Showing posts with label Dark Souls. Show all posts
Showing posts with label Dark Souls. Show all posts

Monday, September 5, 2022

Dark Souls III Review

 (Originally published to Glitchwave on 3/27/2021)















[Image from igdb.com]


Dark Souls III

Developer: FromSoftware

Publisher: Bandai Namco Entertainment

Genre(s): Action RPG, Soulslike

Platforms: PC, PS4, Xbox One

Release Date: March 24, 2016


Judging from the status of the Dark Souls franchise by 2016, FromSoft was ready to move on. Bloodborne garnered mass acclaim for taking the Dark Souls formula to another setting, so one could assume that FromSoft would do the same for a few new IPs. Dark Souls seemed like it pioneered a new genre of video game instead of becoming a long-lasting series. Several new IPs have taken the essence of Dark Souls and have rebranded it under a different moniker. Dark Souls became a template instead of a long-lasting franchise. Not to mention that the Dark Souls name was butchered in its sequel, which was made by a totally different group of people. New paths were paved, and the old route was sealed off, or at least suffered from massive fault damage. I’m glad Miyazaki glanced back at the Dark Souls property and decided to give the first game a proper sequel. It would have been a shame to have left the Dark Souls franchise on the sour note that was Dark Souls II. Dark Souls III was a return to form for the franchise. It took everything from the first Dark Souls and revamped it the way a sequel should. For some people, Dark Souls III is the pinnacle of the franchise, taking everything that made the first game great and creasing the hinges for a finer-tuned experience. My opinion of Dark Souls III slightly differs from this. It improves on many aspects from the first game, but I’m only using the word improvement lightly. Dark Souls III takes the base of the first game and buffs the scratches, but it doesn’t really form its own identity in the process.

With the influx of “soulslike” games, it seems like the elements of Dark Souls that made it unique are pretty easy to spot. There’s the level design, lore achieved by world-building, using a consistent marker as checkpoints scattered parsimoniously, and creating a special build by leveling up like an RPG. There are several other elements, but these seem to be the most integral aspects. When it comes to making another iteration of Dark Souls itself, FromSoft tends to unabashedly repeat every single aspect of the first game. The doomed kingdom in Dark Souls III is Lothric, and can you guess what is plaguing this land? The first flame is dying out yet again, and you are the chosen undead who will either prolong the flame or relinquish it. I thought that reusing the plot and lore of the first Dark Souls was emblematic of the lack of inspiration that plagued Dark Souls II, but now I can see that this same loose plot is just the premise of Dark Souls. It’s not the middle ages inspired background mixed with the combat; it’s the damn first flame going out again. This premise carried such a heavy weight throughout the first game, but now it seems trivial because it has just become a common trope of the series.

As previously mentioned, Lothric’s flame is dying out. It can be saved if the five lord souls of Lothric are sacrificed to prolong the flame. However, all of these lord souls are in hiding, and it’s your job as the chosen undead to seek them out like an undead bounty hunter. Essentially, it’s a remix of the second half of the first Dark Souls. Now that I think about it, Dark Souls III is a remix of the first Dark Souls. There are so many moments in this game that scream familiarity. Of course, a sequel is supposed to be somewhat familiar by nature, but Dark Souls III is this to a fault. Lothric is its own sprawling kingdom totally discernable from Lordran in terms of areas and level design, but there are quite a few aspects stripped directly from the first game. For one, Andre the Blacksmith is your main source for modifying and enhancing weapons in the hub world. Andre was probably my favorite NPC in the first game, but why is he here? Did FromSoft really have a hard time thinking of another shredded old man to hammer away all day? This is without mentioning that he resides in a place called the Firelink Shrine, the hub world of Dark Souls III and another obvious call-back to the first game. On another note, the Firelink Shrine in this game is my least favorite hub world across every Souls game. It’s just kind of pale and drab and hard to navigate. It doesn’t have the cozy feeling of the Firelink Shrine from the first game. In fact, it seems a lot more like a “firelink sanctuary” because of how closed off and claustrophobic it comes off as. I’d want to rest at the Firelink Shrine from the first game, but I wouldn’t want to rest at the one here unless I was seeking some kind of refuge. In the Undead Settlement, you come across a man in sturdy onion armor and shriek with giddiness when you think it’s Siegmeyer from Dark Souls 1. You’d be wrong, however, when you discover it’s Siegward, a totally different character with the same armor and name like you’ve just stumbled into some Kafkaesque Dark Souls 1 realm.

Seeing all of these familiar characters in the context of Dark Souls 1 led me to believe that rekindling the fire was the canon ending of the first game. It led me to believe that what the chosen undead of the first game did was birth a new beginning for this land. Perhaps Lothric is the successor to Lordran, and enough time has passed where it’s in the same place as Lordran once was; a once prosperous kingdom showing its age. Perhaps the denizens of Lordran started anew here, which might explain the familiar characters. This theory went out the window once I went past Irythyll of the Boreal Valley into Anor Londo. That’s right, Anor fucking Londo. It’s not the sprawling, picturesque land in perpetual sunset but rather a frosty, nocturnal section of the already cold and dark Boreal Valley. It’s not even there as a lark as one of the main bosses in the game resides in the same arena you fought Ornstein and Smough. You can’t even make out the rest of Anor Londo from the first game because it isn’t there, so where is the rest of Anor Londo, and when was Irythyll of the Boreal Valley built in its place? Did Aldrich devour the rest of Anor Londo along with Gwynevere and Gwyndolin? What the hell is going on here? What is with the inconsistencies?

Trying to make sense of the world in Dark Souls III is very confusing. It seems like Lothric is a revitalized version of Lordran several years into the future after the first game, but including Anor Londo as a part of Lothric doesn’t make sense. It’s not an area of Anor Londo districted off to the kingdom of Lothric because anyone who has played the first game will recognize the building where you fight Ornstein and Smough and the giant blacksmith’s body lies. Did the lords of Lothric revamp Lordran into their own creation after the first flame was rekindled? That might explain why Anor Londo is gone except for the Ornstein and Smough building covered in Aldrich’s sludge. I think the real reason these familiarities are inconsistent lies in a problem outside of the game, and that is Dark Souls III relies too much on the impact of the first game. Dark Souls 1 was an experiment, but Dark Souls III doesn’t take any risks. It’s nice to see Anor Londo again, and it’s nice that Andre the Blacksmith is back, but did we need either of them in this game? We didn’t need to be reminded that this is a sequel to Dark Souls, FromSoft. In fact, all of the callbacks to the first game are total detriments to this one as they project a lack of inspiration and insecurities about this entry into the franchise. Either that or FromSoft ran out of ideas even with Miyazaki back at the helm.

This isn’t to say that Dark Souls III is a bad game. I quite like Dark Souls III and consider it to be a solid entry in the franchise and a great way to cap off the trilogy.
Objectively, it might even be a better game than the first one from a technical standpoint. It may not have the same impact as the first Dark Souls in artistic achievement, but it makes up for it by being the most fine-tuned Dark Souls game. Dark Souls III is the culmination of every previous Souls game, and it also takes elements from Bloodborne. Dark Souls III is a testament to the evolution of the Dark Souls formula. It’s not just a proper sequel to the first Dark Souls, but to every previous game in the franchise.

I mentioned in my Dark Souls II review that all of the changes the game made inadvertently caused it to feel more “video gamey.” These changes cheapened the impact that the first game had because they were so shoddily implemented. In the case of Dark Souls III, the “video gamey” changes from Dark Souls II are improved upon because the impetus of Dark Souls III was to shave off the esoteric aspects of the first game. FromSoft wanted to make a more accessible Dark Souls experience, which they achieved by toning up every aspect of the series. Just to be clear, accessibility is not necessarily a bad thing. All of the “video gamey” changes to Dark Souls II were made to be as inaccessible as possible. Dark Souls III fixed these up and made them palatable.

