Dark Souls: In Depth

Before I begin, let me thank long time listener of TMT, Trynant, for sending me this and Demon’s Souls. I had no idea the joy I was depriving my self of by passing them up.

My Other M: In Depth post was a tear down of a significantly flawed game. This time is different. Now it’s time for me to heap praise on a superficially flawed game as well as an analysis on how future games of it’s ilk can improve. It’s time for me to expound the virtues of perhaps my favorite single player experience in the last five years and time to get into the nitty gritty of why this game works. So if you’re looking for a spoiler free review because you don’t know what to do with the GameStop gift card you got for Christmas, all I can say is “If you like hard, skillful games, buy it”. So just like last time, be wary of spoilers (not that the game has many). So anyways, lets do this thing!

The Premise and Mechanics

The Sunk Ruins of New Londo

Dark Souls is a dark fantasy themed, metroidvania-esque, combat driven action RPG, with a heavy focus on combat mastery and accumulating knowledge. Despite putting an emphasis on learning, the game also has many ways to instill a fear of death in the player. Death often involves replaying long sections of an area again — forgiving checkpoints are a rare. The player can also risk losing all of their unspent currency/experience in the game by dying. A bloodstain is left where the player died, but if the player dies again, it’s gone forever. This is problematic because the game is also trying to do everything in it’s power to kill you. Unlike most action RPGs, levels and stats play second fiddle to skill. The game, played by an expert, is beatable at level one (though using powerful equipment). You are never expected to be able to tank near-unavoidable damage and running up to a boss and mashing at them blindly is often a fatal strategy.

The player character is a classless entity (the classes at character creation are merely starting kits) comprised of numerous stats, most of which only have to do with equipment pre-requisites and damage scaling(Strength, Dexterity, Intelligence, Faith, though dex does decrease spell casting time), and a few others. Attunement gives you more spell slots, Vitality gives you more health, Endurance gives you more equippable item capacity and Resistance does what it says and should never be leveled up (the stat probably shouldn’t have been in the game). Every level up also increases your defense a little bit. How generous! You got 4 weapon slots to define your offensive capability with and two actions for each hand (mapped to the appropriate shoulder buttons). Left is defensive (generally block and parry, but for wielding two weapons, one is often a block and the other is an attack. Or an attack and a parry), right is offensive (two attacks. You’ll attack even with a shield if you put one there). There are tons of melee weapons, shields, bows and three classes of magical implements (talismans for miracles, cataylists for sorceries and pyromancy flames for.. pyromancy!), so what you equip your self with really defines the capabilities of your character. Sure, you can change equipment in the menu, but considering that the game plays even when you’re in the menu, that’s not always practical. Thus, your loadout is an important decision making process.

Kindling a Bonfire

The key ability in the Souls games is the roll. Much like Bayonetta and newer games, avoiding damage is one of the biggest challenges. Unlike new games, Dark Soul’s roll does not have staggeringly large windows of invulnerability (well, unless you get a certain ring…), doesn’t give you any bonuses for dodging successfully and doesn’t always give you a brisk recovery. Yet somehow this move is of critical importance. The reason is, unlike games like Bayonetta, attacking is very dangerous too. You need to use your ‘mediocre roll’ to survive until you get into position to attack. You also need it to cancel a portion of your attack’s recovery when you whiff. Contextually, this weak roll is amazing and given both your flawed offensive and defensive abilities. As such, even simple foes can do significant damage if you’re not careful! Despite these flaws, your attacks still feel powerful. The slow windups just add to the impact of individual hits. Which swing is a build up and release of tension and a key point of excitement and fear. Instead of feeling like a loose and clunky game, it feels like a tight game where every decision matters — because every decision DOES matter.

Attacking, blocking and rolling all use the stamina bar. The stamina bar recharges very quickly (in a few seconds while not holding any buttons), but in the heat of combat, it never fills up fast enough. It’s a resource to manage and it makes even blocking relatively weak. Damage done while blocking is turned into stamina damage (With some portion hitting your actual health, depending on the stats of the shield) so if you attacked too much, you cannot roll to escape and any hit to your shield will stagger you and do normal damage. When you run out swinging and mashing attack, you have to either expect your enemy to die or prey you will have just enough energy to roll away when you’re done. This adds a rich tension to combat. Even relatively easy enemies require a methodical approach to kill safely!

The player has two states — human and hollow. By using a semi-rare humanity item (or doing some other stuff that’s not worth talking about) the player can resurrect themselves. This has only a small handful of advantages (unlike Demon’s Souls where you lost most of your life!) — the ability to summon other players and get invaded, as well as the ability to kindle bonfires. The exact mechancis of humanity are arcane and silly, so we’ll just ignore them and move on to the kindling and the bonfires.

The bonfires shattered about the world act as both a source of healing and your checkpoints. Going to one fills your health bar but resurrects all (non boss/unique) enemies in the stage. You have no ready access to stores of healing items like Demon’s Souls. Large stockpiles of grass have been replaced with the Estus flask. Every time you go to the bonfire you get 5 swigs of the flask, which provide significant healing that must be rationed carefully. You can kindle your bonfire with humanity to give you larger amounts of Estus (Normally you can only kindle once to get 10 flasks, but later you can kindle more for up to 20 flasks) and you can upgrade your flask to have it heal more per swig. This controlled healing gives the developers a better way to balance levels and bosses as well as giving the player a new resource to manage. It also removes the desire to ‘horde’ healing items, while also punishing their overuse. In short, it gives the player the perfect amount of healing! With about two bonfires per boss, you get a pretty traditional level structure, despite the game’s free roaming nature.

