thing, but wilful hostility is another. When you're getting your arse handed back to you on what is ostensibly the training level over and over and over again, the developer is doing something wrong. There are "so many books that remain unopened but unread", but they're usually good books; those that persevere will come away having learnt something, and that something may be of use in the real world.
In Dark Souls, you come away having learnt the no doubt very sophisticated mechanics of yet another generic fantasy world. Oh look! A skeleton with a sword! Except the skeleton's really hard.
It's elitism based on who has the most time to burn, ultimately.
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Its main criticism seems to have been its difficulty, but the difficulty is entirely fair and has far reaching implications that many people seem to overlook, as you tentatively edge your way through the world, afraid of losing your cache of souls, you're pulled deeper and deeper into the world and your attention becomes so devoutly focussed. Any foe or obstacle can be overcome if you approach it wisely, its a strategy & skill based game played out in real-time.
The world itself is magnificent, and the character styling is beautifully conceived and executed.
A real triumph for gamers who want more than an interactive walk-through.
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Dark Souls is my GotY too and I really hope there's more to come!
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1) It doesnt hold back on difficulty, nothing is made simple, obvious or unfair. Everytime you die, its your fault, your mistake, the game rarely ever does anything cheap.
2) The combat system works so well, a great balance of stratergy depending on weapons, stats, items, buffs, armour, endurance, weight...etc
Practically everything you have can be used to aid you, and you can use them in different ways to defeat the enemies.
3) The emotions it puts you through. I don't mean in terms of storyline (as most people know, Dark Souls doesnt have much of a storyline which also adds to the beauty of the game.) When you succeed, it feels like a huge achievement, because its so difficult, the odds are so against you, overcomming those odds feels like you won a marathon. On the flip side, theres the penalty for failure, never before have I been so angry as a result of losing all the souls I collected after dieing, but because Dark Souls is so addictive, you get passed the anger and keep trying.
Sorry long post. But I just cannot believe so many play Skyrim and refuse to play Dark Souls.
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I get that some people do. It's a niche game for the self proclaimed "hardcore" - and that's great. Its just a shame it has such an obnoxious, elitist presence online and in the gaming press. Praising a game for being uncompromisingly geared towards its fans is one thing. Calling accessibility "the systemic cancer that is deforming gaming's DNA" [a quote from this very article] is another.
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Miyazaki really has identified the sort of game / theme / ethos / DNA he wants, and he's mining it to the utmost. Admirable.
I might perhaps take issue with this:
Perhaps it's simply redefining achievement? It seems so easy for us to criticise this, whereas actually it may just be a fragmentation - in games as in so many other media - of output. There will be an ever-growing market for the simplistic and accessible, and there's absolutely nothing surprising (or wrong) about that. But as Dark / Demon's Souls demonstrates, there's still a strong desire for the uncompromising and the challenging, and the fact that these have both sold well should be reassuring to those of us who AREN'T, say, buying their first console to play Skyrim.
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I actually thought I wouldn't get on with it after hearing about the difficulty, but once it clicks and you get to grips with the mechanics, it becomes a joy, yes you die, but that just makes you more determined so you try again, and you die again, but now you have more knowledge and so on
The elation you feel when you defeat a boss you have been trying to kill for a long time is like nothing else in gaming, you get a similar feeling when you have levelled a little and then go through an earlier area, only this time you are one killing everything and it feels great (Until you get over-confident and get a arrow in your head or you fall backwards off a cliff)
GOTY for me, nothing else has come close
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"Sorry long post. But I just cannot believe so many play Skyrim and refuse to play Dark Souls"
I think the darkness and difficulty puts some people off, which is a real shame because it just takes a bit of effort and patience to get the most out of DS, I guess a lot of people dont associate these with "fun", but DS is more about achievement and adventure than pure 'joy'. Though mastering the combat is definately fun!
Skyrim too is a fantastic RPG in my opinion, albeit the absolute antithesis of DS.
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That's a great way of putting it. A while ago I read somewhere someone saying Dark Souls gave games their dignity back, which is another good way of putting it.
If games are art, I think Dark Souls is it. It's something that exists that doesn't bend to indulge you. So many other games, no matter how good their production values or how rich their writing, scupper any profundity they might have had by enforcing their rules only when you're willing to indulge them. Are Halo's Covenant Elites fearsome warriors? Only if it's on Heroic or above. But the knight in the tower just outside the Undead Parish won't change just because you want him to, and so you can learn something in how you deal with him, even if it's just that you suck tits at parrying.
Seriously. Every character leaps off the screen, and yet they're all wearing big fucking helmets! What a game, what a game!
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more games need to recreate that feeling like dark souls does, it will make better games, it will also produce better gamers.
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Yeh, you are completley right. I don't blame anyone for not liking it if its not their thing. But I know quite a few people who refuse to try it because they are so obsessed with skyrim. These guys are much more into rpgs and gaming in general. I think they don't like it purely coz I go on about how amazing it is every 3 seconds. lol
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I love the sense of community and have gotten so much help from others. As the article says, i think this game fosters a real sense of comradahip - we are fellow adventurers on an amazing quest to explore an amazing but dangerous land.
To those that critise this as elitist and too hard, i think you are wrong
my game of the year, give it a chance and it will be yours too.
/bows
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Edit: kk maybe not sequel after sequel, but you know what i mean
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Why play 10 different games in the last months if you can play just one - and I don't feel like missing out.
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I think everyone who loves Dark Souls has been at the stage you're at. That 15 minute trek through Undead Burg towards the Taurus Demon - I certainly must have done that 30+ times, cursing all the while.
I didn't really enjoy that section, but if I did it again I could probably do it first time, because those failures teach you the basic combat system of Dark Souls better than a formal tutorial ever could. You learn, or you die. It's harsh, but it's that grounding that makes the rest of the game relatively easy to deal with. I don't think I've been stuck since and I'm rubbish at games!