One of these was the estus system from Dark Souls II. Again, I’m not sure what was wrong with the estus system from the first game, but at least the system in Dark Souls III makes sense. You start with five estus flasks, a reasonable number instead of the rationed one estus flask from Dark Souls II (and no, there aren’t any weird healing crystals that slowly heal you that the developers make you rely on. Miyazaki wouldn’t fuck you over like that). You can explore to find more estus shards to increase the total number of flasks giving you a naturally occurring leveling system for the estus flasks as the game gets harder. There are 15 instead of 20, but I rarely ran dry on estus anyways. There is also an option to divide your estus flasks into blue ashen estus flasks to refill your magic meter. I suppose this is good news for magic users, but I never bothered with them because I am a brutish melee player. The human effigies that replace humanity in Dark Souls II have been changed to embers in Dark Souls III. Instead of restoring your maximum health due to death penalties, embers give you a 30% maximum health boost. They are in finite supply like human effigies, but they occur automatically once you defeat a boss. Once you die, the effect is no longer there. It’s refreshing to be rewarded for victory instead of being punished for failure. One of the negative aspects of “video gamey” accessibility is the placement of the bonfires. I mentioned in my Dark Souls 1 review that bonfires acted as checkpoints but were not dispersed in typical video game fashion like getting to a new area or defeating a boss. In the spirit of accessibility, Dark Souls III gives you a bonfire every time you get to a new area or defeat a boss. Because of this, the intense nature of leveraging your estus and trying to find a bonfire is seldom present. They really implemented this to fault as some bonfires are merely a couple of yards away from one another. Thanks for looking out for me, FromSoft. I’ll be careful not to get massacred walking twenty feet.

The elements Dark Souls III borrows from Bloodborne are even more readily apparent. It seems that FromSoft decided that the more aggressive, faster-paced gameplay in Bloodborne was the optimal approach to combat. In the scope of Dark Souls, it’s a little mixed. The enemies in this game are so relentless that you question whether or not you need a shield since you need to attack them with the same high energy. It works, but it feels a little TOO much like Bloodborne. Following suit with Bloodborne’s unpredictable aggression are the bosses. Not only do they never let up, but each boss has one or two more phases to throw you off. This starts as early as the first boss, Iudex Gundyr, who seems like a simple weapon-wielding humanoid boss to teach new players how to dodge attacks or parry. That is until he sprouts a tar-black, reptilian-looking demon out of his orifices at half health, and you start pelting firebombs at him out of shock and terror. Get used to this because almost every boss will present a new obstacle for you to work around. Personally, I think boss phases are a great way to keep the player on edge and offer a challenge that fits organically with the boss battles of the series.
The world design of Lothric also reminds me of the world from Bloodborne. The level progression is mostly a linear path of several levels with a little deviation from the main path. It’s underwhelming compared to the world of the first Dark Souls and even Bloodborne, but each level is still designed superbly.

I’ve already gone into fine detail about what Dark Souls III emulates from the first game. I’m not impressed by Dark Souls III’s tendency to use the first game as a crutch regarding its lore and settings. With all this in mind, I think some individual aspects of Dark Souls III are comparatively better than in the first game. The world isn’t as impressively designed as in the first game The closest Dark Souls III comes to capturing the grand juxtaposition between areas are the areas between Irythyll of the Boreal Valley. It feels great unearthing oneself from the catacombs to uncover the frigid wonderland that is Irythyll of the Boreal Valley, like resurfacing from the water to breathe fresh air. The Irythyll Dungeon acts like the Painted World of Ariamis in that it shows the seedy underbelly of the seemingly magnificent Irythyll, except the underlings are far more unsettling, and it feels far more claustrophobic. This is as close as the world of Dark Souls III gets to provide the same impact as the first game through level progression. However, the individual levels are consistently better in Dark Souls III. There are some levels in the first game that I still dread visiting, like Tomb of the Giants, New Londo Ruins, and the Catacombs. Still, I forgive them individually because they are essential in crafting the entirety of the world of Lordran. Because Dark Souls III takes a different approach to world design, the areas don’t exactly fit a cohesive whole, but they don’t have to. Each area feels different from the last one, and I don’t have any gripes about them. Areas that drew ire from me initially have grown on me, and I now appreciate them like the poison pool, Blighttown-esque Farron Keep to the aforementioned Irythyll Dungeon. The stand-out area in this game is definitely Irythyll of the Boreal Valley. It’s the gigantic, mid-game capital in the same vein as Anor Londo, so the grand scale of it automatically elevates the area above everywhere else.

The bosses in Dark Souls III are also consistently better than the ones in the first Dark Souls. Most of them aren’t as memorable as, say, Ornstein and Smough or Quelaag, but none of the bosses in Dark Souls III piss me off like the Four Kings or the Bed of Chaos. Many bosses in this game boil down to the mechanics of a humanoid sword wielder. They come in a wide variety in design, but there are so many sword-wielding bosses that parry enthusiasts will speed through this game. It’s a little tiring. The bosses in the first game were far more memorable, but some of the gimmicks didn’t work. When the bosses in Dark Souls III have gimmicks that make them unique, the gimmicks make their fights much more interesting instead of grating. One of my favorite bosses in the game is the two princes. Once you defeat Lorian, Prince Lothric resurrects him and jumps on his back with his own health bar while Lorian’s health is halved. You have to cripple Lorian some more to get to Lothric, but you only have to defeat Lothric to win the fight. It’s not a gank boss, but this fight between two bosses is much better executed than several other gank bosses across the series. The gimmick with the Ancient Wyvern is fantastic. Many people feel cheated by a boss that dies in one hit, but plunging my sword into his brain and watching his health bar drop like the 1929 stock market crash is hilarious. The one boss in this game that stands out above the rest is the Nameless King, who is arguably the perfect Dark Souls boss. He’s a strapping, formidable foe who rides a dragon and has the power of wind and lightning on his side. He even seems more god-like than Gwyn. The first phase of his fight with the Dragon is easy, but his second phase is easily the hardest fight in the game. Even though he is learnable if you play it safe, his fight is still tough as nails. Taking him down feels like taking down Zeus.

Once you retrieve the four lord souls, the final battle in Dark Souls III takes place in the “Kiln of the First Flame.” This place merely shares the same name as the final area of the first game as it is structured differently. It could be the same place, but that would unearth my confusion about Lothric in the place of Lordran again. The final boss is the Soul of Cinder, another humanoid boss with a multi-faceted moveset with two different phases with their own hulking health bars. Getting to this fight doesn’t have the same weight as getting to Gwyn, but the Soul of Cinder is an estus drainer that will have you holding on by a thread at the end of it. Is the Soul of Cinder supposed to be your character from the first game? Who knows, but I wish my character from Dark Souls 1 could combo and whip magic out of his ass like the Soul of Cinder. Once the fight is over, you either sacrifice yourself to prolong the suffering or extinguish the land and have darkness sweep it away. However, there is another ending option that is a little more ambiguous. You can “usurp” the fire, which has more complex implications. It’s arguably the best ending because it’s different, and it forces you to get more involved with the lore of this game but unlocking it is incredibly particular and circuitous. I don’t recommend attempting to get this ending on your first playthrough.

Whether you decide to kindle the first flame or douse it, the light that was the Dark Souls series was stamped out by FromSoft. Considering how much they borrowed from the first game, it was indicative of how quickly FromSoft ran out of ideas for the franchise. Fortunately, the swan song of Dark Souls managed to implement everything great from the previous games, fixing every loose screw. Does its lack of unique identity ultimately put it in the shadow of Dark Souls 1? Unfortunately, yes. I hate to give Dark Souls II any credit, but at least it was different from the first game. Games like Bloodborne and other soulslike games seem to be stronger successors to the legacy of Dark Souls, but this doesn’t mean that Dark Souls III is useless. If Dark Souls 1 is the sun, Dark Souls is a lightbulb. It doesn’t have the same scope as the sun, but it serves its purpose with essentially the same function and even has its own unique utility. And if you're wondering what Dark Souls II is in this analogy, it's like a shitty model of the sun made by a seventh grader for their science class.

(Originally published to Glitchwave on 3/29/2021)






















[Image from igdb.com]

Dark Souls III: Ashes of Ariandel

Category: DLC

Release Date: October 24, 2016


Snow = Painted. Huh.

Apparently, the Japanese word for cold, snowy, or something along those lines was mistranslated in the FromSoft offices as "painted". It made sense in the first Dark Souls because you travel to a snowy world through a giant painting. In this case, the Painted World of Ariandel is another snowy place in Dark Souls, so the painted aspect doesn't make any sense. Was the original title for Cainhurst Castle the "Painted World of Gothic Castle?"

All jokes aside, the setting of the first Dark Souls III DLC extension is a snowy world called the Painted World of Ariandel. It's one big area covered in snow with tons of alarmingly grotesque creatures that seem like they are praying for death. The land is filled with dilapidated architecture and is subject to many avalanches. At the end of this area, you unlock the DLC's boss fight near the beginning of the area. There is only one area in this DLC and there is only one boss. It's a fairly large area with quite a grand boss, but they've got some nerve charging full price for DLC with only one area and only one boss. I'm convinced that they were concerned that they couldn't charge what they wanted for this DLC pack with this minimal amount of content, so they decided to pad everything.