The rest of what you do is simple. You proceed through parts of the game to achieve relatively simple tasks. Less ‘fetch quests’ and more ‘just kill all these fuckers’. So you roam the land finding new areas to clear and more fuckers to kill, with any progress in any direction bringing you closer to the end of the game.

I suppose I also should not ignore the difficulty of this game. It’s hard. Very hard and very unforgiving. But it is also fair. Luck in Dark Souls can always be replaced with skill and planning. It is when one relies on luck that one dies the most. Sometimes you die because the game is teaching you a lesson. If you roll with the punches, next time can always be different and you will get a little farther. This game questions the entitlement gamers have to not die. Despite the punishing aspects of death, as soon as one stops worrying about losing souls, the game gets a lot easier. The pressure is relieved and you can just continue to play through this fierce meritocracy. Many reviewers paint the game as horrible, oppressive, soul crushing experience, but I find that to be downright hyperbolic. If you’re the type of person to like a real challenge and self improvement, you will find the majority of this game to be deeply enjoyable because you will have earned but of success you receive. If you’re soul is getting crushed, it’s because you’re probably not respecting the game. You are hoping to luck your way through a boss battle that you have to learn and it’s just not going to happen.

Enemies in this game are dealt with through careful observation. Often a new area may seem overwhelming, by analysis of their attack patterns. Getting to a new room might lead to quick, brutal death, but each subsequent attempt will increase your ability to cope with your situation. Your handling of a situation will get progressively more refined until once difficult sections become relatively easy. Each Boss often starts out feeling like an effort in futility, but knowledge is power. Often when you finally win, you don’t feel lucky, you feel mastery. You might often feel like if you fought the boss again, it’d be easy! It’s that deeply satisfying feeling that drives a player through Dark Souls.

Wonderful Level and World Design


Outside the combat, one of my favorite thing about the game is how the world is constructed. Not so much the lore — we’ll get to that later — but the structure. Firstly, the world is amazingly and complexly interconnected and incredibly easy to navigate. If you can see something in the distance, you’re probably going to go there at some point. The world is so interconnected that often it’s surprising how to areas link, but once you find the link, it makes sense. The world is also ecologically sound. Areas reasonably blend into each other and, in fact, the deeper you go, the more you can infer about the world. The dark and shadowy places of the world are deep in the lower ravines of the world. Looking up from the dark sewers of Blighttown, you can see the sun, sky, and the walls of the castle above you. It doesn’t cease to exist because they demanded a dark atmosphere for a segments of the game. It’s right there where you can see it, confirming the validity and persistence of the world. It’s a place you could draw a map, if not for the staggering 3d aspect of it. It’s also darn easy to navigate and this is accomplished with a few simple, but invisible tricks.

First, main path branches never lie to you. Forward is virtually always forward. Rare do you come to a crossroad, not sure which direction to go in and even rarer does the ‘wrong’ path have any significant length to it. Going down these harder to reach, short paths usually reward the player with treasure and other items before quickly setting them back in the right direction. This might seem minimalistic and rather shallow, but this conceit allows them to construct a staggeringly 3d world. Another tool is showing you what is ahead. In say… the Prime series, you are restricted by doors. While mostly a concession of the times, these doors created sealed environments that that often prevented you from telling what was ahead of you (that said, I wanna play a 3d Metroid that goes “Metal Gear Solid 3” and embraces a super open map, but thats another story). The only hints you get are the door frames. In Dark souls you can SEE the tower where you fought the Demon and the Dragon and you can just run in it’s direction and mostly find your way pretty easily. Remember a few key sights and paths and you can get virtually anywhere you want with minimal effort. While being open ended, the world is, for the most part, a series of linear paths with a hand full of relatively large areas that have very obvious goal points.

Dark Soul’s dense cylinder of a World perhaps navigates better than any large 3d game I have ever played and does so without a map screen.

Individual areas are designed for distinctness and well crafted combat encounters. They are not afraid to put enemies in the most annoying spots possible and as such, they squeeze all the mileage they can out of their enemies. This is a design trick used famously in older Castlevania games but has been forgotten in modern times. But as long as a situation can be learned, it can be dealt with. The decaying nature of the world also makes it easy to create a world that plays like a level while not breaking suspension of disbelief. Collapsed walls, makeshift bridges and destroyed structures are a staple. The areas that do not abide by the decaying aesthetic are designed to resemble places. The pristine Anor Londo has bedrooms, filled with paintings and furniture. It has a church, a tomb and other important sites. Not-pristine-but-not-decaying Sen’s Fortress gets a pass, having been DESIGNED to be a complex, trap ridden structure. The aged nature of the world also makes it great for creating dangerous and precarious combat encounters where falling to your death is a real possibility.

Dark Souls also hits it’s aesthetic elements spot in. it embraces the classical medieval look and feel in ways that their competitors cannot not. Some games go crazy and anime-esque with their armor (which is fine), while others tole and rot in almost a medieval uncanny valley, much like Oblivion and Skyrim. Dark Souls owns it’s look. It’s equipment feels real and functioning. Function surpasses the rule of cool and when the rule of cool is applied, it’s because some weapon or set of armor came from an unlikely source, such as a demon or long dead entity. It embraces the awkward helmets and odd armors that rarely make an appearance in fantasy and use them to add a sense of reality to the world. It’s simple, yet amazingly distinct.

Story and Lore


A criticism commonly levied on Dark Souls is it’s poor, primitive story. I want to set the people who say this on fire. The story and lore of Dark Souls is “shown”, not told, and it is shown so subtly that one can blink and miss a lot of it. Details of the world, bits of dialog and small excerpts from item descriptions allow the player to piece together many details. The world is not centered around you — the world of Dark Souls feels no responsibility toward you and doesn’t require that you understand it. You stand as ignorant as the numerous NPCs that inhabit Firelink Shrine. In a world like Dark Souls, why should you be any different? This might even add to the joy of victory one feels while playing. Your success is not preordained in a significant way and even when the weight of the plot is finally put on your shoulders, it’s hard to tell if you have the whole truth. You are just an entity in a dying world and while you can piece together quite a bit you will never have all the answers.