Stick with it!
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In Dark Souls, you come away having learnt the no doubt very sophisticated mechanics of yet another generic fantasy world. Oh look! A skeleton with a sword! Except the skeleton's really hard.
It is clear from your post that you do not want difficult games, sophisticated mechanics that take time to master, etc., but that you expect light entertainment from your games - and there's absolutely nothing wrong with that. What I don't get is why thought it would be a good idea to play Dark Souls, then?
It's elitism based on who has the most time to burn, ultimately.
Really don't get the attitude. I am terrible at skill-based games like shoot-em-ups/high-scoring games (say, Geometry Wars), and I don't really get anything out of them - so I just don't play them. I'd never get the idea to be so judgmental like you about those who enjoy this kind of game, though.
And "time to burn"? If that's someone's problem, he's much better off with Skyrim, anyway.
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Even if the casual are the majority, there's still enough want from the old-school to know that our hobby is in fine health.
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Also, great to see the game being talked up at a time when many journalists, despite the good reviews initially, have favoured others over it as their best of 2011.
Hence it's interesting that when those Game Of the Year lists arrive on various sites, that in the comments that follow the sheer love from the public for Dark Souls is massive.
For me, part of the enjoyment of the game came from that community. Everyone may well be having different experience, but the advice shared was always top notch and helpful, even if I ended up discovering another way, a new favourite weapon, whatever it may be.
I'm still playing it, still on my first run through - slowly peeling back the layers, trying different things and making progress. At times it scares the life out of me, at times the odds seem insurmountable, but that feeling of progression is such a thrill - one of real pride and accomplishment.
I also think the art direction is a joy. To walk into a new area, or be attacked by a new enemy and plain marvel at the level of beauty, grotesque and the collide between the two, is fabulous - often whilst reacting by putting a shield up or taking a swipe at something.
A lot has been made of the difficulty, but I don't see it. It's a game that doesn't hold your hand, certainly, but it's one that allows you to get more powerful, even *over powerful* for a level and then push on through. It's also a game that rewards discovery and gets a little easier to play as the game goes on. Certainly the ring of the evil eye brought a huge sigh of relief.
For me, £40 for a game is a more selective choice financially than it's been in some time. For a title to give me this much playing time, value for money, sheer awe and enjoyment is one I don't regret for a second.
Love Dark Souls.
Love it. ^-^
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The buzz you get when you find a decent shield or weapon to replace your previous rubbish ones was better than any other game i thought.
Just a shame the framerate on a couple of levels was horrific.
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I'm trying, and I've played some more this afternoon, starting out with a fresh character. It's getting its claws into me, but I'm still not convinced.
@Unclelou
I wanted to play it because it received plaudits from people whose opinion I respect. I've played difficult games before (Ninja Gaiden springs to mind), and whilst I've not necessarily finished them, I've enjoyed the experience. Dark Souls isn't just a difficult game, it's a game that punishes you for not knowing how to play it when it won't tell you how to play it. It's masochism on a disk, only of a sort where the payoff is a dead boss and some power-up you won't know how to use until you use it wrongly and die again, rather than, say, a tickled prostate.
And I'm not being judgmental about the people who play this sort of game - I'm one of them after all - it's the arrogance of the developer that pisses me off.
@kwolf666
I've not seen much of the world so far, but brown dungeons, shambling zombies, crumbling grey ruins and skeletons that reassemble themselves strikes me as fairly generic. Maybe there's a bouncy castle and water-slides level I've yet to see. Fingers crossed!
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Well one thing that may help based on what you just said in your last post.
Don't go through the graveyard yet. That's a route you shouldn't really take until you're halfway through the game.
From the Firelink shrine go up the path on the edge of the cliff past the well with the body hanging in it. If you fight a few zombies including one that chucks firebombs at you, you're going the right way.
You'll reach the Undead Burg eventually which is definitely the recommended route for beginners. Of course the beauty of the game is that you CAN go more or less anywhere from the start (in my opinion anyway).
Stick with it.
edit: btw, it's not Windypops from Eve is it?
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I disagree fundamentally that it has anything to do with arrogance whatsoever. To repeat my former example: I don't survive in a game like Geometry Wars longer than 3 minutes. My "high"score is ridiculously low. It's a far more masochistic and frustrating experience for me than a hundred Souls games could ever be. Would you think I made a fair point if I called the devs arrogant? It's just not the kind of game where I have the stamina and motivation (nor the skill) to get good at, that's all. It's just not my kind of game.
I'd also fail miserably at Ninja Gaiden, because I am just not good at games that are purely skill-based. I'd argue that it's far more masochistic, because what you mostly need in the Souls games is patience, and you need to be careful,, which everyone can learn - as opposed to manual skills.
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The art of feeling very small and insignificant in a much more powerful world adds to the taste of delicious when you do kick on further and try to turn the tide.
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I'll give it a go. I don't think I'm Windypops on Eve. Is it a General Windypops you're referring to? I seem to recall some Eve players landing in my old blog's comments once and thinking we were the same.
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Stick with Dark Souls. I'm sure it'll come good for you in the end.
It sounds like you made it difficult for yourself in the graveyard, it doesn't give much guidance in terms of directions of course. Many players will find themselves in the same position if they haven't googled/strategy guided it first. The guy sat at the Firelink Shrine does give you some cryptic clues as to where to head. It's just not really immediately obvious where he's talking about though.
Probably the best bit of advise for the first few hours is to walk everywhere with your shield up. Don't run unneccessarily and definitely don't run round corners. Check all angles all the time as death comes from everywhere.
Seriously though, patience is where its at. Apologies if this is starting to sound a bit condescending.
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It would be better than this overrated turd of a game anyway. Get over yourselves.
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Thank you FromSoft.
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I really doubt Dark Souls will beat skyrim but if it does it be the best christmas miracale
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Sony should thank From for finaly pushing me over the edge and buying a PS3.