This is especially the case for the boss, Friede. She's a hard enough foe as it is, but her fight has three phases with three separate health bars, four if you count the gank boss second phase with Ariandel. It is the ultimate Dark Souls endurance boss and it is one of the most exhausting parts in the franchise. Unfortunately, it isn't the gratifying type of exhaustion. It makes me think that FromSoft implemented this challenge at the end of the DLC so people wouldn't complain about it being too short.

Overall, this DLC pack is fine because it's more content from a game that I already like. The cynic in me is the one who feels cheated by the length of it and the boss is inexcusably long.

Dark Souls II Review

 (Originally published to Glitchwave on 2/28/2021)














[Image from igdb.com]


Dark Souls II

Developer: FromSoftware

Publisher: Bandai Namco Entertainment

Genre(s): Action RPG, Soulslike

Platforms: PS3, Xbox 360

Release Date: March 11, 2014


The sophomore slump is a common thing across all entertainment mediums. Movie sequels are always embraced with hesitance, and albums never seem to match their debuts. Where there is a Marquee Moon or a Stone Roses, there are also the Adventures and Second Comings. Burnout is a hell of a thing. This phenomenon isn't as common with video games. This is probably due to the first game being an experimental charade. After all, you don't know what to work off of if you haven't already established the fundamentals of what you are presenting. Video games always carry a little more leeway for improvement. The second game in a franchise always feels like the developers took the foundation of the first game and took the time to improve on every little aspect. Of course, there are always exceptions like Zelda II, Super Mario Bros. 2, and Castlevania 2, games that deviated from the formula of their successful predecessors and faltered. Dark Souls II is a more modern example of a sophomore slump in gaming that did exactly what these classic sequels did.

As soon as Dark Souls 1 caught wind and won everyone's hearts, the series went through a peculiar marketing campaign focused on the tough difficulty. The remastered PC version of the first game is called the "Prepare to Die edition," overtly spelling out what they are trying to highlight. However, the first Dark Souls isn't just a torturous endeavor only for the type of gamer that unironically blends a cocktail of Mountain Dew and Doritos. It's a captivating experience filled to the brim with atmosphere, spectacle, and unique organic gameplay that greatly rewards the player once they overcome it. Miyazaki's vision for Dark Souls was uncompromising, but it was much more gratifying. During the development of Dark Souls II, Miyazaki was busy working on Bloodborne. The only involvement he had was overseeing it. Dark Souls II was made by a FromSoft B team or a FromSoft F team considering the quality of the game (F as in failing grade if that wasn't clear).

Dark Souls II was the last of the trilogy that I played, so I figured I'd play it to round out the whole trilogy. I already knew that this game had a "black sheep" type of reputation, but I assumed that I wouldn't mind considering that it was still a game in a franchise I adored. I just lowered my expectations for this game. As it turns out, I do not like Dark Souls II. I do not even remotely like Dark Souls II. I thought my experience with the first game tested my limits, but this was on a whole other level. At least my experience with the first Dark Souls turned out to be something that strongly resonated with me. Dark Souls II beat me to a pulp and hung me out to dry. It's a game that feels, in essence, like the first Dark Souls but doesn't have ANY of the aspects that I love about Dark Souls.

I'm going to support my point of this with the most pretentious thing ever written on this website: Dark Souls 1 is a work of art while Dark Souls II is just a video game. I may have struggled with the first Dark Souls, but it immediately became one of my favorite games because it offered so much more than just a challenge. The world Miyazaki created blew me away with its design, and the overall journey was weighted with a bevy of emotions. The spectacle was like nothing I had experienced in a video game. Dark Souls II, on the other hand, is just a difficult video game. In fact, being a difficult video game is all that Dark Souls II sets out to be. It doesn't have the atmosphere, the spectacle, the density, or the meticulous world-building of the first game. This game was made by people who totally missed the point of Dark Souls, and it totally shows in what they created. It's Dark Souls, but through an absolutely underwhelming, shallow, and tedious presentation.

Drangleic is the tragic kingdom setting in Dark Souls II. Like Lordran, the flame keeping everything peachy is dwindling and everything in Drangleic is suffering as a result. You, the "chosen undead" have to journey through the world of Drangleic collecting the souls of four main figures to gain access to the big cheese at the end of it. I think it's both funny and ironic that the heavily criticized second half of the first Dark Souls is, in essence, the entire base of the second game. You venture too far off corners of the map going through about three or four different levels before encountering the boss and hit a dead end. This method of progression seemed underwhelming in the first game, but that was only comparable to the first half. What was deemed as being lazily rushed is now the basis of the entire sequel. How interesting. You also can't choose which order you tackle the Lordsouls in like in the first game. I used to wonder why that is considering each direction isn't necessarily more difficult than the next, but I soon figured that it was because it would take clever world design to make the game seem open-world like the first one. This obviously wasn't the case for this game.

Majula is not as cozy as the Firelink Shrine, but I actually quite like it. It is off of a cliff-side near an ocean and it always looks like the sun is setting. The cloaked figure of the Emerald Herald perched on the cliff always looking off at the large body of water is quite beautiful that it could be the basis of a painting. It definitely helps that the score for this particular place is beautiful as well. It's too bad that every area that stems off from it is utter horseshit. Heide's Tower of Flame looks like a graphically upscaled beta area from the 1993 game Myst. The Gutter is essentially an uninspired Blighttown. Even an area as seemingly vast as the Iron Keep is a linear endurance test to get to the boss. The clever individual design of something like Sen's Fortress or labyrinthine like The Depths is never present in Dark Souls II.

Drangelic is also so geographically inconsistent they might as well have implemented a level select feature. Each level stems from a passageway from the hub world until you defeat one of the main lord bosses. Once you beat one, you go back to the hub world and uncover another path. It's hard to say if each passageway has a theme or not. The first one takes you to a forest that isn't even close to Things Betwixt, the dark forest tutorial area. This leads you to a series of ancient-looking architectural buildings that stand in water. This leads to a pitch-black wharf and an array of castles built near the wharf. Overall, it's a tad askew in terms of consistency, but it gets much worse. Every direction you go seems to lead you to another forest area. Huntsman's Copse is a rocky area with a waterfall and Shaded Woods is dehydrated and filled with spirits, attempting to make the level seem moody and ominous. I don't buy that the hub world of Majula is surrounded by different wooded areas because each of these areas is accessed in totally different directions. Are wooded areas considered more domestic and less hostile to ease the player for something like Iron Keep or The Black Gulch? I suppose that's what the developers were thinking because that is how the progression is for every section of this game. The progression never feels gratifying because the geography of the level never makes any sense. In the first game, the descent from Lower Undead Burg to the Demon Ruins is so earned because it feels like you are descending into hell. As you descend further, the environment gets darker, danker, and more hostile. Dark Souls II never captures this spectacle even when the game has you descend a well in Majula taking you to the darker territory as you progress.

The problem is that each area is too short. None of the areas can amount to something like Anor Londo because each level is just a passageway to get to the next one. None of the areas take any time to breathe because they all amount to a race to get to the next one. Each of them may have a single gimmick to them and that is about it. It is emblematic of the overall predicament with Dark Souls II and that is the developers went for quantity over quality. There are about 40 different individual areas in the game and just as many bosses. Quantity over quality was apparently their imperative when they were designing the range of difficulty as well. Dark Souls II was the hardest Souls game for me, but it wasn't because of something like clever like unconventional design. The philosophy that the FromSoft "F team" had was to overwhelm the player with ridiculous amounts of enemies at every corner. There were moments in the first game that did this, but enemy hoards were always made up of weak enemies that could be defeated easily as individuals. Everything balanced itself out. The "F team" of Dark Souls II probably has an onset carpal tunnel from mashing the copy and paste keys for every level. If there is a bigger enemy in a level, just know that there will be an army of him around the corner if not huddled up beside him like a football team ready to make a play. In this context, the play is to run at you with everything they have. Because of this, you cannot run away from anything in this game. I'm going to lose the respect of some Dark Souls players when I say this, but running away from enemies is a legitimate method of getting through some of the levels in these games. It's arguably as challenging as fighting them because the enemies in these games tend to be relentless, but Dark Souls II takes this to another level. You cannot get away from the hoards of enemies in most of the levels. If you try this in No-Man's Wharf, Iron Keep, Drangleic Castle, etc. over 25 different enemies will be on your tail like an angry mob. You might argue that this keeps the player from chickening out, but fighting them head-on is always overwhelming because all of the enemies come in packs no matter how individually strong or weak they are. You can't enter the fog door to get to a boss without being trounced by hoards of enemies. In every other Souls game, encountering a fog door meant you were invulnerable, but Dark souls II decides to fuck the player. This makes the runs to get to a boss from a bonfire one of the most frustrating and tedious parts of this game.

