Review Lygodesma 5/5 · Dec 5, 2024
I always wanted to be a knight
Dark Souls 1 is a "Ritter in einer Burg"-simulator, and that's great because I always wanted to be a knight and I loved fortresses when I was a child.
People praise the great feeling of beating bosses after many tries but I cannot see how that is something unique to this game, as you'll experience that in many other …
Dark Souls 1 is a "Ritter in einer Burg"-simulator, and that's great because I always wanted to be a knight and I loved fortresses when I was a child.
People praise the great feeling of beating bosses after many tries but I cannot see how that is something unique to this game, as you'll experience that in many other games in the same way.
So playing games I always wonder, theoretically, why exactly are they good, when they are? What makes them feel good?
The first and foremost outstanding point of Dark Souls 1 and the other FromSoftware-Games is, to me at least, it's visual beauty. We all know Elden Ring looks dashing, but damn, have you had a proper look at, say, even just the Undead Burg in DS1? It's more subtle, but man does this Burg look great. So dark, gritty, medieval-realistic but also fearful and horrific. Darkroot garden with its glowing flowers, the gargoyles at the Belltower, the fairy tale-esque archways in the Parish, the pictoresque snow mountainside at the asylum and all the other iconic areas with their unique lightning and colour palettes create a beautiful high fantasy world that is nothing short of a proper artistic achievement.
Dark Souls is not really an innovative game, the whole soulslike-formula isn't. As a matter of fact, it is rather a step backwards, and quite conservative as that I dare say: the backtrack punishment is bringing back 90s platformers "difficulty" at the beginning of the 2010s when that wasn't a thing anymore. That's fine, but it's not moving forward, at all.
So here's the thing, Dark Souls isn't really that "difficult" by the way, as many say, it is rather punishing, which is not the same. The required skillfullness of its gameplay is higher than average, but not crazy like other games.
To perform the hit-and-dodge-dance with your boss requires perserverance and patience, redoing enemies after resting requires discipline and willingness, none of it skill in particular. It's not a sort of complex dance you have to perform when, say, playing Celeste or Super Meat Boy (which I, needless to say, suck at as well, of course).
But that is actually fine. I hate the death punishment and my frustration is immense and spoils everything, but in DS1, somehow it was fine. The bonfires are well placed, and also, the stakes it gives you combine well with its fearsome ambiance and grim atmosphere. It's a horror game. I am afraid to die, because the stakes are high. The punishing gameplay here fits the atmosphere and idea of the game.
Brings me to the second outstanding point of the game, but unfortunately people told me this is unique to DS1: The map design. I have never enjoyed a map so much and felt so pleased about just finding my way around. Finding a shortcut in Dark Souls actually feels like finding a secret passage in an old fortress. The immense satisfaction of suddenly to your own big suprise appearing in some of the adjacent ruins of firelight shrine after a long and hard day of fighting with the abyssimal creatures of Lordan, the serenity of the music ringing the bells of shelter and safety, that's the serotonin kick that is almost bliss, and do not forget: that it does by mere map design. What beautiful game design that is.
Dark Souls is not innovative, but all its mechanics and game design decisions make up a perfectly balanced experience. It's crafted extremely well, nothing more and nothing less, and that's absolutely fine.
Many of the things I dislike about modern RPGs, Dark Souls does right: -- The map is compact and every corner feels meaingful. -- Progress is rewarded in the form of visually remarkable milestones (new weapons , spells or slots) as opposed to just being merely a gradual number increase -- There's no meaningless wall of text of badly written dialogue, -- Everything is viable, bros on reddit will tell you: play the weapon you like, wear the armor that looks cool, all items are so balanced that there is rarely ever an objectively better choice, -- Enemies don't scale with your level but are integrated obstacles in the structure of the map that are pleasing to overcome easily once you backtrack and then come back when you're stronger -- There is not only a tactical but also cunning challenge in mastering the combat system, but sort of both. It's very balanced, again.
What can I say of course I was annoyed but I increasingly became Zen and didn't care about those lost souls anymore. That's the moral of the story? Whatever. What a magnificent, beautiful classic of a game. I am now entering Blighttown, will probably drop the game and furiously rewrite the whole thing because I will hate it. Wish me good luck. I hope this game will absorb my dark souls and leave me a bit brighter on the inside.