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At least with Geometry Wars you knew how to play it; anyone with a pair of thumbs does. With Dark Souls, you have the depth of an RPG, with all of its complexity, and the only concession to telling you how to play it is a few notes burnt into the ground telling you the basic controls. That's creating difficulty - and limiting your audience because few will persevere - through deliberately keeping the player ignorant, hence arrogance.
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Games like Dark Souls and Shadows of the Damned give me hope that games can still be interesting in this fad of military FPSs and space marine FPSs
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Not at all; I appreciate the help. Doubly so, because it kind of backs up my argument against the game, whilst simultaneously making me want to play it more.
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<3 From Software
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By all means express reason's for not liking the game, I can understand why many would not enjoy Dark Souls, but there is no reason to attack those that do as you have done.
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1) You do not know anything about the mechanics - and they are more complex and have hidden stats that show up nowhere, then you'd think at the start - or exactly where to go and who to talk to.
2) It requires patience(as mentioned by UncleLou) and a lot of people don't have it - it seems.
But that's a big part of the mystery and what makes this game interesting, the not knowing and constantly improving. Learning by Doing.
Hope you hang on a little longer, you might actually like it more and more.
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But I don't think the game should be blamed for "creating difficulty" (to sum up your previous posts in one convenient expression). To me, DS is like some elaborate jigsaw puzzle - I want to crack it, to solve it.
This is a game design "philosophy" I enjoy, it's like finding a way to platinum in trials HD, or finding the secret to high score heaven in geometry wars. The locations, NPCs and enemies of DS are a riddle you have to solve, just like the extreme tracks of trials HD or the obscenely high score one of your friends managed in geometry wars are riddles.
It has nothing to do with skyrim. Both are awesome and flawed, but for different reasons, and have different purposes. Skyrim wants to allow you to do whatever you want at the moment, however stupid it might be; DS wants you to adapt and survive to a rigid set of rules and hazards. There's a lot of fun to be found in both, you just need to make sure you're in the right mindset before you start playing.
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I know what you mean about it intentionally trying to shove your head up your own arse etc but at least you can argue your point fairly unlike some fucking nonces just writing a game off as shit simply because they didnt gel with it.
. . .re: difficulty, I prattled on somewhere else on EG about the similarity between films / games etc and that not everybody is expected to like a game or film when its released etc sometimes neither ‘targets’ the generic audience, theyre just intentionally, gleefully difficult, but that adds to their attraction. Many people hate David Lynch’s films because theyre so oblique, dark and disjointed, its also the exact reason many people love them.
For designers its incredibly difficult to think of new directions in which to take a tried and tested formula (RPG) to both please the consumer and keep the bean-counters happy. FROM have done a fantastic job of encouraging a different style of play. OK, the ramped difficulty may not be entirely new, but its how they have executed this idea that has presented a challenge that many current games simply cannot match, DS is engineered to be more about skill than simple button bashing, in this respect it isnt so different to SSFIV. Skill is one of the core ingredients of gaming itself, so as a gamer, hardcore or not, the 'test your mettle' challenge or stepping up to the plate is exactly the reason I switch on my console in the first place, and DS does a fantastic job of being a 'game' in its purest form.
Honestly id stick with it, get out of the graveyard section and up to the Undead Burg and if you still hate it, well, fuck it, go for summat else! It is worth while tho mate!!
@quedff $15 for your Ed Hardy bikini, thats my final, FINAL offer!!!
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I found it stimulating, exciting, addictive, creative and overall a complete joy to play, like Lou mentioned, patience will get you through DS faster than any gaming skill you ever learned, this in turn engrosses you in a dark and delicious world full of intrigue and mysticism (a lot of it created in your own mind)
Is it really GOTY? Yes yes it is!
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http://www.gametrailers.com/video/best-role-playing-game-of-the/725240
Winner: Dark Souls
/ Ken
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It's not like modern fps's where you can run in, get shot 5-6 times and hide behind a desk until your 100% healthy again, and pick off enemies with 1 or 2 shots.
Dark Souls is a game that forces you to learn, this isnt fun to some people, alot of casual gamers need to kill lots of things quickly, thats not a problem, its how they get their gaming fix, which is fine. But in DS you have to be tactical, patient and you have to adapt depending on what kind of enemy you are up against.
Getting the right stratergy can be difficult, infact everyone who has played Demon's Souls or Dark Souls has died enough to back me up on that one. But the beauty of this game is thinking up a different stratergy (because you obviously died on the first attempt), pulling off the new stratergy, and succeeding. You get a rush like no other game, it feels like you've overcome a huge milestone.
Unlike Cod, where if you die, you go back 5 seconds and try again until you win. lol. Sorry for the Cod troll. ^_^
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That's music to my ears.
I missed out on Demon Souls due to not having a PS3 so was delighted to have Dark Souls released on the xbox.
I have played around with early sections of Dark Souls and instantly appreciated it
but am going to complete the smorgasboard of games released recently before settling in for the main course.
Dark Souls will be the game I will focus on in early 2012. I hope to get the same sense of pride and achievement that I got from completing Ninja Gaiden on the original xbox.
Early signs and this excellent article show this will be the case.....will just have to resist chucking the controller through the tv and accepting defeat as lessons learnt to take with me into the continuous battle.
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Skyrim is like a long, looooong walk in the park with your girlfriend. Satisfying, compfortable, and aimed at the sole purpouse of enyoing yourself.
Dark Souls is like running a 600m dash against Usain Bolt and having a cramp in your thigh in the middle of the race. Its pure adrenaline rush,it doesn't need a context to pump you up, its maddening, its facing impossible odds.......and winning in the end!!
Point is, while skyrim decides to make you a demigod, dark souls decides to make you a common/fragile human being; and as a result, the game becomes the perfect combination between a hack n slash/RPG/survival horror
Matter of choices maybe, but for some, myself included, no other existing game can touch this.
