OVERVIEW
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Rating: 10/10
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Hours played: 145
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Pros: Combat, lore, rewarding gameplay, unique multiplayer, world design, high replay value
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Cons: Late game is not as polished as the early levels, camera issues when fighting big monsters
PLAYTHROUGHS
I completed Dark Souls on the Prepare to die Edition 8 times, running through the DLC content about half of those times. My first playthrough took me 45 hours (DLC included), and I tested multiple playstyles on the subsequent characters. I only played NG+ with my first character, stopping after the winning the bossfight in Anor Londo.
GAMEPLAY
Dark Souls (DkS) is my favourite game of all time, which is quite surprising considering I am not the type of gamer who cares too much about difficulty in games. Mind you, I almost always pick the Medium/Normal mode, only tanking the hardest difficulties on games that are objectively not challenging or that I end up being very good at due to playing for countless hours. That probably says a lot about this game and the whole hype around the challenge involved. DkS is tough, and there’s no way to deny it. But it is also very approachable if you have enough patience and dedicate some attention to what it is trying to tell you. It’s a fair game (most of the time), and the challenge makes it way more rewarding in the end then it could ever be with a a difficulty slider attached to it.
One of the greatest things about DkS is how it tries to teach players its mechanics and design style. Most of it comes from experience, requiring a certain level of trial and error, which is very often something I find problematic on videogames. Here, it works, primarily because failure (normally in the form of death) is a part of the game. Thanks to the respawn system at bonfires, dying is simply a normality in the setting, allowing for the players to still feel immersed when they lose. That’s much better then just going through a menu and reloading the last save. That said, a lot of things on DkS can be learn by paying attention to details. There’s multiple scenarios on the early levels that teach you what to expect: traps, ambushes, enemies that are clearly too strong for you. But most of the time there’s a way around it: a trap or an ambush can be avoided if you spot it first, and you can lure enemies to fight you one at a time instead of being ganked by a mob. Tough enemies (even bosses) often have weaknesses, and it’s possible to use the environment to increase your chances to win as well. And all of that is done organically through the level design, without the overuse of tutorials in the form of text walls or boring NPC’s telling how to play the game.
The combat system uses very simple mechanics and controls, but it takes some time to master, especially for players not used to melee-based action games. Despite that simplicity, there’s a lot of depth around it, since the grate variety of weapons, shields, spells, armor sets and playstyles often gives players very different experiences on each encounter (different weapons can have very different move-sets and hit-boxes, it’s not just about how much damage they deal). Because of that, building a character is one of the coolest things on the game, there are a lot of possibilities and the replay value is very high primarily due to that. Upgrading your gear and leveling your character accordingly to the playstyle you want is very important, but the combat of DkS is mostly about player skill: once you master the system, it will be totally possible to defeat all of those too-tough-for—a-low-level-character that gave you trouble on your first playthrough. This creates the feeling that players are leveling alongside their character, something I find very rare on modern RPGs.
There’s a good variety of enemies here, and it’s very important to learn their movesets in order to be prepared to react appropriately during fights. The combat shines the most when you fight humanoid warriors, though. Bosses are a very frequent reality on DkS, providing challenge and excitement whenever they appear. They are also varied on desing, some of them among my favourites on any game. However, fighting the bigger creatures in this game can often be problematic due to how the camera works (something that was never completely fixed on the sequels).
Level design is one of the main positives of DkS. The low number of checkpoints forces players to find creative methods to navigate levels, find shortcuts and memorize the layout. The variety of enemy encounters, traps and ambushes is abundant, making most players keep their shields up whenever they explore a new part of the world. And if the levels are great, the world design of Lordran is one of the greatest I’ve ever seen! There’s a high amount of connectivity between different areas, providing players with great satisfaction when they open new paths to previously explored areas, while also allowing for great replay value, since you can learn new methods to explore the world, and, therefore, experiment different progression routes. A lot of areas (and their bosses) are optional too, reinforcing the freedom given to players on how they approach the game.
One downside, though, is the late game. Some of the levels and bosses on the second half of DkS are not as polished as what we get early on, resulting in a few disappointing and frustrating moments. As far as I know that happened because the developers had to rush some of the development to release the game on time. On a positive note, the DLC more than compensates for that, giving players a new high level map and some of the best bosses of the trilogy. It’s highly recommended to anyone who enjoyed the game.
To finish this section, it’s important to mention the multiplayer. DkS has a very interesting system, allowing players to be summoned to or to invade the world of other players. Co-op is fun and can be very helpful to new players struggling with a specific area or boss, and going through the PvP is a good way to learn new tricks and become better at the combat. The DLC also introduced an arena for players who want to focus on that (a lot of them do).
NARRATIVE
DkS narrative is primarily based around the very depth lore created by From Software. The world of Lordran has a lot of backstory to its many areas and characters, and learning about it can be as difficult as killing a boss. There are 3 main ways to get information on DkS: talking to NPC’s, reading item descriptions and paying attention to the great environmental storytelling. Be careful with NPC’s, though: they often provide wrong or incomplete intel due to their own motivations and/or lack of knowledge.
Plot-wise, there’s not that much to talk about, since the game itself gives you very little in the form of purpose for the most part. But if you go into the lore, it’s possible to know much better what you’re doing, why a lot of things are the way they are and why certain characters are/were acting the way they do/did. There are many mysteries to uncover, but many things are left open for your own interpretation, which can be fun for people like me. If you’re lucky enough some answers you want may come on the sequels, so watch out for those!
DkS has a very diverse cast of NPC’s, all with very unique personalities, motivations and story arcs that can be followed (and often influenced) by the main character. The one downside is how easy it is to miss most of those stories (almost impossible to see them all on a first playthrough unless you have a guide or a friend telling you where to look). It is worth it, though, because the NPC’s help immensily to flesh out the world and keep players engaged.
TECH
Lordran is beautiful. Yes, the graphics are quite dated now, but the art design is so great that I can’t care about it. It’s obvious the amount of care that was put even into small details, the variety of items, locations and enemy design is amazing and some of the vistas are absolutely impressive. Again, some of the late game areas don’t have the same quality of details, but the game looks great most of the time.
The music is also a major plus of DkS. Generally played during boss fights and a few odd-places, the soundtrack plays a big part on engaging players and setting the tone for characters and places you’ll encounter. For the most part, though, the game focuses on the environmental sounds, immersing players into the world and also encouraging them to use it to their favor – sound is a great tool to notice enemies approaching when you’re exploring dark areas, as an example.
You can play it at 60fps on the PC by using a mod called dsfix (highly recommended), or you can try the remastered version for new consoles or PC. I can’t say how good it is, though, since I only saw the remaster on videos and never played myself. Personally, I’m happy with the vanilla version. Outside of one particularly infamous area, I’ve never experienced major framedrops, bugs or glitches.
CONCLUSION
One of the main design concepts of this game is to provide players a rewarding experience through the conquest of great challenges. DkS accomplishes that with all the merit I can give it. Understanding the story can be just as complicated as defeating the toughest foes, but it’s just as rewarding. Music and art design are both amazing and help to set the tone for a great adventure. I love this game and want to replay it many more times, and even if it’s not a game for everyone, it’s worth to at least try it out – the experience is certain to be memorable one way or another.