From Software released a different kind of RPG in 2009 called Demon’s Souls, one in which players were expected to die and weren’t supposed to have a flawless, unfailing experience. Demon’s Souls was a game where each death was a lesson that made you play better and punished you if you didn’t learn the lesson it taught. If you died because you weren’t careful enough, you learned to be more cautious or you died again. Neglect your shield, you’ll quickly learn not to. These lessons carry over to From’s latest offering, Dark Souls.
If you played Demon’s Souls, you most likely know what to expect in Dark Souls. Your character faces overwhelming odds and is expected to traverse treacherous landscapes, collect souls and defeat challenging enemies in an effort to gain power and bring order back to a chaotic world. The story this time around features a world cursed by the undead and your character imprisoned for being one such unliving individual. After your escape from prison, you are tasked with saving the world and ridding the land of the curse of the undead. It’s a simple tale, but complex at the same time. The framework of the story is hard to miss, but the meat is in every little detail. Character dialogue, item descriptions, these things tell the bulk of the story about the world’s locations, population and enemies. It’s there if you want it but if you just want to focus on gameplay, that’s fine too. The story will be there for you later.
Dark Souls doesn’t tell you to prepare to die as a simple warning to be careful, it is telling you what to expect at all times. You WILL die in Dark Souls, the only questions are how many times and how often it happens. But Dark Souls isn’t unfair in how it goes about sending you back to a checkpoint. Every death is avoidable if you pay attention to your surroundings and learn something from every time you die. Dark Souls teaches you to play defensively and cautiously. Use your shield frequently, learn to dodge properly, walk slowly and closely monitor your health and other resources like magic and humanity. Learn to succeed against the odds and you will, and you’ll appreciate what Dark Souls has to offer so much more.
Where other games give you abilities and equipment that give you advantage over your enemies, Dark Souls forces you to create your advantage. Your character is just as fragile, in many cases even more fragile, than many of the game’s enemies. Your strength comes from choosing your stat advancements carefully, crafting and upgrading armor and playing to your character’s strengths. Melee characters will favor strength over intelligence, heavy armor over light and room to maneuver to dodge and counterattack. Knowing your character’s strengths and weaknesses is essential in Dark Souls.
What has changed from Demon’s Souls to Dark Souls may not seem very obvious at first. The controls are identical, most of the character classes return albeit with some new additions, souls are still the primary resource and online play is still integrated. What Dark Souls does however is streamline the experience. Instead of segmented, disjointed worlds separated by archstones, everything is connected. You can walk continuously from one area of the world to another without traveling to any sort of hub world or interrupting gameplay. Checkpoints come in the form of bonfires which the player can choose to ignore or light. Lighting a bonfire and resting at it creates said checkpoint, sending players there if they die, and also refills your character’s health and magic and restores your estus flask, your healing item in Dark Souls, which has limited uses. However, most previously defeated enemies (with the exception of bosses and a few others) will be resurrected and you’ll have to fight them all over again. Bonfires can also be kindled which provides bonus uses of your estus for the area around the bonfire.
Environments in Dark Souls make terrific use of vertical space with several locations towering over others or hiding deep underground. Every location feels unique as well, featuring everything from ghost-filled ruins to a trap-laden tower to a forest filled with deadly creatures. Enemies are also varied and feel like they belong wherever they are found. Massive knights in medieval fortresses, predatory trees in the forest and bizarre, demonic foes underground. Everything has its place.
It’s hard to really find a lot wrong with Dark Souls since what it does it does very well. Your character progresses at a steady pace that follows the difficulty curve, locations feel new and fresh as you make progress, the atmosphere is intense and exciting and everything looks gorgeous. Looking out over the land from the top of a towering structure is breathtaking and even the underground sections look amazing despite the cramped, dimly-lit environment. If I had one complaint, it would probably be with the online play. Like Demon’s Souls, Dark Souls (as long as you are connected to the internet) is perpetually online. Players can invade your game and hunt you down, or you can invade them, and other players can be summoned to help you take down a tough boss or clear a troubling area.
The problem comes from game balance. Lightning items are inherently better than others and I was taken down by several players wielding lightning swords and wearing the fog ring, which makes you untargetable and invisible from a distance. Fortunately you can only be invaded when human, so if you want to stay in undead form the whole game you can avoid being invaded, but you won’t be able to summon help from anyone. It’s just aggravating that whenever I wanted someone’s help, I had to watch out for someone stabbing me in the back when all I want is to summon help for a boss at the end of the area. For a game that touts its multiplayer system, this can frustrate a lot of people.
In the end, I loved Dark Souls. I couldn’t put it down. The challenge was just enough to be inviting without being off-putting and constantly reaching new areas was awesome. Any time I got through a particularly troubling area or downed a boss that had been killing me repeatedly, I had a massive feeling of accomplishment. If you love RPG’s like I do, and appreciate a game that doesn’t hand everything to you, play this game. Dark Souls is one of the best games of 2011.