Let me give an example of a deduction that can be made in Dark Souls.

In the Duke’s Archive (a mad laboratory for a crazy magi-science dragon), there is a section filled with Cells. There are a bunch of squid-headed-snake like enemies — Picasas — crawling about and being driven to attack by a sound. When you turn this sound off they hang around in a cell and if you fight through them, you’ll notice two at the back that avoid you and won’t attack you and seem to be crying. If you kill them, they scream out like women and drop two spells. One of the spell descriptions reads…

Bountiful Sunlight

“Special miracle granted to the maidens of Gwynevere, Princess of the Sun.
Gradual HP restoration for self and vicinity.

The miracles of Gwynevere, the princess cherished by all, grant their blessing to a great many warriors.”

Well this isn’t going anywhere nice. Lets read more item descriptions! How about some of the jail cell keys!

Archive Tower Giant Cell Key

“Key to the giant cell below the Duke’s Archives Tower.
The giant cell once imprisoned countless maidens, but is now empty, save for a few key persons. They struggle to uphold their sanity, as the horde of “mistakes” writhe at a fearfully close proximity.”

Archive Tower Cell Key

“Key to the cell of the Duke’s Archive Tower.
The Archive Tower, once a trove of precious tomes and letters, became a prison after the onset of Seath’s madness. The serpent men who guard the prison know not the value of what they hide. In the basement of the tower are the writhing “mistakes” of the terrifying experiments which were conducted there.

Okay so these things are probably Maidens of Gwynevere who have been horridly experimented on…. Oh wait there are these enemies called Channelers in the level! Let’s read what their weapon description is!

Channeler’s Trident

“Trident of the Six-eyed Channelers, sorcerers who serve Seath the Scaleless in collecting human specimens. Thrusted in circular motions in a unique martial arts dance that stirs nearby allies into a bloodthirsty frenzy.”


Well isn’t that wonderful. It makes it all the worse when the hollowed body of a female NPC end up there later in the game. An NPC who you saved. From murder. By someone who claimed to be her friend. Several characters in the game game warn you about Petrus the Cleric and most of them are unsavory folk. Somehow this guy is looked at pretty lowly by some of the biggest creepers in the game. if you do enough talking you can find out at one point that she abandoned him and hints at wanting her to die. If you save her and leave the two of them unattended for too long, he’ll murder her. And you’ll know he murdered her, because after you find her body, you can kill her and find her casting talisman on him. Oh such sweet little details.

A lot of this might feel like “telling” and one could make the argument that it is, but I think the big difference is this sort of plot discovery leads to active thought among the player. They feel like they are putting together a puzzle if they choose to look. It’s active participation. This also clears the game up of a lot of the cruft, such as cut scenes and other non-interactive elements. Not that cut scenes are necessarily bad, but they certainly do something to the tone of the game and that change of tone is not befitting of Dark Souls melancholy world. None of the Bosses give you a pre-bossfight speech. Only two optional bosses talk to you at all and the final boss doesn’t even have an intro cutscene. This does not necessarily mean the bosses are aimless and shallow. For example, we can learn that Queelag was using the second Bell of Awakening as a place to hunt adventurers to collect humanity for her dying, blight ridden sister. You can find the bottom of the world — a giant sea of ash with giant arch trees that support the world above it. In there you can find a large fledgling Dragon, pulling into question the accuracy of things said in the introduction as if it was a story told to you and not necessarily the truth. The world does not feel like it’s there for you — it seems like the answers are there, but you are simply not privy to them. Not out of spite, but because the player can only gather information that would naturally come to him. This helps paint a world that is beautiful, sullen and lonely.

Only one character, Kaathe, ever goes out of his way to illuminate the truth of the world to the player. His “Truth” though can be hard to swallow and possibly not even honest, but serves to call into question which of the games two endings are the good and bad ones. This game, which is derided for it’s shallow story and world have spawned numerous threads and conversations involving individuals nit picking every carefully chosen detail in the game to squeeze every ounce of knowledge they can out of this fantastical, dying world. Dark Souls tells it’s story in a way that is hard to emulate, yet so perfect for the medium of Video Games.

Online Elements


While the game stands without it’s online elements, they do add significantly to the game experience. Unlike Demon’s Souls, Dark Souls does not use a central server, but still has all of the features of it’s predecessor (just with more connection issues). Without ever even being alive, the transparent phantoms of other players can occasionally be see, fading into existence and either running off or getting killed before fading away again. You can look at blood stains to see how other players in an area died. When sitting at bonfires, you can the transparent aura of other characters who are playing at the same time. The two bells you have to ring in the game toll when other players close to your network(the ad-hoc network the game forms to make up for the lack of central server). You can also leave messages from from a pre-existing list of terms to try and give hints to others, telling them about ambushes, secret passages and suggested tactics for dealing for enemies. Even when not directly interacting with other players, the world feels like an occupied, haunted place.

The interactive elements are pretty good too. One gets a stone early on that allows the player to be summoned for co-op in exchange for humanity. Only human characters can summon (and can only summon two phantoms at a time), but if someone succeeds in helping someone else, the idea is that he can unhollow and then summon help of his own. Human players can be invaded by other players though (assuming they haven’t beaten the area boss yet), who will attempt to kill them for various rewards. Thus being able to summon help comes with the risk of PVP combats. Phantoms that summon and invade are likely around your level but cannot access their estus flask (though when the Host uses his flask he will heal any phantoms he summoned to help him). so the invader has to be skilled and have strong gear for his level to stand a chance. Fighting another player can be one of the biggest rushes in the game and, for an unprepared human player, one of the scariest.