This philosophy of overwhelming the player with absurd quantities was also implemented with the bosses in this game. There are a whopping 35+ bosses in this game, but that's not what I mean by absurd numbers. To artificially pad the difficulty, half of the bosses in this game are gank bosses. I don't mind gank bosses, in fact, Ornstein and Smough are my favorite boss from Dark Souls 1 because both of them balance each other out wonderfully. There is no balance with the gank bosses in Dark Souls II. Every gank boss in this game feels like Gravelord Nito or the Four Kings, but if each skeleton had its own stake in the total health bar and if every king appeared at once. The latter example comes with bosses like the Ruin Sentinels, the Belfry Gargoyles (which is exactly like the Bell Gargoyles from the first game except cheap and obviously derivative), and the Throne Watcher/Throne Defender. The former example comes with bosses like Freja, Looking Glass Knight, and the Twin Dragonriders (this boss is even a cloned gank boss from a solo fight earlier in the game. Is it even remotely surprising that the "F Team" would rehash bosses to pad the game?). I can't even say if I have a favorite boss in this game. I guess an honorable mention goes to the Covetous Demon because he's laughably pathetic (and I always wanted to take a whack at Jabba the Hutt). However, I can easily tell you what my least favorite boss in this game is and it's the Royal Rat Authority. It's another gank boss that takes "inspiration" from both the Capra Demon and Sif fights from the first game. The main focus of the fight is a giant dog that fights almost exactly like Sif sans the giant sword. The point of frustration is that four small rats will ambush you AND poison you before the dog even shows up. Why did they do this? Because fuck you, that's why. The specific reason as to why this is my least favorite boss is because, for the first time in any Souls game, it forced me to use magic. I am strictly a melee fighter and I've gotten through the other games just fine without using any magic. With the Royal Rat Authority, I saw no other option. It really compromised the accessibility of using a specific build that works for you which was an aspect I loved about the original Dark Souls. Come to think of it, comparing this fight to Sif really puts things in perspective. Sif is a gorgeous, mighty grey wolf that makes you feel terrible for having to kill it. The Royal Rat Authority is an ugly, gangly dog that you want to put down immediately and then taxidermy his mangy ass out of spite. It's almost like a comparative synecdoche between the quality of both of these games. Bosses like these made me do something I didn't do for the other games: skip optional bosses. I just didn't have the drive to care.

What does the game do to aid you in combating their poorly implemented difficulty tactics? Nothing. In fact, if you can't acclimate yourself to it, the game punishes you. Every time you die in this game, your maximum health decreases incrementally until it gets to 50% of your overall health. Are you fucking kidding me, FromSoft? Sorry, I know that this is still the "F team" here, but who in their right mind would think that this was a good idea? The game is already hard enough without giving you penalties for dying. I don't expect the game to aid you for failure, but this is like failing to run a mile in a minute and cutting off a piece of your leg as punishment. It's a whole other level of unfairness. You can alleviate this affliction by consuming a human effigy, but there are only so many of them per area. It certainly doesn't help that the game only starts you off with one estus flask. Why not just make me fight with my bare hands while you're at it? There are these weird life gems that replenish your health very slowly but again, these items are finite. What was wrong with the estus system in the first game? Was it too fair to have the flasks come in multiples of five? If it isn't broken, then don't fix it. Then again, every single aspect of this game is broken, so I guess the estus system had to follow suit.

You could attest to the negativity of this review on the basis that I just suck at Dark Souls. You could be on to something, but I'd still have to disagree. The unfair difficulty isn't the only detractor and I don't think hard difficulty should be one unless it's cheaply implemented and there is no other payoff. Dark Souls is guilty of this in spades, but you wanna know something? There is an easy way to get around this game that I'm not sure if the developers intentionally implemented or this is just a result of their overall carelessness. Magic-users can dominate this game. In the first game, your magic was finite and you had to use it sparingly. In Dark Souls II, all cards are off the table and you can spam almost any spell you want to your heart's content. This is the ideal way to play Dark Souls II as any enemy swarm can be dealt with from a distance. As a result, it makes the difficulty of this game almost trivial. The difference between my melee play-style and magic users is like night and day in Dark Souls II. I shouldn't have to switch my playstyle to breeze through this game. It's so balanced in the other games, so what happened here? Bullshit. Bullshit happened here.

I walked away from the first Dark Souls feeling accomplished and in awe of what I experienced. I walked away from its sequel feeling like I got gang-banged. It just shows me that Dark Souls needs the Miyazaki vision to successfully make a game that is both challenging and substantial. Otherwise, a shallow, boring, and frustrating game is made. This is the Family Guy to Dark Souls 1's Simpsons. Some elements are reminiscent of a quality product, but it fails to understand what makes the other one so meaningful. This game was like the equivalent of performing a pledge for a fraternity where you have to walk ten blocks across town with a pineapple shoved up your ass and you have to do it naked in broad daylight without falling over. Just as you've almost made it, a frat bro kicks you in the balls and you fall over, as a result, making you do the whole thing again, but with a pineapple shoved in your mouth as well. It's just enough to make you drop out of school and become a plumber or something. Dark Souls II is by far my least favorite Souls game and was one of the most unpleasant gaming experiences I've ever had.

...

And if you think I'm playing the DLC, you've got another thing coming.

Dark Souls Review

 (Originally published to Glitchwave on 2/12/2021)














[Image from igdb.com]


Dark Souls

Developer: FromSoftware

Publisher: Bandai Namco Entertainment

Genre(s): Action RPG, Soulslike

Platforms: Xbox 360, PS3

Release Date: September 22, 2011


My first experience with Dark Souls was definitely a very trying one. Before playing it, I was no stranger to games that were notorious for their high difficulty levels. Hell, this wasn't even my first FromSoft game, as I had just finished Bloodborne a month before playing through this game. However, the first Dark Souls still proved to be very formidable. Almost every moment of this game felt like an endurance test. Whether it was because of the shrewd level design, the cryptic progression, or the strict disciplinary methods to dying, the game always had a habit of presenting different obstacles to hurdle over. It was almost as if the game was intentionally throwing curveballs at me even when I got the slightest bit comfortable with it to keep me at a level of tension and frustration. Despite all of this, the first Dark Souls is still my favorite Souls game by a large margin and is one of my favorite games of all time. Even with all of the aspects of this game that made me want to chuck the controller at the TV, I never lost the will to overcome the seemingly impossible odds. Any other game of this difficulty would've made me question my choice to play video games as a hobby. However, there is something special about Dark Souls.

Dark Souls is not for everyone. Not everyone is willing to face a game that feels like the developers are putting someone through an experimental project to test the limits of a man's patience and what he will put up with from a video game. For those willing to be battered and bruised, we know that there is more to Dark Souls than just the difficulty. It's not as if every Dark Souls fan is a masochist (although if you are, we completely understand the appeal). Dark Souls is like the video game equivalent of a Tarkovsky film. It requires an extraordinary amount of patience to get through, but it certainly pays off in the end. Like the films of Andrei Tarkovsky, Dark Souls has so much to offer in its esoteric presentation. Underneath the surface of a difficult video game, Dark Souls is decadently atmospheric, broodingly melancholic, poignantly symbolic, and emotionally striking. Dark Souls is a beautiful work of art.