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My message to the unconverted. This game may not be for everybody but seriously give it a try at least if you haven't. You have far more to gain than to lose. Don't be put off by the learning curve (it's not difficult but requires you to plan ahead a little and understand the wonderful game system).
Also the community of players are not elitist (on average) and are far better (behaved) than any MP FPS gamers.
This is not fanboyism. I just want gamers (which I presume people reading Eurogamer are) to at least try this masterpiece.
I still don't understand why this never got 10/10 and marked down down for being similar to Demons as this is not at all consistent when when compared to Skyrim (10/10) and Oblivion (latter being my third most played game - after Souls games). Both great games but not a patch on Souls series.
Happy new year to all Eurogamer readers.
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250 hours is an astonishing amount of time to invest in a game. You could learn to drive, or probably fly a plane, learn a foreign language or some other life-changing skill in that time.
I'd come back to my original, much-negged point about it being "elitism based on who has the most time to burn". Perhaps I have a low tolerance for the trial and error gameplay because I have less time to devote to gaming.
Having played it further this afternoon, I'm struck by how archaic some of the design decisions are. Instadeaths, levels design that leaves you with no idea where to go next, respawning bad guys (didn't Kieron Gillen do an article for this website - or PC Gamer mag, not sure - called the Ten Commandments of Gaming, that took developers to task for such things? Google's not helping).
Plus, as far as I can tell, you can't even pause the damn thing. That is astonishingly arrogant; nothing else in your life can be as important as this game when you're playing it.
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Whereas games as Uncharted and Cod fly you in a helicopter to the top of a mountain, Dark Souls lets you climb the mountain yourself and makes you fight for every step. The view on top of that mountain afterwards is so much better.
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Yes some aspects are archaic. But some like that kind of archaic. For example I'd really like them to do a big maze next time where you really have to work your way out without automap.
Yes, enemies respawn but I guess most people enjoy it because the combat itself satisfies them.
That's the real issue here, me thinks... is the combat itself a good experience for you? - because that's the essence of the game(play). If not, I'd not bother playing.
Well and the pause thing, I guess it can sometimes be annoying but I wouldn't call it arrogant - or do you press pause in CoD multiplayer? You are always online in this game and if you are in human form you can be constantly invaded.
It's okay to have your gripes with it but I'm very sure the developers did not include certain features or aspects just to form an elitist club or make people frustrated. All these elements like not knowing where to go, respawning enemies and so on were deliberate decisions to achieve this kind of experience - which, reading these comments, at least some people really liked.
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Creating that perfect character for yourself through the trial and error process of restarting the game from scratch is actually very addictive, and you can get back to where you were in a very short amount of time if you know what you're doing. Yeah I love this game, oh, so much.
The truly verticle environments, the encounters, the graphics, the subtle music, the VA, the weapons, the online aspects, just everything, I love it.
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So I take it you are a pilot and speak about 30 different languages? Dark Souls only takes like 50 hours to complete. But if someone spends 250 hours on a game they enjoy, what's the problem with that? That's how much time some people spend playing Skyrim or CoD multiplayer. It just depends on what you find satisfying. People who like Dark Souls like it for the combat and challenge.
Dark Souls may not give much explanation but anyone with a little common sense can figure out what to do. Did anyone ever complain about not knowing where to go in Castlevania SOTN? Do you really need a tutorial to tell you what each button is for? Just push the damn button.
As far as having to redo parts over and over again, how is that really much different from any other game? Isn't CoD Multiplayer or any sports game just the same thing over and over and over again? And is the first level in any FPS really all that different than the last? If you take away the scenery, every level is basically the same gameplay, same objectives. Again, it's just a matter of what you find satisfying.
I think people need to understand that progress in Dark Souls is different than most other games. It's not about "experience points" and getting to the next cutscene. Progress is learning the enemies, the environments and getting better at the game. Your strength is little to do with stats but rather the things you learned and the skills you've mastered. That's what people find rewarding about it.
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No game has challenged me so enjoyably, and been so continuously rewarding. Brilliant, glorious game.
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A game made for gamers by gamers.
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Controls and response is better in dark souls but some of the immersion is gone because of it compared to Demon's Souls.
that said, both games are fantastic and i really need to give both more time and platinum both.
amazing how fromSoftware managed to make yet another Hit game without globalizing it and make it too user friendly/mainstreamin or whatever.
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The combat seemed satisfying enough but I just don't have enough hours available for gaming each week to get into this one. With a job and a relationship and a dog something like MW3 is just more my speed; I can jump in and have fun for an hour every Saturday morning. If that's my only hour of gaming for the week, I still feel fulfilled. Does this make me hate myself as a gamer? Yes. But that's where I'm at.
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That's not the problem.
The problem is when the gaming indsutry thinks that RPGs need to be mainstream ala COD to serve your type of audience.
Obviously COD numbers are enticing but I don't know why must every game be for everyone just for the sake of increasing profits.
Capitalism at its finest there's never enough money.
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welcome good sir, you are from troll country I suppose ?
I can't deny that Uncharted has great graphics, but DS is equally impressive in a more subdued and dark way.
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Re: respawning enemies. they only respawn when you use a bonfire/die, so it's all part of the risk/reward thing. do you go back to cash in your stock of souls, at the cost of having to cut a path through those enemies again? or do you risk losing everything trying to find the next bonfire? it's absolutely a design decision they made 'on purpose'.
same with instadeaths. we wouldn't be here singing it's praises if it didn't have those punishing moments. they don't happen so often as you progress through the game, but the prevailing fear that almost anything in the game seemingly has the potential to kill you and temper your progress is what makes everything else so rewarding.
pausing: just quit the game using the menu option; it saves you exactly where you are and reloading takes seconds.
all these thoughts you've had are exactly where i was early on in the game, but ultimately i 'get' it now. i think once the taurus demon goes down, the game opens up and - more importantly - you feel like you're beginning to 'solve' dark souls. and it can be solved!