There are covenants that the player can join that can help with both co-op and invading. Three of the Covenants are Co-Op based (Way of the White, Princess Guard and The Warriors of Sunlight). Not only do they tend to make you favor networks with other people of the same covenant (thus reducing invasions and facilitating PVP), successful PVPing can grant you access to new spells and equipment. For the PVP side of things, you have the Covenant of the Eternal Dragon, which allows players to partake in mutual PVP in exchange for dragon scales (used to level up the covenant and upgrade dragon weapons). By doing this, members of the covenant can earn items that allow them to convert their head and torso into that of a humanoid dragon. The Darkwraiths are a hard to join covenant that allows members to freely invade other players without using a normally limited item. By defeating their enemies, they gain humanity that they can turn over to their covenant in exchange for gear. The Blades of the Dark Moon allow players to invade the worlds of Sinners — players whom have invaded other games, betrayed covenants or murdered innocent NPCs. This allows players who don’t want to be jerks the ability to invade other games and feel like they’re delivering justice. They also receive a ring that, when warned, basically will randomly let them invade the world of players in ‘Dark Anor Londo’, an area that can only be accessed by killing one of the world’s Gods. The Forest Hunters have a similar mechanic. By wearing the appropriate ring, players may be summoned to defend a second of forest and can also bypass the usual “single invader” limit. The Gravelords (which unfortunately don’t work too well) can lay down a sign that will corrupt 3 game worlds, populating them with stronger enemies. If they kill the player of those worlds, the Gravelord collects a portion of their souls. If the player finds their soul sign, they can invade the Gravelord and attempt to murder him, thus ending the corruption of your world.

As such the game has countless ways for players to interact, but in this strange, impersonal way that is befitting of Dark Souls.

Criticisms and how the Souls games can Improve

First I’m going to talk about PvP and what is both great and bad about it. At this point, it is perhaps my favorite aspect of the game while also being heavily flawed. First off, despite all the stats the game has to offer, characters play mostly the same. Currently, levels could be discarded and the game could be built around equipment/spells. Unfortunately, while this method would be simplier, it is perhaps better to induce more character variation into the game. Many weapons are viable currently, but they all fit into a handful of classifications. Off the top of my head, Fast weapons, slow weapons, weapons that can attack while blocking and weapons with reach. Sometimes these things are combined (Spears for example can attack while blocking and have reach) but in short you deal with most of these problems the same way. Sure, you might have a trick or too for getting in against a spear user, but ultimately you get in and smack the shit out of your opponent. The game has another problematic element. Attacking is also not a very strong option! This game can be very turtlish, especially among competitive, level 120 1v1 pvpers. It’s much easier to wait for a mistake than to attack and ‘chip’ damage is usually insignificant (until you run their stamina down, break their guard and hopefully murder them). Boring games are created when inaction is the best strategy.

Most spells are not particularly useful either and also have the worst kind of balance (Does insane damage but shouldn’t reasonably ever hit) with a few exceptions. Most useful buffs in the game only increase damage output. No spells increase stamina regeneration, teleports, stun or allow you to move faster or to lay traps, or have any decent area denial (all the clouds are far too weak for that purpose) or basically any kind of spell that would be common in a competitive game. I could think of a million spells that would be super cool in the game and the only one that exists is Wrath of God — a fast cast, area of burst damage that does a lotta hurt. It’s rather ‘lame’ but has that ‘it’s so good it’s fun’ feel that a lot of spells need. I could go on forever describing spells that would have rocked in Dark Souls for PvP and PvE but they’re just not there, leading to a lot of saminess. Equipment is also pretty boring. A few novelty weapons are cool, but there are few interesting effects granted by equipment. You basically pick the weapons you want and pick armor to get as much poise as possible while keeping to the weight class you want. As such I never found much fun in the mutual PvP stuff. I think From Software was actively trying to discourage it, but that’s a fools game. Still, invasions are where it’s at for me. The host has a purpose — to get to the end. You have a purpose — to kill the host. He can heal and is probably well supported. You can’t heal, but probably have much better equipment and can create ambushes with the enemies. It’s the massive situation asymmetry that makes things shine.

That said, there is still too much variance in who you get matched up with. You cannot re-spec your stats and builds are easy to mess up. Since PVP players are going to know this better than new players, PVPers will have better stats for their level. An unaware player can be, strength wise, 10-20 level lower than what is appropriate for the invader. Also the level cap is absurdly high (level 711, compared to the level 1-200 most people get to). Invaders have no upperlimit on who they invade, just a lower limit, so invading a world with 3 max level characters and getting ganked is somewhat common. Now, in the multiplayer ecosystem of the game, you take your lumps with the gankers and get lucky with unprepared newbies and then a get a few fair fights, but that’s not OPTIMAL. The upgrade system isn’t optimal either. Weapons that scale with stats are outclassed by elemental weapons that are the same strength at any level. Why do any weapons not scale? Perhaps SOMETHING could not scale, but that should not be a common thing. All this allows is for invaders to have overpowered weapons well before their victims can. Now, this is necessary with how the game is now, but you could balance it in much better ways. Why can’t invaders heal? Why isn’t say, their health tied to how many phantoms their are? Or maybe them being able to heal is enough? Then you can remove the elemental weapons that dominate the sub-100 level range. The numbers could be crunched in so many other ways that aren’t as abusable and scale better with levels. When levels are the determining factor of who fights who, why does equipment matter so much more? It’s far from optimal and just barely works. When it works, it’s brilliant — a brilliance that eclipses any flaws the multiplayer has. This shows how much room this “Genre” has to grow. You can adapt to the players who want to do 1v1 while also enhaving PvE and invasion gameplay. You can improve the matchmaking and help players not ruin their characters and help equipment scale better off of your level. You can cap levels at a reasonable point that doesn’t lead to insane shenanigans and focus on a limit that forces interesting choices. By doing so you improve all aspects of the game — the guys who want to 1v1, the guys who want to invade, the co-op guys who can run interesting support spells or even the guys who are playing Solo. Limiting the levels also helps put players within reach of each other, maximizing the amount of players available to play with at any given time. The games that follow in Dark Souls footsteps have a lot of room to improve from the multiplayer component that that’s amazing.