Dark Souls is also admittedly pretty fucking hard. Most games will ease you into more difficult territory as you progress through the game, but the beginning of Dark Souls is just as brutal as the end. The main thing that makes Dark Souls so difficult is its lack of facilitation when guiding the player through the game. This comes as early as the tutorial level when the first boss suddenly drops down on you, and you aren't even equipped with a weapon. You'll notice that if you try to fight it with your fists that the damage that you'll do to it amounts to practically nothing, and you'll probably get trounced by the boss in a matter of seconds. You then realize that perhaps what you're supposed to do to overcome this obstacle isn't clearly displayed, and you must take another route. You'll realize that you find weapons, armor, and shields to equip along with health items called Estus Flasks in an area directly left of the boss. Once you acquire all of those things, you can even take a giant chunk out of the boss upon reentry as if to bombastically signify that you have a clear advantage over him now. Why doesn't the game give you all of these things initially to tackle the boss? Because that wouldn't feel gratifying enough once you finally overcome the odds. One of the biggest appeals of Dark Souls is the utmost satisfaction you get after conquering anything in this game. Nothing in this game is handed to you, and you must figure out how to do absolutely everything on your own. To uphold this sense of individual achievement, FromSoft made it so you can't even pause the game to look up what to do online. It seems almost cruel, but because of these tactics, no other game series has given me the same sense of achievement. The infamous YOU DIED screen may get discouraging after seeing it several times, but the one attempt that doesn't follow those two words and a loading screen makes you feel so accomplished. It makes you feel confident no matter how many times it takes you to do it.

Every single level and boss in this game is incredibly unpredictable, and you have to get through them without the slightest margin of error. Dark Souls relishes in being a "trial and error" difficulty type of game. The levels will constantly give you new obstacles to overcome like poison pools, darkness, mismatched jumps that make you leverage fall damage, and boobytraps that I'd be surprised if any first-time player would foresee coming. I certainly didn't. Not to mention that every type of enemy in this game is a ruthless, bloodthirsty savage that will hack at your corpse even after they've done you in. Each level is packed with a myriad of different enemy types, and all of these enemies, more often than not, will work as a team to bring you down. You cannot underestimate even the most unassuming enemies because FromSoft knew that you would and have made these seemingly timid creatures the most catastrophic of curveballs. One does not forget the first time they encounter the Basilisks in the Depths, the goofy-looking black frogs with big, red balloon eyes. Once they ambushed me by spurting their purple mist, I was cursed indefinitely, which meant my health was permanently halved until I found a cure. It was then that I knew not to fuck around with anything in this game and became alarmed after any Basilisk sighting.

The bosses are the pinnacle of the "trial and error" type of difficulty. None of the bosses have obvious weak spots, and finding out how to conquer them requires patience and attentiveness. Most of them are gigantic and can take away almost all of your health bar with a single blow. A lot of them will probably take so many attempts that you will start to forget what the rest of the game was like, but that sense of satisfaction upon beating them is something that hasn't been topped by any other game. It's even more satisfying when you devise your own methods to take down each boss. No one told me that the Gaping Dragon doesn't have eyes, so I could take advantage of it when it steamrolls itself in one direction. No one told me that the Capra Demon is most vulnerable after he takes a dive off of the staircase. No one told me to focus solely on Ornstein to make the second half of the fight easier. I figured out my own way to defeat every boss, and my own tactics have worked for me since. Someone might scoff at my methods claiming that something else worked for them, but that's the wonderful thing about combat in Dark Souls; whatever works for you is fine as long as it garners the same positive results.

Since Dark Souls is an action RPG, it naturally comes with the standard RPG trope of offering different classes to play. These different classes do not determine your experience for the rest of the game, as each offers simple base stats for first-time players. Your unique Dark Souls experience is rather determined by aspects like your armor, weapons, magic, and fighting tactics. Whether or not you will use a shield is also a vital aspect to your Dark Souls play-style. While resting at a bonfire, you'll use the souls you retrieve from defeating enemies to level up different attributes. Leveling up health and endurance is a must for any player, but other attributes like strength, dexterity, faith, attunement, etc. will contribute to your own individual play style. My own personal play style that I've become comfortable with is a dexterity build with a shield in one hand and a Uchigitana in the other hand. It's not a guilt-free build, as I had to kill a merchant to get it, but the Uchigitana has become my Dark Souls crutch. The weapon does a ton of damage, and I can combine it with a shield to alternate blocking attacks with dodge rolling. I also love feeling like I have a free range and fluidity of movement because heavy armor feels so awkward, especially when dodge rolling. I never use magic because it requires sacrificing attributes in other areas. Magic can also only be used sparsely, but there are plenty of powerful spells that can carry a player through the game. My build may seem inadequate to some people as their build seems uncomfortable to me, but as I've stated before, there is no right answer when it comes to playing Dark Souls. It's all a matter of what works for you. Some people bulldoze through the game using a broken sword and wearing nothing but a loin cloth.

The fluidity in Dark Souls doesn't stop at the gameplay. The land of Lordran is a sublime world filled with grassy plains, castles, forests, swamps, abandoned settlements, etc. It may have given me a few headaches trying to traverse it, but I'll be damned if Lordran isn't my absolute favorite world in any video game. Director Hidetaka Miyazaki has expressed numerous times that the focal point of Dark Souls is the world it takes place in, and I wholeheartedly believe it. The way that Lordran is designed is absolutely brilliant. The design philosophy in crafting Lordran is a very unique approach to something of a 3D Metroidvania. Typically, Metroidvanias are 2D games, and the sub-genre has seldom been shifted to a 3D space, but it has been done before. Metroid Prime is an example of this. Unlike Metroid Prime, Dark Souls doesn't have the same limitations in exploring the space. Many routes in Metroid Prime are still blocked, and you have to acquire an ability or weapon to proceed. This is naturally par for the course in the Metroidvania sub-genre, so it makes sense that Metroid Prime would adopt this. Dark Souls did away with the Metroidvania constraints and made the boundaries between sub-areas of Lordran practically seamless.

I wouldn't go as far as to say that Dark Souls is an open-world game as there are still constraints on where you can go. However, there are plenty of instances where you can wander off the beaten path. This starts as early as your first arrival to the Firelink Shrine, the cozy middle-ground between the other sections of Lordran. I, like everyone else, had no idea where to go, so I ventured off to a certain place with hoards of skeletons that hacked me to bits. I then realized after over 20 times trying to overcome the skeleton hoards to look around the Firelink Shrine. Over yonder, I found enemies with flesh on their bones and responded a little more to my sword hits. I then realized that I was supposed to go in this direction and go up to the Undead Burg. Of course, there weren't any walls keeping me from going deeper into the Catacombs. If I really wanted to, I could've endured the pain and gone through the entire level even before the Undead Burg. Why anyone would WANT to do that is another thing to ponder, but I absolutely love the fact that you can. In fact, you can go to several different places deviating from the standard route. You can fight several bosses like Ceaseless Discharge and Sif way before intended, you can immediately pick up some rare items in New Londo Ruins, and you can even ring the bell of awakening in Quelaag's Domain before ringing the one in Undead Parish. I don't recommend doing this at all if you're a first-time player, but doing so prevents the game from getting stale upon future playthroughs.

It's almost as if there isn't a concrete route through Lordran and the players collectively formulated the easiest route to take through trial and error. It's almost as if Miyazaki created this world long before he thought about implementing it into a video game. It's masterfully crafted, but it is very unconventional in terms of level design. It felt like the way you progressed through the game was circumstantial. Miyazaki had his world planned out, and all video game conventions be damned. If it's a tad askew in execution, then so be it. It might also explain why playing Dark Souls can feel so irregular at times. You'll find yourself on cliff-sides so narrow that you'll be hugging the wall, wondering if you're exploiting the graphical space you have to make it across. You'll find yourself jumping across broken bridges and onto platforms like you're Mario except for the fact that the jumping mechanic in this game is so rigid that using it never feels like the natural conclusion to progression. The bonfires, the checkpoints in this game where you can refill your estus and level up, would naturally pop up fairly often whenever you came across an unexplored area or just defeated a boss in any other game. Of course, Dark Souls is different. You'd be lucky to come across a bonfire on accident, as several of them are off the beaten path. There are also around only one or two bonfires per area, and some areas don't even have any. The scarcity of bonfires always makes preserving your well-earned souls borderline panic-inducing, especially if you don't know where they are. I don't think this was meant to stress the player out. Rather, I think it's another way of making the world seem organic. The bonfires are mostly found in tight, cozy crevices off the beaten path. This makes it seem like these bonfires are a natural part of the world, like other warriors have nestled here after a long journey far before you came along.