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As much as I love Dark Souls, I have to agree that the multiplayer is a bit broken - mostly because of the backstab. Instead of having a face to face duel, you just have people trying to circle around each other for a backstab.
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I think you're confusing "archaic" with "not my personal preference". I can hardly begin to tell you how happy I am when I play the rare game that isn't full of linear corridors, glowing quest markers and hand-holding. And the whole concept is built around respawning enemies - it allows you to harvest souls and items, it demands the tactical decision when to use a bonfire, etc. It's a perfectly valid game mechanic for this kind of game, just like it is for, say, Diablo.
If they did what you want with Dark Souls, it would obviously be a completely different game. It is - sorry - almost selfish of you that you want a game that obviously is not your kind of game at all to change so radically that you would like to play it - at the expense of all others who enjoy exactly the points you criticize.
What Simon wrote in the article and what I quoted earlier bears repeating: Not all games have to be for everyone.
And again: the "time to burn" argument is non-sensical. Most RPGs will take more time to finish than either of the Souls games will. If someone has played it for 250+ hours, he's in NG+ or further. I am also not quite sure why that bothers you so much - is it a bigger waste of time to play one game for 250 hours than it is to play 25 games for 10 hours?
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I wouldn't press pause in an online multiplayer game, no. But Dark Souls is essentially a single player experience with a little online interaction built in to add atmosphere. Not being able to pause it - to answer the phone, go to the toilet, whatever - strikes me as an arrogant decision.
@vudude
I don't necessarily need a tutorial to tell me what every button is for; what I do need is for a game to not make me play the same ten minutes over and over again until I work out what to do. If you look back through the comments, there's a few referring to online wikis and forums and such; resources that people have been using to work out how to play the game. If you're resorting to such things then I'd say the game itself has failed on some level.
@Zyklonbzombie
I suspect you're right.
@ktej
What is this jello of which you speak?
@Gecks
I don't doubt that there's a great game there, underneath the cretinous design decisions, and I will persevere with it. I'm saying that, but I'm now getting routinely twatted by some creepy-armed ghost things that seem impervious to my weapons and chase me when I run away. Bastards.
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I'm not confusing any such thing. Instadeaths in particular are often cited as an example of poor game design. I can understand that the developer is making a statement about the hand-holding that most modern games offer; I think it's a bit of a stupid statement. By all means create difficulty by having hard, intelligent enemies. Creating difficulty through poor instructions, forcing the player to replay big chunks after dying and so forth is just a means of deterring them. Arrogance again.
Not all games have to be for everyone, but deliberately limiting your audience to people with the requisite time to burn isn't genius. What's especially irritating is the sense of misplaced machismo coming across when this game is being discussed. You're a proper gamer if you like this game: old school, not one of these COD, space marine, hobbit-molesting gamers of today. And I suppose in a sense you are; I can still remember the days when I could spend eight uninterrupted hours playing a single video game, alone in my room, wishing I had a girlfriend.
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I'm not hardcore by any means, but I'm playing Dark Souls and loving it. The instructions aren't poor. If you play the first stage, the messages on the floor will tell you the controls. They will tell you what you need about combat. Only thing missing (I think) is the instruction on how to jump. After that, you will learn while playing. For instance, you will need to learn the importance of stamina.
Having 'to replay large chunks after dying', well isn't that the way with lots of games? (Mario, any tower defense game, ...) Remember Ghosts 'n' Ghouls?
It's been said before: you will learn from every death in DS. Next go, you will make sure that ninja doesn't get behind you. And you will progress further.
Anyway, about DS being hard: yes it's hard, but not terrible hard. And it somehow gets easier as your soul level rises.
But if you don't like it, well, it's just a game, right? Noone forces you to play it, do they?
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In Dark Souls it worked 1 evening after that I cannot find one of my 4 friends playing it.
We have the same player level
We are in the right area
We have the right status (Human, vs undead)
We tried every possible variation but nothing works
I see other souls signs BTW
Why this game has blocked party chat and invites on the 360 is really annoying (I wonder if that is allowed by MS)
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you can sprint around that graveyard area with the skeletons and pick up some decent items. the skeletons will kill you but you keep your items even when you die, so it's definitely worth doing!
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The difficulty reminds me of the old Mega Man games, its initially hard when you don't know whats coming but soon you learn the areas and tactics for the bosses and you eventually succed.
Lost a lot of souls and humanity yesterday when I missed a shortcut back to a bonfire, when I noticed the shortcut, I could've cried. What does the humanity do anyway? I feel it's important.
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The term "bad game design" when it comes to oldschool nintendo hard game design is more akin to a buzzword started by the industry that is only thinking about selling to as wide an audience as possible and has been used in the past by gamers and reviewers who dont really know what they are talking about.
Ive no idea how old you are and how many console generations you have been playing but so many popular trends in the past stem from the industry marketing the "next big thing" where they label everything thats old as bad and out of date, take 2D games for example. Its like narrow minded teenagers who only listen to the latest pop music and label anything old as daddy's music. Later on when that person matures and has had chance to experience different types of music that they can appreciate the classics.
Atleast these marketting tactics seem to becoming a thing of a past as this console generation is starting to hit the ceiling in tech and is running out of fresh ideas that everyone is starting to rediscover the classic games and mine them for ideas and tweaking them for an modern audience much like how the music biz recycles classic genres every 15-20 years.
Lets put it another way free to play, microtransaction MMOs and Facebook games are the next big thing that sells the casual market that is bigger than the "mainstream core gamer" market how would you feel if they started using the term "bad game design" to describe tried and tested aspects of game design common with core games
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The game tries to find players in your covenant (when you want to help out on bosses, or want assistance).
For PvP, it tries to find players no more than 10 levels higher or lower than you (or 10%, jury's still out on that).
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Hm, I'd guess that CoD multiplayer and hobbit-molesting games are much more likely played by gamers that have eight uninterrupted hours playing time, but whatever.