The game also seems to have over-reached it’s budget and schedule. The Covenant system is somewhat broken and unfinished Rewards are limited and often too come quickly or far too late. Some covenants don’t even have rewards, or rewards after the first level. Gravelord BARELY works. Actually seeing powered up enemies due to a curse is super-rare. Some of the later areas, while architecturally interesting, are lacking in interesting enemy encounters Lost Izalith was clearly rushed, both in enemy placement AND the bed of chaos boss battle, which is perhaps the worst in the game. I also imagine that the Valley of Drakes was originally hoped to be a bigger area (possibly with a hellkite wielding a spear, like was pictured in many early screen shots). Demon’s Souls clearly had a lot of cut content. The Land of Giants (I wonder if it became the Tomb of Giants? Most probably, but I’m not sure). Every archstone was also probably intended to have an additional area. The game reduced it’s self a way Dark Souls couldn’t — with grace. Perhaps it was for the better to have those weak areas instead of no areas at all? I’m not entirely sure, though the 1.05 patch did smooth out the worst bits, making those sections at least somewhat worthwhile.

As wonderful as I find the story, I do sort of wish there was more direction and a little bit more “showing”. Not in the ‘hunting for clues’ way, but literal showing. Just the tiniest, most careful bit more, to just give a little be of cohesion to the game and allow for a few areas of closure. It is definitely that they were conservative with story elements, but they haven’t quite struck the perfect balance yet. Having to really examine the world to understand it is amazing, but the fact people think it doesn’t exist is a real tragedy. Just enough needs to be shown to help encourage players to look harder. They just need to know that something is there, waiting to be unearthed.

Most of Dark Soul’s flaws are very easy to get over. If the game play the game provides jives with you, you will probably enjoy even the worst segments. It’s faults instead point to a greatness that is yet to exist. Perhaps from From Software, perhaps from future clones like Dragon Dogma that might truly establish these conventions as a genre. If they do, it will be a victory for gaming in general.

Edit: E-W-G-F, a prominent Dark Souls youtuber wrote a nice rebuttel to some of my points on reddit. While some weren’t entirely applicable to what I meant, it’s all interesting. So please, give it a read.

28 thoughts on “Dark Souls: In Depth

  1. I remember watching a friend play Demon’s Souls, and thinking that the whole game seemed like a griefer’s paradise. It’s easy to leave notes like “good place to jump” near cliffs that lead to bottomless pits, and then there’s the whole “make a super-optimized build, invade, rape and lol” aspect.

    Am I right on this, and is griefing super-rampant? It seems like a beginner could never hope to get anywhere if they weren’t following a guide very closely, given that every single asshole with a console and an internet connection is personally working to stop their success. Then again, this could just be my rampant dislike of any online multiplayer that isn’t “1v1 competitive on a level playing field” coming into play.

  2. Praise the sun!

    Thank you for writing this very indepth analysis of Dark Souls.

    But yeah, ever since Demons’ Souls and Dark Souls, been intrigued on that method of storytelling that I haven’t explored since Myst and Riven, of being sort of like an archaelogist who can only come to his own conclusions by finding pieces scattered around to tell the history of the land. I definitely share your feeling of wanting to burst for anyone spurting that any of these “have no story.”

    I do wonder now that you’ve played through both Souls games how you think they compare to each other? Demons’ Souls being able to gracefully cut content is probably the best description I ever read.

  3. @obscura, well there is the option of staying dead/hollow to avoid the griefers(you can’t be invaded in that state) And actually there’s now a current trend with Dark Souls of people who twink to anti-grief (much to the dismay of the griefers) so beginners can be carried.

    But really when I started playing both games, I stayed dead unless I really needed the coop or kindling.

  4. @Lemmingrad: Ah, ok; I didn’t know that staying dead protected you from invasions. I still wonder how common blatantly false “advice markers” are. Seems like an easy way to grief; when my friend was playing, he was fighting this huge dragon boss, and someone had put a “take cover here” (or something to that effect) marker in a spot that didn’t actually provide cover, leading to a burning death for said friend; during his play, I also saw a “good place to jump” marker at the edge of a bottomless pit.

  5. Troll messages in Dark Souls aren’t as common as you’d think, possibly due to A) The game is hard enough as it is and players feel that and B) messages that don’t have good ratings disappear faster than upvoted messages.

    Not to mention if you left a message in Demon’s Souls and it got upvoted you were healed.

    Not to say there are never troll messages ever, but they tend to be fairly okay. Then again, some messages try to communicate something helpful but can be confusing or trolling when they’re not (‘run straight through’ during dragon bridge in Demon’s Souls is actually good advice for example).

  6. Man, I’m glad Lemmingrad sent me this write up. I absolutely love these games. My favorite games of the decade by far. I love the games so much I never even really recognize that the game falls shorter of itself (both actually) from cut content and time. I really hope FROM Software will get even more time and money to develop a third Souls game that has nothing cut and it’s to their full vision.