For a world as impressively organized as Lordran, it doesn't even grace us with the ability to see it all on a map. Having a map as a reference point would have been nice at some points, like navigating through the Depths or the Tomb of the Giants, but I think the game benefits from not having one. I rely too much on video game maps when they are available because I don't have a lot of confidence that I know where I am going, and I dread getting lost. Because Dark Souls doesn't have a map, I now know the areas like the back of my hand, and the world feels more immersive. Not having a map also doesn't sacrifice the spectacle of Lordran's world design. One of my absolute favorite aspects of any game is the attention to detail when mapping out the game's landscape, and Dark Souls accomplishes this in great strides. I remember at one point in the Darkroot Garden, I discovered a tower across from the pond with the hydra (and ran right the fuck past Havel. Don't worry, I came back for him). At the top of the tower, I unlocked a door that led me right back to the Undead Burg. It blew my mind that after all that progress, I was only around the corner from where I started. While traversing the darkness of Blighttown, you see the Undead Burg off to the side. The glowing lava of the Demon Ruins is visible from the Tomb of the Giants, AND you can even make out some of the familiar architecture. It feels as if I could map out the world of Lordran through my journey. The attention to detail is that impressive.

Video game tropes presented in Dark Souls never seem shoehorned in for accessibility. Dark Souls is mapped in such a deliberate fashion that it begs you to acclimate yourself to its standards rather than submitting itself to the normal conventions of other games. Like every other aspect of this game, Dark's Soul's approach to storytelling is also rather unusual. At the time, it seemed like video game developers were more readily focused on storytelling than actual gameplay. This was the era in gaming in which the industry figured that the best way to compete with the medium of film was to emulate it. Needless to say, Dark Souls decided not to do the same. Instead of having a story with a traditional progression in the narrative, Dark Souls tells its story through the player's progression through the game's world and interacting with its inhabitants. The only contextual information you are given about the game's world is presented with a beginning cutscene. It explains that Dark Souls' world is a mythical place called Lordran.

At the beginning of Lordran, dragons roamed the land, but their reign as the prime beings of the land was quickly usurped by Lord Gwyn, a human demigod with extraordinary powers and an army of knights. With the assistance of three other lords, they overthrew the dragons, and Gwyn was free to create his own powerful reign of Lordran thanks to The First Flame. After years of prosperity, The First Flame started dissipating and is now on its last legs. If the flame goes out completely, it will usher in a new age known as the Age of Dark, which will bring darkness and terror to Lordran (or at least darkness and terror compared to what is already happening). This weaker flame brands Lordran's denizens with a Darksign, which puts them in a limbo-like existence between life and death. If they die, they don't cease to exist, but it makes them more hollow and more inhumane in body, mind, and soul. Keep in mind that this is only the background lore presented as early as the first cut-scene. The rest of the game gives little to no context to the weight of your journey.

You play as the "chosen undead", the being that has been said to one day rekindle the first flame and bring light back to Lordran. However, it's not as if you are Link from The Legend of Zelda destined to stop a corrupting force from plunging the world into darkness. The world here is already hopelessly engulfed in darkness, and the real heroes have all gone mad or abandoned Lordran altogether. The darksign that brands you is not like the Triforce on Link's hand, and it does not elevate your importance. The fact that every other being in Dark Souls has one just makes you all the more insignificant. You are not chosen by destiny to rekindle the flame; rather, you are the only undead soldier willing to do it. You're like a glorified janitor assigned to mop up the remnants of the once mighty kingdom of Lordran and put them out of their misery. The dreary atmosphere that permeates Dark Souls is caused by the fact that any positive change you'll make to Lordran is weighed down by the inexorable death and decay. You're not bringing Lordran back to a time of light and prosperity, but rather prolonging the inevitable to make what is already hopelessly bad not get any worse, or at least for a while. It gives you a sense of borderline nihilism that is felt by every NPC you come across. They all have this awkward laugh after every line of dialogue which either signifies that they are all going mad or they are merely coping with their inevitable demise. Your existence and everyone else's is fleeting, and there is only so much you can do about it. There is no such thing as an incredibly hopeful outcome to your goal. There is only a spectrum of despair.

A common assessment is that this game is divided into two halves. This isn't technically true, but I can see why everyone says this. After Anor Londo, the objectives and progression feel completely different from what you've been doing. The first half is also perceived as the monumentally better half, and I'd have to agree. The first half of the game gives you a great sense of contextual evidence of the history of Lordran as you journey from the pristine heavens to the dingy bowels and everywhere in between. It showcases a poignant dichotomy between the areas of Lordran: life and death, light and darkness, heaven and hell, beauty and ugliness, the bourgeois and the impoverished, etc. Wherever you are in this game, whether on either side of the coin, it is all a part of Lordran. It shows me that the reign of Gwyn, which is perceived as Lordran's prime of prosperity and growth, was only pleasant and prosperous for the chosen few. All of Lordran may have depreciated over time, but I think that certain parts of Lordran were always destitute. It shows that even in times of hope, there were still ugly sides to Gwyn and his reign that make you question your goal to rekindle his flame.

The first bell of awakening is located in the Undead Parish, which is accessed through climbing up the Undead Burg. The two areas are both designed like medieval-esque castles with rooms filled with wooden chairs and barrels. Undead soldiers are attacking you from every angle with spears, broken swords, and firebombs, but every individual enemy is easy to defeat if they don't ambush you. The defenders of the first bell are a pair of gargoyles that will introduce you to a "gank boss" in which you tackle more than one enemy with its own health bar simultaneously. It's a formidable fight and is often the first real challenge block that people struggle with. I know I sure did. It's a mix of having to pay attention to more than one enemy matched with their fire damage and not accidentally falling off the roof. Conceptually, the Undead Burg and Undead Parish are the middle ground between the two great juxtaposing areas of Lordran. The landscape feels depleted, but sunlight shines on both areas, and you can even hear birds chirping. It's a domestic area to ease the player into what will come in the future.

After ringing the first bell, you find a key that unlocks a door that will take you into the Lower Undead Burg. Immediately, there is no sunlight and no melodious chirping. This is where the descent into hell starts to take place. After defeating the Capra Demon, it unlocks the door that takes you to the Depths, a rank, labyrinthine sewer filled with rats of all sizes and the dreaded aforementioned basilisks. The only light in this place is the torches which give it a creepy, dank aura. The guardian of this place is the Gaping Dragon, an abomination with nothing but a gigantic mouth of over 200 teeth scaling its entire body. Those unfortunate enough to reside here drop raw meat down a convoluted series of tubes to the big area with the Gaping Dragon. They don't do this because they want to serve it, but because the sewer monster's hunger is insatiable, and they might be the next meal.

What could be more perilous than the Depths? Well, it gets much worse as you descend into a little place called Blighttown. Blighttown is infamous for being the bane of every player's existence. It's essentially the ghetto of Lordran, a shanty town built on a poisonous swamp that moved right past the crack epidemic and immediately started on bath salts. Every aspect of this level is frantic, including the darkness, infinitely spawning blood flies, the rickety, unstable structures you have to walk on, and the poisonous swamp that you CANNOT avoid being poisoned by. The worst aspect is the shoddy frame rate that pops up often. Blighttown was absolute hell the first time I played this game that almost made me give up. Note to inexperienced players: please, for the love of god, pick the master key as your initial item, so you only have to endure a fraction of this cesspool.

The guardian of the second bell is Chaos Witch Quelaag, and what better example to support my juxtaposition claim than her? She's a beautiful woman with smooth milk-white skin and long, silken brown hair covering her soft, bountiful bosom. The catch is that the rest of her body is a hideous, fire-spurting spider demon. The cut-scene that introduces her is even supposed to catch you off guard, making you think it's just another grotesque being in an area with nothing but. This all leads to an area past the second bell that is quite literally fire and brimstone and filled with demons. Your descent to Hell has been completed for now, but you will only know Hell if you can contextualize Heaven.

Once the two bells have been rung, you return to the Firelink Shrine and find a monstrously ugly serpent creature where shallow water used to be. This is Kingseeker Frampt, a Primordial Serpent with an unexpectedly polite demeanor and a voice that sounds like Patrick Stewart. He tells you that you must now go to Anor Londo to acquire the lordvessel. To get there, you must go back to the now unlocked gate behind Andre the blacksmith in the Undead Parish and endure Sen's Fortress. Sen's Fortress kicked my ass the first time I played this game. It's a dark obstacle course of booby traps ranging from pendulous axes, giant boulders, and switches that shoot arrows at you if stepped on. It doesn't help that this area is dark as the pits. Out of every level in the game, Sen's Fortress is the most brilliant in terms of individual design. It's the only area that can prove its worth as an individual level separated from the collective nature of the rest of the world without breaking that immersion. It's also hard as nails and signifies to me the onslaught of obstacles one has to endure to achieve anything great in life. In this case, what you achieve by conquering it is a flight to Anor Londo.