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The Capra Deamon was especially cheap. Immediately on entering you get jumped on, instant death. On the 5th try I finally managed to get around it to climb the stairs with my last pixel of health. After defeating the rats the standard way there was nothing more to it then chucking spells and arrows at it until it was dead 15 minutes later.
Of course not much later instant death again and a curse that takes away half your health permanently. This game simply punishes you for not reading online wikis first.
The game is great but saying there are no cheap deaths goes a bit far.
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The respawning enemies are intentional. They're a penalty imposed on you when you "save" at a bonfire and prop up the key game mechanic, namely, the question you need to ask yourself constantly whilst you play- do I save or do I press on but risk everything even more?
Either man up and go with this new flow, or go back to the world of glowing hints and enemies conveniently gathered around explosive barrels. We won't think any less of you.
We fucking will.
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what i ended up doing was dashing up the stairs and dropping down on him with a plunging attack - didn't take long!
i found the knife wielding dog a bit boring - just had to level up to tank through that fight - but most of the other bosses have some sort of 'solution' to them, IMO.
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You haven't really been keeping up have you?
I'm aware that the design decisions are intentional; that's why they're called "decisions". I'm saying that some of them are bad ones, which will alienate a significant chunk of the potential audience. I get that that is what the developer is trying to do, and I think that's arrogance.
And thanks for saying "man up", brilliantly illustrating my point about misplaced machismo.
Oh noes! Your opinion is so important to me!
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So it doesn't suit you because you don't like playing sections over and over until you've perfected them and because you can't pause. That's fine, but it's laughable to claim it's about machismo- it's simply about risk and reward.
The Souls game contain far, far more risk than just about anything else out there but bring with that far more reward. And that is why we're all so passionate about them.
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Is this the same as arrogance? Perhaps it is but I have an awful lot of respect for a developer that's consciously decided to make their own game, rather than pander to common paradigms in the industry at large.
I'm not saying you're wrong in your opinions but I think you are largely missing the point of Dark Souls (with all due respect to you
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It's elitism based on who has the most time to burn, ultimately. -
Mate your got the whole thing wrong. Truly. Dark Souls -requires- you to learn the basics. If you feel you get pummeled to dust from mere skeletons and zombies then what can i say, you just learned that all your enemies must be there for you to just plow through with no resistance whatsoever.
And truly, you say this a generic fantasy world? You got this from the first few hours of play? Elitism on whos got the most time to burn? Really? I got 2 characters in the game, one with 20 hours and one with 55 hours. Thats way less than what i would spend normally in an RPG game. Hardly elitism now is it?
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If anything, the design choices show the developers have complete faith in the player's ability to learn and figure things out. Not arrogant at all. Do I agree with every design choice? No. I wish I could pause too. And I wish one of the NPCs would explain to me what humanity was. But these in no way ruined the game for me. It's a game to be explored and discovered, not presented to you. And sometimes people prefer to look stuff up instead because they are either short on time or don't want to miss any secrets. It's preference, not necessity.
Dark Souls is one of those few RPGs you can play an hour at a time since it is more action focused. If you have been paying attention, you CAN stop and save anywhere in the game. The time commitment is no different than any other RPG. If you are short on time, maybe the logical thing to do is to NOT purchase the game? By the way, I noticed you own Skyward Sword - not exactly a game for someone with limited time and a girlfriend.
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Oh dear. Do you recall telling me to "man up"? It's a few posts up if you've forgotten. You're suggesting I need to stop being a big pansy in order to play the game. You're associating being able to play the game with being more of a man, hence "misplaced machismo". Do keep up.
@TelexStar
I'd like to reply properly, but I'm replying to mcmothercruncher and your post is lost behind the reply bubble. I think you're doing the whole "bad design is subjective" thing, which is fair enough. I've just not heard a compelling argument in favour of the things i've criticised.
@Kostas
OK
@vudude
I suspect I may have traded Skyward Sword in quite soon after getting it as I have no recollection of playing it. Though you're quite right regarding Skyrim; I have put a fair chunk of time into that (despite wife, three kids, a dog and a cat). I've avoided mentioning it because I don't think the comparison is helpful. I want to enjoy Dark Souls, despite my protestations, and some of the more helpful comments on here have made me go back to it and make the effort. My main point, really, is that I shouldn't have to do that to enjoy something I've purchased.
It reminds me of the interview Dara O'Briain did for - I think - Gameswipe, where he was talking about not being able to get past a certain point in Gears of War. His argument was that he'd paid for a pile of content that he simply couldn't get at because he was stuck and that this wasn't fair. I kind of agree with him.
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Just a guess but if you still want to try, try to be like level 30 at the Taurus Demon level and try to summon them, there should be less people in that area with that char level - but that's just guesswork.
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I think one complaint many people have with Dark Souls is the first portion of the game is like the hardest because you start as such a weakling. I think I replayed the Undead Burg area for a good 5 hours. But once you find new weapons and magic, and can upgrade your equipment the game gets really addicting. You start to notice how everything from the weight of your equipment to the length of your weapon affects combat.
I wouldn't recommend Dark Souls to someone already playing Skyrim. I find with RPGs, I can only do one at a time since it usually takes like 5-10 hours for things to "click." You can beat most games in that amount of time. I played Dark Souls over the last 3 months and just now got Skyrim.
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I am at level 9 and I have invaded some players who are obviously in their NG+ or higher (have to be definitely, due to gear they can only get if they already defeated that particular area boss), and, have a much higher soul level due to the weapons and miracles and magic they are able to use.
For assisting players it seems to be +/-15% as stated by the wiki.
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I understand your issues with the game. As a Demons' Souls acolyte iI bullied my best mate into buying DS and he almost took it back. No explicit tutorial. No instructions. No idea! He's a skilled gamer, no doubt like yourself but he hated it but he persevered through the Burgh!