    But I do agree, the multiplayer is prolly what vexes me the most (as Lemmingrad will tell you :P). I get so tired of being invaded by people who are way ahead of me in gear and/or levels. It’s just not a fair system atm. I hope they’ll focus on that. Also, I hope they’ll improve matchmaking with friends. That’d be nice, but I do understand the arguments that claim it’s better for the world as it helps make it feel more lonely and such, but I just don’t think it would hurt it as much as they claim.

  7. Oh woot! Trynant :P man, I love your play throughs of the games. Keep em up!

  8. The most common troll message I’ve seen are the jump into the bottomless pit kind. However, there are the odd actual barely safe drops in some areas that yield big rewards. It’s mostly up to your judgement to determine fact or lie. There aren’t many troll opportunities though to screw you on boss fights.

    Though the real fun ones in Demons’ Souls were the one you walk to just to find out it says “hi” and an ambush trap happens immediately after.

  9. What a lovely load of comments. Thanks guys! But yeah, trolling messages are like, never a problem. No one with anything to loose is going to trust a dicey, risky message and yeah, staying dead is more than enough to stop invasions. If you’re alive, you should also have phantoms with you anyways, giving you a fair fight against tweaked out invaders.

  10. Oh, Kayin, your game has caused me more rage than Dark or Demon’s Souls ever has :P not that it’s a bad thing, just saying. Hah.

  11. @TheGodEmperor :D Hopefully 2012 will be a good year for a batch of Dark Souls videos :D

    @Lemmingrad “Praise the sun!” seems to be all-too-common a message in Dark Souls. It’s the new “I’m in trouble; please recommend this message!”

    @Kayin Thanks for the mention in the post btw! I can’t really argue with what you said, although I will definitely try to make some kind of in-depth response about the last bit of your post involving the untapped potential for this kind of game format, because it’s something that gets on my mind a lot. There’s a huge missing link between Demon/Dark Souls and other modern games, and somewhere in that unexplored space is a revolutionary game that I very much hope will be realized.

  12. Huh, that’s interesting that they’ve found a way (in Demon’s Souls) to incentivise posting “good” messages instead of trolling. It’s also interesting that troll messages don’t completely overwhelm Dark Souls, even with the slashdot-style moderation system, without having that “healing” incentive. One thing that is interesting about this genre is that, for those of us on the outside looking in (in my case, because I’m PC only) it’s like a grand social experiment… and it seems that the people who are dicks on the internet actually aren’t drowning out the people who aren’t in this scenario! That certainly goes against every experience I’ve had on Bnet! I wonder how much this would change if a particularly sadistic game designer created a system where you heal if someone upvotes one of your comments OR dies within 5 seconds of reading one of your comments or something.

    It’s also surprising to read that if you’re alive that you probably have people helping you. I thought the only reason to help someone else was to become alive again?

  13. Well there are other incentives. Decent Money farming, or farming for humanity to rep up or kindle. Or there’s the occasional person who really does love to help people, or coop cause it’s faster to be summoned as a coop partner than it is to be summoned as an invader sometimes, so they get their pvp kick that way.

  14. Ya, I personally love helping people out in this game and Demon’s Souls. I put my summoning sign down a lot. Sure it’s great to get good souls, humanity, etc without any risk of losing anything if you mess up, but it’s just so fun. I especially love fighting the bosses over and over. They really did design this game well. I don’t think any two bosses are alike. Even if some feel unfinished or quickly put in like the Bed of Chaos.

  15. @Obscura: I wanted to comment on something you said. The game surprisingly does have very few jackasses and trolls. It’s fun. Even invaders will often wave and bow to you before fighting. At least in my experience. It’s shocking how honorable some can be :P I think it might be due to the emotes being so fun to do (or so I feel) or maybe it’s because everyone is warned when they are being invaded so the guys know they aren’t exactly going to “sneak up” easily. But ya, there’s some good PVP going on and fairly honorable.

  16. Kayin, that was a wonderfully comprehensive look at the ins and outs of Dark Souls. It’s nice to have to link to people when I suggest they give it a try.

    Just out of curiosity, would you be interested in doing a similarly in-depth compare and contrast between Skyrim and Dark Souls?

  17. @TheGodEmperor a PC port of Dark Souls would be great, but it would be very challenging to properly map Dark Souls’ controls to a kbam setup. The problem with the game’s controls are several, mainly that there are four primary actions (the four shoulder buttons) whereas kbam is really only good for controls with two primary actions (LMB and RMB). Also the fact that WASD versus analog movement would be a painful transition is there.

    Still, if the controls can be reasonably ported over and various other measures are made to keep the online okay, Dark Souls would be an amazing PC game.

  18. @Corsair114 I’m sorry, but my experience with Skyrim is relatively limited and since it’s a game I’m not particularly interested iin, I probably won’t be playing it for quite awhile.

  19. Thanks for the reply Kayin. :)

    No sweat, it’s just nice to see someone really rip into the guts of a game (ah, if only all reviews were so detailed) and take a look at what makes it tick, good, bad, and otherwise.

  20. It is so rare and refreshing to witness a person with the exact same feelings on the issue of RPG game design. Your comment regarding the show, not tell, approach to narrative being better suited to the core competencies of this medium is as if ripped out of my head.

    Dare I guess Vagrant Story is another of your favourite RPG’s? To me personally Vagrant Story was the only RPG whose design I could praise, let alone tolerate out of the dozens upon dozens of RPGs that I had played throughout the years. Its host of incredibly deep and complicated gameplay mechanics, pure atmosphere, exploration and anemic narrative was just what the medium needed, only no one took notice.

    With Matsuno out of the industry I felt the genre was destined to remain in the same quagmire of insensible tropes and its loony defenders until that fateful day when I put that strangely alluring import that I bout on a whim into my PS3. It didn’t take long for Demon’s Souls to become the second RPG I ever played whose design stupefied me.