Anor Londo is the area directly on top of Sen's Fortress that the gods once resided in and looked down upon its denizens. It functions like the capital of Lordran in this way and the first time you encounter this level feels so well deserved. It's a great contrast to the dirty depths you had to traverse to get here. The architecture is immaculate and goes on for miles. The tangerine-colored glow of the sun is beautiful as it gleams off the architecture. The enemies are towering knights with gold-plated armor and gargantuan-sized shields. At the center of Anor Londo are Ornstein and Smough, two loyal knights to Gwyn and the guardians of the lordvessel. They are my favorite boss fight of the game as fighting both of them at the same time is never overwhelming, and both of them complement each other magnificently. Once you defeat them, you take an elevator up to see Gwyevere, a goddess that is also the daughter of Gwyn. Her presence is angelic and feels like a reward for a long journey. After going through hell, you have finally reached the apex of heaven. It seems like this is the only place that hasn't been sickened by the miasma of decay like in the areas below, but as it turns out, this is all a mirage. Anor Londo is actually perpetually dark as all gods jumped ship a long time ago, including Gwynevere. Her facade has been kept by her brother Gwyndolin who has managed the upkeep of Anor Londo since the time it started to fall. It shows the weight of the overall depression of the world in that a mighty place like this could succumb to the same level of despair.

Your journey through Lordran in the first half of Dark Souls runs the gamut of contrasting areas. It brings the question of what this world was like when the first flame was still growing strong. Was the entire kingdom as bountiful as Anor Londo and merely suffered greatly from the dwindling flame, or was it always wild and chaotic? Was Anor Londo ever great? The game's lack of a concrete narrative never elucidates these questions but can be supported if you explore the world inside a painting in Anor Londo. The Painted World of Ariamas is an optional area in the game, but one that I implore you to visit. It's a snowy land with architecture reminiscent of the Undead Burg. It also has an unsettling, creepy aura. Did you notice that there weren't any familiar enemies in Anor Londo? No dragons? No rats? No undead soldiers? Well, they are all here with some undead soldiers having poisonous growths protruding from their faces. It's an uncanny nightmare that is ironically so close to land that is so immaculate. That's just it. The Painted World puts everything into context. It's where all of the untouchables of Lordran are sent to when they get too close to the magnificent Anor Londo. Everywhere else is so far away from Anor Londo that it can't seep in, so Gwyn just lets it decay even during the height of his power. The most powerful presence in the Painted World is Crossbreed Priscilla, a demigod dragon crossbreed who is the daughter of Gwyn. She is condemned to the Painted World because she is seen as an impure abomination like the rest of the supposed filth of the land. It shows that before the flame was depleted, Anor Londo was the only great place about Lordran, and everywhere else was swept under the rug. Whether this was because Gwyn wanted to keep the illusion of Anor Londo being grand or because he's a tyrant, either theory could be supported. It certainly makes you question the morality of your journey and whether or not you want to renew something that is ultimately just a means to restore Gwyn's ego. It's almost as if the dwindling of the flame is a form of karmic retribution. Fortunately, you don't have to be the successor to Gwyn. If you give the lordvessel to another Primordial Serpent named Kaathe, you can bring about the Age of Dark. Frampt will get pissed and leave for the rest of the game, but there is no real dilemma to this decision. The game will support you either way.

...And then there's the second half of the game. I don't feel the overall game dips in quality to the point where you should stop playing like some people, but it does feel more underwhelming. Your objective is to gather the souls of the four main entities that helped Gwyn take his throne to power. In this, you venture to four different areas blocked from going to that stem off of familiar places. This and Sen's Fortress are the only times when the Metroidvania restrictions are implemented in the game's world, but it doesn't matter anymore. Every area you explore ultimately results in a dead end. Even the optional area of Ash Lake, breathtaking as it is, is just a dead end. Instead of backtracking, the game allows you to finally warp between bonfires. It's certainly convenient, but I feel it cheapens the impact of traversing the world a bit. Most of the areas in the second half are as painstakingly brutal as Blighttown and even feel a bit unfinished. It's not terrible, but compared to the first half, the progression is kind of flat-lines. The good news is that you can pick the order in which you tackle the Lord Souls, but every area has its own awkward quirks.

The second half of Dark Souls mainly falters due to gimmicks more than anything else. Whichever order you tackle the Lord Souls, every route will be filled with levels that are either totally dark or so jarringly bright that you could turn your TV off, and they would still be an eyesore. The Duke's Archives and Crystal Caves are the only exceptions, but Crystal Caves has a weirdly executed invisible platform gimmick. For some reason, several of these places require an item to traverse through. To traverse the abyss where the Four Kings reside, you need to get a ring from defeating a boss in Darkroot Garden (poor Sif). To endure the hardships of the excruciating Tomb of the Giants, you need to kill a maggot in Lost Izalith and wear a part of it on your head as a light source. Good fucking luck trying to get anywhere in that jet-black hellhole without it. The cheapest of all these gimmicks is in Lost Izalith, where you equip a ring to walk across the lava, only sustaining a middling amount of damage as if you're walking on some hot sand. I'd argue against the popular assessment that the second half of this game is unfinished, but it's hard to defend the design of Lost Izalith. Approximately 70% of this area is lava, with architectural islands serving as resting points for your feet.

The bosses in the second half range also range from being gimmicky to borderline insufferable. Seath, the Uncle Tom to the dragons of Lordran, seems menacing from the opening cutscene. The fact that you have to die to him upon your first encounter also seems rather foreboding, especially if you know that Seath has made himself invincible. In the real fight against him, the only thing standing between immortality and death is a glowing, paper-thin crystal that shatters in one hit. After hitting it, Seath is one of the easiest bosses in the game. The clam that often interrupts the fight is a more formidable foe than Seath. The mother of all Dark Souls gimmicks lies at the end of Lost Izalith in the Bed of Chaos, or as it is commonly known as the "Bed of Bullshit." It's an interesting experiment that went horribly wrong in execution. A Dark Souls boss that requires heavy use of the rigid jumping controls should have been scrapped immediately. On the other side of the coin, The Four Kings and Gravelord Nito are my two least favorite bosses in the game. The Four Kings can amount to a gank boss of overwhelming proportions if you dawdle. The only problem is each of them can take a while to destroy, and they deliberately fuck around by initiating practically unavoidable magic arrows and AOE blasts to prolong the fight. How clever of them. As for Gravelord Nito, it's hard to determine whether I hate his fight because of the area it takes place in or because of ridiculous factors from his actual fight. Between the hoards of skeletons killing me, the sodomizing long-range stab he does, or the fact that the fall to enter this fight depletes most of my health, I'd say it's due to several reasons.

What happened, FromSoft? It's not even a contest as to which half of this game is the better one. In fact, the game shouldn't have felt like it was split between two halves anyways, but it really does. The first half was arguably the best journey in any video game I've played, and the second half just feels underwhelming by comparison. Either the developers intentionally shoved all of their experimental flairs to the second half, or they ran out of time and cheaply implemented gimmicks to pad the game. Given all of the material in the second half, I think the latter is more likely. However, as a whole, it does not diminish the integrity of Dark Souls. It still feels organic and still has a great spectacle to it. Either that or the first half of this game is so damn good that it doesn't matter.

At long last, every Lord Soul is counted for, and you can fight Gwyn in the Kiln of the First Flame. The area is strikingly beautiful and covered with ash-like snowfall. It's a long route to Gwyn, but it lets you take in the scope of your journey. Your fight with Gwyn carries a plethora of emotions with it. It feels gratifying to finally get to him after all this time. It feels hectic because he's a relentless foe who will not let up and even let you heal. It feels sad because the once mighty king of Lordran has been reduced to being surrounded by the ash of his former greatness. This feeling of sadness is definitely elevated by the somber piano track that accompanies the fight. Once it is over, you have committed deicide, and it is your turn to take his place. Depending on your route, you either immolate yourself in what looks like a sacrifice to keep the flame or a group of Primordial Serpents gather around you to welcome the age of darkness. Either decision bears a great weight to it that makes you question your final actions. Is it better to claim something that isn't rightfully yours just to elevate your being to a fraction of what Gwyn was for minor preservation? Is it better to put this dying land out of its misery? At the end of the day, darkness might be scarier, but death is sometimes not the worst option.