He learnt, as we all do, from his mistakes and its community. Suddenly those initial stages could be speed ran and he had ownership of every step he took...nobody tells you anything...and it's then that the majesty of this game hooks you. Stick with it. Keep your shield up and never rush in.
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On a side note, Geometry Wars 2 is like the best game ever! You play it over and over again and after a while, you notice little details like enemy patterns, how they make a different sound when they spawn, and how to increase your multiplier by circling the enemies around the gravity well before destroying it. None of this is really explained in the game, you just discover it from your own observations...kind of like Dark Souls.
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I think it's great that they didn't include the pause button - but that's just my elitist arrogant nature that is speaking now. haha
What I do actually find interesting is, that you are obsessing so much about the bad design decisions of this game.
They say the opposite of love is not hate but indifference - still, these design things are bothering you.
Or is it the people who are so arrogant and silly, who defend these archaic design decisions that bother you?
Or a third option the ghosts have angered you too much already...
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I shall stick with it, shield aloft, and one day rediscover my testicles. Thanks
@Dangerous_Dan
I don't think I've accused anyone of elitism or arrogance other than the developer. I've tried to avoid any name calling and, apart from a bit of badinage with MrMonsterMunch up there, I think things have remained largely above the belt.
My intention from the start was to provide a counterpoint to the article and express some of the frustration I was feeling at the game's early stages. I've said my piece and things have got a bit circular now.
Anyway, I've pretty much lost this one since it looks like I'm going to carry on playing the damn thing. HAPPY NOW, BASTARDS?
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Agreed, it was largely above the belt and a challenging discussion - good.
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I was going for the Belltower gargoyle and after a couple of tries I was getting the hang of staying behind it and was starting to get his health down, until a 2nd one unexpectedly showed up and fried me in one go.
So I see a sign and think let's try co-op. The phantom runs up to the gargoyle, kills the first 1 in 2 hits not even trying to dodge and I didn't even get to see the 2nd one getting killed. His phantom was gone not 5 seconds after we got on the roof. "Victory achieved" That was the most disappointing part of the game so far, not tactics or skill just equipment and levels that do the work apparently.
Maybe I screwed up my character by keeping him balanced? Is it better to specialize early in this game?
Not knowing how anything works I've wasted many souls on buying things I can't use and I've also been raising my faith hoping I could cast the healing spell at some point, but I guess I need something special to cast it with?
Plans for tonight are already laid out, back to the blacksmith for repairs and to the bell tower to buy purging stones, damn curse.
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Damn, the dude doesn't even use a shield. What was his final playthrough time?
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Not a testament to my skill but to getting a powerful elemental weapon and returning at still low level for co-op in early sections.
This imbalance of the elemental weapons destroys parts of the early PvE. In NG+ the cards are shuffled again but the NG early part is not meant for co-op because of such episodes.
I think they should introduce some sort of requirement for high level elemental weapons, like you need a certain soul level to use a +3 lightning and so forth.
This and the dark wood grain ring leads to low level poise tanks with huge elemental weapons destroying a lot of PvP.
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That guy is fkkin amazin. Missin half the fun if you speedrun through though so im perfectly happy with my 'easy does it', tip-toe method, not like i have a choice really!
someone said earlier about level design. . . watch that series of vids if you have time but check how each distinct area flows seamlessly into the next and the variety of imagination that is on offer, the interlocking verticality in the levels is such an amazing piece of game design, each zone is intricately woven into the next and flows beautifully in all directions, personally, I haven't seen it done any better than DS anywhere else!
Couple that with the depth of combat, intrepid exploring and the palpable dread instilled by the save or persevere mechanic and DS is an utter monster of a game! Possibly one of the best ive ever played in my 30 years of gaming, which is really saying something!
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There is ony guy exploiting a glitch doing it in about 27min.
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I think you could probably complete the game at level 20ish, if you just spent all your points on equipment/weapon upgrades, pyromancy, etc.
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And if you are level 20 and invested in the right stats it's actually not difficult.
Of course all that if you leveled your gear accordingly.
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I started a new game using some tips, I'm almost back to where I was in 1 night.
It's more fun with a sword, thrust attack is much better then clubbing. I still don't do a lot of damage, 37 thrust dmg against the knights back in the undead asylum. I got them down eventually with the 8 pyromancy hits I have and another 15 thrust strikes, patiently waiting and dodging until the right opening. One hit from him takes 70% of my health. It took a couple of tries and resulted in a 15 minute battle in the end, but way more fun then the boss battles so far.
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-Even though pyromancy has been nerfed in patch 1.5, the pyro is THE character for the early game. Faith is best for PvP imo.
-Dont bother farming souls and creating a Jack of all trades ballanced character (unless its NG+) its a waste of skill points and can ruin PVP and Co-op since you can only summon players who are near youre level. Either youre too weak compared to others or youre too high a level to find others in the same area youre at (DS wiki has some stats for the avg level most characters at at certain stages)
- Instead pick one type of magic and ignore the rest. Although low level socery can be useful early in the game. Pyros spend your souls upgrading the glove. Best to level up stamina and vitality. it makes combat so much easier.
- Master Key is THE starting item to pick imo.
- Grab the Dragon / Drake sword it makes the early game so much easier. Then grab the lightning spear and Quelags Firesword. Use fire (best on undead), Lighting and other enchanted weapons carry one of each type.
- Grab a shield that blocks 100% of damage asap or learn to parry. When in combat lower your shield to recharge your stamina, dont fight with no stamina! (farm the hollow soldiers for a hollow soldier shield and helmet)
-Poise is important, if you are always getting staggered when taking hits even with your shield raised, you poise stat is too low
- Aggro one enemy at a time, makes the game much easier, the bow is great for this.