    One of its most surprising innovations was to introduce Arcade level design into RPG’s. I don’t think anyone had previously attempted to design an RPG around 5-10 minute sections that are so packed with perils that players would need to replay them until they had memorized the location and kill technique of every single enemy on the way.

    Anywaste, unlike Vagrant Story the Souls game exploded in popularity and we all know that the only way innovations are accepted into a stale genre is if they make a lot of money. So heres to Miyazaki influencing a few titles out there.

  21. What a nice, in depth comment! Unfortunately I never got to play Vagrant Story! That was back when I couldn’t buy games often! I think my girlfriend at the time got it but we broke up before I could play it. I never got around to it after that point. :|

  22. I’d say Vagrant Story is one of only two games in my 40+ game Playstation library that still holds up today, and not just when it is rose tinted with nostalgia. The other title is Symphony of the Night by the way.

    I say if you have a PS3 then give Vagrant a go via PSN. It is a bit stoic, and takes a good few hours before all the game systems have been unlocked and you start to appreciate its depth and understand its genius. But then if you survived Dark Souls I’d say there is nothing to be afraid of.

    The 32bit era was a really horrendous time for RPG’s. That was then FFVII set the trend of 100+ hour RPG’s with too much exposition and needless overlong flashy battle sequences and summons that in hindsight did little but waste time and dilute the experience. Vagrant Story really was an odd duck among that ensemble, and by grace of its late release it is rather fantastic looking for a PS game. Seriously, artistically alone it rivals any first generation PS2 game.

  23. A bit of a blast from the past here, but I only just recently got this game, and figured I’d comment. I haven’t finished it yet (I’m to Sen’s Fortress now, after 26 hours- slow progress, because I’m possibly the worst player on Earth, and possibly because of a certain thing I’ll get into later), but here’s my thoughts so far.

    (Note: even if I use “objective” language at times, this is all meant to reflect nothing more than opinion. If you see the word “should”, read it as “I would prefer”, etc.)

    The game really got off on a bad foot with me, for several reasons:
    1. I really, really, really wish the game started every character with light or no armor, and gave them the class armor after they’d moved around a little in the tutorial. I started with a knight, and had no idea how different the weight classes felt until I had complained about the movement speed being absurdly slow on another forum, and was told about how the 25/50/75 thing worked. In general, I’d like to see a lot of the mechanics laid more bare; I don’t mind (and in fact like) obscurity in the world, but in terms of mechanics, I’d rather the game tell me how things like the weight works or even that weapons have special attacks when you exit a roll (which the game never tells you; I was spending a long time wondering why sometimes I’d get a stab with the large swords).
    2. The first few areas (Burg, Parish, Depths) should be made harder (the solution I’d rather see), or the bosses of them should be made easier (Taurus Demon and Gaping Dragon in particular; I didn’t find the Bell Gargoyles or the Capra Demon to be that bad). I certainly don’t mind being made to do a level over and over until I get it “right”, but when the level itself is easy to the point of being boring and the boss is the problem, then I start getting annoyed. The depths was particularly egregious about this, since most of the rats there literally just ran away from me if I tried to attack them, and would turn to attack me if I just walked past them, forcing me to chase down a bunch of non-fighting enemies.
    3. Likewise, “Curse” should either be made more of a real issue or less of an issue. As it is now, it simply says “grind 6000 souls before you get to play again”, which isn’t really an interesting situation. Being forced to actually make some forward progress before the curse was dispelled, or maybe being forced to fight your way back to where you got cursed, or go back and kill the enemy that cursed you, or some other condition that is more “overcome a challenge” and less “waste your time” would be an obvious improvement IMO, if curse is to remain so debilitating. Alternatively, just getting rid of Curse entirely, or making it trivial to cure (like costing 1 humanity or something) would be an OK solution.
    4. The thing that nearly caused me to ragequit: weapon breakage can make it nearly impossible to continue playing the game. I managed to have my only really viable weapon go to near-broken status while in Blighttown (a +5 Halberd; I don’t have the Drake Sword that I’ve read about being the “noob sword”, and I didn’t have the faith for the Astorian(sp?) Straight Sword), and since I didn’t have a weapon repair box, I seriously thought I was going to have to start the game over because of it, after spending about 18 hours getting that far. It literally took of 5 hours of attempting to escape, and that was only [i]after[/i] I looked online to find out that there was a ladder that I had missed near the Gaping Dragon’s room (I had figured that after the drop to the lower level of the depths, there was no way out but forward). Yes, this was my fault entirely for not getting the weapon repair box, but I was still [i]seriously[/i] pissed that a game that, up to that point, I had enjoyed very little of was going to make me replay almost 20 hours. Honestly, I don’t think that breakage adds anything to the game anyways other than “a way to catastrophically fail and lose 20 hours”, which isn’t a thing that I really think needs to be added; likewise, I wouldn’t mind seeing an infinite-use item that acts as a “warp back to Firelink Shrine, at some horrible cost” that you start the game with, just to get out of situations like that.
    5. Very minor, but I wish there was some option at a bonfire for “take my 2 humanity, kindle this thing, but keep me hollow”. Having to jump off the nearest cliff after a kindle is a minor annoyance, but I don’t want to unplug the cable since I like seeing “white” ghosts running around, messages, and bloodstains; I’m just not interested in interacting with people any deeper than that.
    6. Also minor: I don’t like random drops. I got a Black Knight Great Sword, and while I don’t have the strength to use it yet, I plan on using it when I have that much strength, but knowing that the game will be made easier because I got lucky on an RNG makes things feel “cheaper” somehow.