A flawed masterpiece? A savior of the video game medium? A work of art that is heavy and dense enough to compete with any art house film? Perhaps it's a mix of all three. Since its release, Dark Souls has become one of the most celebrated games in recent history. It deviated from the conventions of all of its contemporaries and brought us a world and a type of gameplay that hadn't been seen before. Since then, it has spawned a genre of video games that is still widely popular. It's a game in which being more unconventional and esoteric benefited it. Whether Dark Souls had you immersed in its world, gameplay, bosses, etc., or all of these factors frustrated you, it was an experience that resonated with you all the same.
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I have to mention that the optimal way to experience Dark Souls is the remastered version. It comes with a glorious frame rate (even fixing the issue in Blighttown), upscaled visuals that make the game gorgeous, and it comes with the DLC. Buy this version if you don't already have this game.


(Originally published to Glitchwave on 2/14/2021)


















[Image from igdb.com]


Dark Souls: Artorias of the Abyss

Category: DLC

Release Date: October 23, 2012


DLC is still a relatively new concept in the world of gaming. It's been around for several gaming generations and is generated consistently for most modern video games. I guess there still isn't a concrete purpose for DLC content, or at least there isn't a strong consensus for why it exists. Is it to artificially prolong the longevity of a game to keep people playing it? Is it cheaper to produce than a full sequel? Is it to add content to a game as an afterthought? All the same, it's not a simple update. DLC still costs money. It's not the price of a full game, but everyone always feels cheapened when they don't get their money's worth. Great DLC should expand on the base game while having its own merits. It shouldn't feel tacked on or like the developers are tricked into buying a piece of the full game separately. Dark Souls: Artorias of the Abyss is definitely not a cheap add-on. It's an exceptional portion of the game. Some even say it makes up for the lackluster second half of this game. I'm not one of these people, but it stands up with some of the best areas, bosses, and lore building from the base game.


To access the DLC content, you must do a few extra steps in the base game. Off to the side of the Darkroot Basin where you fought the hydra, there is a crystal golem on the water. The only difference between this one and the ones at the base of the area is that this one is orange. Once you defeat it, a woman named Dusk appears, thanking you for freeing her from her prison (the orange golem you just defeated, if that wasn't clear). She claims to be a princess from a far-off land and from a time long, long ago, and she hopes that you will aid her in helping her land. Once that is done, you must kill a strangely placed crystal golem in the Duke's Archives to acquire an amulet. Once you have that, you return to the same place in Darkroot Basin and find a strange purple wormhole where Dusk once was. Once you approach it, a hand pulls you into the wormhole, where you are transported to the mysterious land of Oolacile.

Immediately as you warp to Oolacile, you are greeted by a boss. If there is anything that would make a Dark Souls DLC worth your money, it would certainly be the bosses. Fortunately, each boss in this DLC is a grand titan starting with the Sanctuary Guardian. There are no gimmicks or artificial gank bosses, only mighty foes that will test your skills to their limits. The Sanctuary Guardian is fast and has an arsenal of skills ranging from long-range lightning to short-range poisoning. He's quite the challenging foe and a great way for the DLC to begin.

Oolacile is very strange. Places like the Royal Wood feel like something out of a Lewis Carroll novel or from a quirky 1970s progressive rock album. I feel like Genesis-era Peter Gabriel would sing about the disjointed tin men that come at you with pitchforks and hedge clippers. The Royal Wood is also as dense as Darkroot Garden and has an unnatural feel. The sun is (literally) setting on Oolacile, but the light isn't reflected on any area of the Royal Wood. It's like an ominous setup for the darkness to come.

When you are playing the base game of Dark Souls, you get the impression that the depleted land of Lordran was once a mighty kingdom. When you explore it, it is obviously past the prime of its former glory, and the game revolves around the premise of you extinguishing Lordran step by step to mercifully put an end to everything. Between the glory days of Lordran and its more barren days of decay, there is a time in the middle that isn't explored: the point when everything started to go to shit. It is set in a time that hasn't quite reached the point of layers of inexorable despair stacked on one another. This is a time when at least people had a sense of hope that everything would patch itself up nicely. However, Artorias, the hope of this world and the character in the DLC's title is your next boss.

Remember the giant sword from the Sif fight in the base game? Remember how there was a giant gravestone? Well, it turns out that the gravestone and the sword both belong to the grand knight Artorias. During the time of the DLC, he was a strong, courageous knight who confronted Manus, the father of the abyss and the cause of the darkness surrounding Oolacile. If there's any indication that he failed to stop the abyss, he's skewering an Oolacile citizen with his mammoth of a sword when you encounter him. He also emits an oozy, darkish purple glow and roars like a beast when he sees you. Whatever force the abyss is, his presence makes it seem terrifying. Artorias the great warrior is long gone, and now you must put him down. It's not an easy task, however. When you fight Artorias, you'll soon learn why everyone relied on him to save them. His attacks do a ton of damage, and he's as relentless as Gwyn. It's a great fight that will test your patience and reflexes.

You might notice that the progression in AotA is awfully linear compared to the base game. The only exception lies in the one optional boss, Black Dragon Kalameet. You encounter Kalameet once in the Royal Wood as he establishes his gigantic, looming presence. To make him more formidable, the giant Gough gives more insight into his legend and states that even Gwyn never dared to fuck with Kalameet. That's how fearsome he is. Even though all of this is meant to intimidate you, you can fight the legendary black dragon. After all, you want to get your money's worth out of the DLC, right? Taking him down isn't that simple. Kalameet is so strong that Gough needs to wound him by shooting him out of the sky with a gigantic arrow before you can fight him (which is the coolest moment in the game). You then find a route off the beaten path and see Kalameet emerging from the waterfall with a limp. Thank god for Gough because even when he's wounded, Kalameet still proves to be the hardest fight in the game. He's unpredictable, fast on the ground and in the air, and his magic is almost as unavoidable as the Four Kings. He also has this move where he lifts you up with telekinetic power that makes you take double the damage. If he successfully executes this move on you, it's time to restart. It's really something that the only optional boss of the DLC is also the most difficult in the entire game. It's almost a test to see which Dark Souls players are the most hardcore, the ones that will endure the most pain even when they don't have to.

The epicenter of the calamity in Oolacile resides in the Township. The citizens have morphed into what can only be described as emaciated apes that look like someone with trypophobia's worst nightmare. They are a little more deranged and spunky than the pitiable hollow soldiers, so I guess this means that curse that brands them is a relatively new one. Also, like the undead soldiers, their strength lies in overwhelming you as a group. The sorcerers are a different story. Their purple magic meteor spell is guaranteed to take out more than 80% of your health if it hits you, and I swear to god it sometimes homes in on you. The worst part is that these bastards cackle every time they kill you. They are definitely my least favorite part of the DLC. The Township is a long endurance test where you will encounter hoards of both of these enemies at every single corner.

The Chasm of the Abyss caps off the DLC at the bottom of Oolacile. It's another dark area after a tiring slew of dark areas. Unlike those areas, the darkness isn't a negative aspect. The darkness here gives the area a sublimely creepy and ominous feeling. It also helps that this level is short, and the only enemies are slow walking shadows (with a few enemies from the Township). At the pits of the Chasm lies Manus, the father of the abyss. Everything about his fight makes you feel trapped. The arena is suspended above total darkness, and Manus is so intimidating that it never feels as if you're far from him enough for comfort. The only indication of how close you are to him is his multiple bulging red eyes. Nevertheless, he is my favorite (solo) boss in the game. As perilous as his fight is, he's very learnable. He is somehow a challenge of your strength and endurance without ever seeming unfair. After vanquishing the scourge of Oolacile, you'd expect the skies to clear up and have a celebration. That is, you'd expect this from any other game that wasn't Dark Souls. Princess Dusk appears in the arena, lying on the ground, weeping inconsolably. She is surrounded by nothing but darkness, and it seems like even though the menace is gone, it didn't matter at the end of the day. The harrowing doom that surrounds her kingdom cannot be stopped, and it will only worsen. It's a very devastating scene to end on. It almost makes me feel bad that I can teleport out of here back to the base game.

Dark Souls: Artorias of the Abyss is practically the best DLC content. I'm not speaking in terms of the series but in terms of DLC content in general. The content provided here is just as solid as anything from the already fantastic base game, and it feels totally separated from it all the same. The levels, bosses, and world-building are all incredible, making this worth every cent. It's almost as if having the DLC is essential for any Dark Souls experience.

Spyro 2: Ripto's Rage Review

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