- Keep your weight below 50%, best to be nimble and not a slow tank imo. Dont bother wearing a complete armour set. Best to wear differnt types. IE a heavy helmet and gloves (stoneware helmet rocks and adds poise (and gloves if you can) with gold hemmed armour for poison protection (torso) Crimson armour for curse (leggings). Wear the wolf ring if you need a boost in poise when fighting giants. For the stating game wear the pyro armour with a helmet and gloves for a heavy armour set for poise.
- Use the terrain to your advantage and fight at a range if you are having a hard time with hand to hand. The enemy AI while good isnt perfect and sometimes climbing starts shooting once and jumping off before the baddy closes in is usefull (rinse and repeat) usefull for the carpra deamon and the second black knight
- Keeping atleast 1 humanity is usefull for farming as your get a boost to the drop percentage
- Kindle most bonfires atleast once. Kindle the lordstar hub bonfires to max
- Grab the lordstar asap it saves on legwork
- Grab the curse ring (or atleast some armour that gives curse protection) Curse ring is in the New londo Ruins. You dont need to fight the ghosts just use a map and dash through the stage for it.
- When farming best to do it in an area you havnt killed the boss as you will get humanity every so often. Killing Rats in the Depths is a good sourse of huminty.
- shooting the tails of bosses often drops weapons. IE the dragon in the undead burg drops the drake sword (shoot the tail with the bow and arrow from under the bridge.
- I havnt used them myself but I hear that katanas are better than swords as they cause bleeding. Me I like something like a long sword that has both swing and thrust (baddies can be weak to certain attack types). Use spears or short swords in narrow corridors
- Every boss has a weakness (fire, bleeding, lightning etc)
I was only ment to put a few pointers but i got carried away lol.
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I love it how everyone keeps saying "It's not unfair because every time you die it's your fault". Well this applies to most games I played over the past years. You never just die from standing around but rather from being at the wrong place at the wrong time,doing the wrong thing. So I don't see why this is something special in Dark Souls
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It is a pretty good game, but i think it seems to bring out the worst in a lot of people in that...it has to be teh best game ever or they won't accept your views...it's got a few flaws, that just can't be papered over...merely spinning the camera around is often enough to highlight the main one.
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You obviously don't know what you are talking about. In a usual RPG, everything is based on stats so sometimes you'll die because you aren't at a high enough level to beat a certain boss. And every other game, the difficulty is so cheap you wouldn't even be able to beat the game if there weren't a checkpoint every 2 minutes. As the above video demonstrates, you can beat Dark Souls with skill alone without gaining a single level.
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What took me 20 hours the first time, took only 4 the 2nd time after I followed a tip to get the master key starting gift and grab Astora's sword and dragon shield. It's a different game when you can block 100% and kill in 1 hit.
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The skill argument is not wrong after all because if you have no skill you will die in many encounters although your char is maxed out with skill and equipment.
But also equipment makes you much stronger and is everything in PvP where lag prevents often perfect evasive skills and hard hitting prevails.
@Lunatic4ever What does unfair mean in context of a video game? Someone with average skills should in 90% of the cases deal properly with an ingame situation?
I don't understand what fair would be...
End of segment.
Some people have to win - all the time.
I get bored by winning too much and I get weak, careless, indifferent. Dark Souls is not difficult if you have learned about it - it doesn't require cat like reflexes but what it does demand is usually respect and a careful approach.
I see some people playing this game like the usual unmotivated hack n slash and they die, no wonder they are frustrated, they would have to change and I think most don't have the wish to do that.
It's all fine though, it's not for everyone - what the f*** is the problem with that? What a communist/1984 nightmare. (not directed at one specific person)
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Oh yes... There aren't any, because it would be a shit boring open pointless world once you go through it once.
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Actually, its pretty hard to die in most games now, because all you do it sit back and wait for 5 seconds and Ka-Ching! your health has magically returned...
I fucking hate that shit, ooh i've not been a total dick for 5 seconds, here you are have a full health bar again. Dogshit of the modern gaming world.
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It's a lot more fair then EQ though. No deaths simply by zoning in at the wrong time, or from someone else's mistakes, or from lag/disconnects/server crashes. You keep all your inventory when you die, and it doesn't take your (spent) xp away and eventually de-level you.
There are still cheap deaths, like the floor suddenly collapsing under you, falling into a pit with a still unbeatable monster but surviving just long enough so your retrieval orb stays down there. Bye bye saved up humanity.
It would be nice if DS explains itself a bit better in some areas. It relies too much on other people leaving random clues but restricts the available communication to be wary of left and praise the sun type stuff.
"You never just die from standing around but rather from being at the wrong place at the wrong time,doing the wrong thing."
Actually you do in DS, I was simply standing at the bonfire getting a drink, when I got back someone had invaded and killed me.
The game doesn't tell you what the wrong place is. Every time you see a white wall, make sure you spend your saved souls before entering.
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So many mainsteam games have a really slow difficulty curve, in that the game starts off assuming that the player has never played a video game before and doesnt get intresting until 1/3rd or 1/2 way into the game. Most game designers drip feed new actions and abilities to the player in an effort to keep them intrested because its lacking in other aspects to keep the player intrested.
One of the best aspects of DS and other oldschool games is that they are made for ppl who are expeienced in games (IE most gamers) and assumes that players have a certain level of skill, which is great for those of us who get bored to tears until the game starts to get intresting hours into the game.
Personally I blame ingame tutorials that have slowly morphed to be the 1/3 of the game, its much better when games have a seperate tutorial level that most of us can skip without missing out any of the plot.
For games like DS (at the undead burg) and other oldschool games like shmups and fighters they all have that intial "man up and get over it" where the player has to use their own brain to discover how not to suck and. Anyone needing extra help can look to the internet IE forums, FAQs, You Tube to learn 2 play.
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Brilliantly written article, as per usual with Simon Parkin.
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And possibly one of the most superlative games ever created.
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I think Dark souls is a Fairer game than demons souls though, the regenerating health potions, no wt cap on non equiped items and the bonfire system is a better approach.