    That said, despite all of the above, the game has been slowly winning me over a bit. Blighttown, post-weapon-repair-fiasco, started the opinion turnaround, and Sen’s Fortress (which has some of the best level design I’ve ever seen) has done nothing but help it; this game is really fun when the levels are actually challenging, and the difficulty isn’t all concentrated in the boss fights. Surprisingly, the “troll” messages actually add quite a bit to the game IMO (although, outside of Sen’s, they’re pretty rare; Sen’s Fortress seems to be a hotbed for them, and the only remotely honest message I’ve seen there is “Be wary of anywhere”), the combat system works pretty well once you get the hang of it (and it’s really cool how differently different weapons fight; the Raw Zweihander I’m using now feels very different than the Halberd I was using earlier, which in turn felt very different than the Battle Axe I was using before that), and the world is well-constructed with a lot of nice little touches (like the guy hanging out at the Sen’s Fortress gates whose corpse you see on the first pendulums once the gates open, or the way the bells ring from time to time in the parish when a player rings them). Still, since I’m not using a guide, I can’t shake the feeling I’ve screwed up somehow with my equipment upgrade paths and am going to make life awful for myself in the future somehow, although I don’t know how. Dunno how much weight I should give that feeling; I mean, my Raw Zweihander feels a lot more effective than the Lightning Spear in Sen’s that everyone raves about, so I can’t be doing that much wrong, can I?

    Oh, and totally unrelated, but I saw that you said you’re planning on rolling out the Brave Earth alpha/beta to more people as time goes on… well, if you ever want the opinion of an experienced Castlevania vet, I may not be on FS anymore, but you have my email address on every post here; feel free to send it my way, if you decide that you don’t hate me that much!

  24. Not being clear on repair is BRUTAL in the game for sure, especially since what happened to you is the most likely scenario (Breakage in Blighttown). Definitely agree about Sen’s fortress an it’s really interesting to see how your opinions compare to others. Like for most people, The Gargoyles are the big monster. It’s one of those games that will find the players weakness SOMEWHERE which is pretty great.

    As for testing, maybe. Especially much later on. when I have a real hardmode setup, that might be where your input would be most valuable. :P

  25. Just finished this. Overall opinion was pretty negative.

    Same disclaimer about objective language denoting opinions still applies.

    1. You cover this a bit in PvP, but I also think it needs to happen for PvE: the combat system needs more “initiative”. Right now, it’s just “hold analog stick to the side, hold L1, wait for enemy to do something, punish” for most of the game, which is boring as hell. IMO, the game would be better if there were more unblockable attacks, both for you and your opponents, and they were fast enough that they were actually usable, in order to encourage a lot more movement and faster paced battles.
    2. The game would be much more fun for me if they completely got rid of the random drops, the concept of “buying things”, the concept of leveling up, and pretty much every other vestige of RPGs. I’d like to see the “character growth” done more like Metroid, where it’s just your gear and the stuff you find. The game’s structure is already very inspired by that series (Kill 2 bosses to open a gate; then, kill 4 more to open another gate… that’s basically Metroid and Super Metroid back to back), and I feel like going further that way wouldn’t hurt things at all.
    3. Some of the later levels are really, really not fun. Sen’s is amazing. Anor Londo is decent, and has one of the game’s better boss fights. The Duke’s Archives is good (partially because it features a lot of enemies that can’t block, and who you can’t totally block; I seriously dislike the game’s blocking mechanics), but the Crystal Cave is bullshit; I finally had to look up a walkthrough to get through that area. I like the “you can get attacked from anywhere” aspect of New Londo, but the fact that there’s a limited number of transient curse items is a real problem. The Catacombs is a cool idea, although I got there really overlevelled, so it didn’t really work right (Pinwheel died in three hits…). That said, those wheels look goofy as heck and don’t fit with the game’s aesthetic at all, IMO. Tomb of the Giants is just…. ugh. The lantern’s item description is sorta incomplete (why does this item only work in the left hand? Do lanterns magically stop producing light if held in the right hand?), and the idea of a huge maze filled with enemies you can’t see isn’t exactly fun. The Demon Ruins/Lost Izalith is pretty much a boss rush, with a few trash mobs and a bit of lava-walkthing thrown in. I’d describe it as “meh”. The Kiln annoyed me to death by being 5 minutes of [i]nothing[/i] I had to trek through every time I died to the final boss. I never visited Oolacile, the Painted World, or Dark Anor Londo, and I barely spent any time in the forest, so I don’t have much of an opinion on those areas.
    4. Likewise, a lot of the later bosses were also “ugh”. Four Kings is a gear check, Seath is painfully dull (and curse is still a dumb mechanic), the Centipede Demon doesn’t seem to actually work correctly (he jumps up and lands on me, I take no damage, then I beat the hell out of him from below and he can’t do anything?), Bed of Chaos is just kinda dumb. Nito is annoying as hell if you don’t have a divine weapon, and I still have no idea how you’re supposed to dodge that “spear from the ground” attack. Demon Firesage at least does a good job of keeping the player moving, although I have no idea how you’re supposed to avoid one of those explosion attacks (the one where he swings high) if you’re anywhere near him; the fight felt really luck based, since getting hit with that generally leads to death (since it does 2/3rds damage and knocks down, or at least did on me). O&S is a pretty solid design, although pulling O away from S can be really tedious. The last boss was probably the overall best in the game- he’s fair, but he punishes you hard if you mess up- but I really ended up resenting him, just because of the long walk through nothing every time you die to him.
    5. Why does Kingseeker Frampt go away if you accidentally fall into his pit when trying to talk to him? I had almost no direction from the time I got the lordvessel through the rest of the game because of this. Awful idea.
    6. That ending… what? I get set on fire… and that’s it? Huh?

    Huh, that turned out a lot longer than I intended. Sorry about that. Anyways, the game does a ton of stuff very right despite everything I wrote above, but overall, for me the problems overwhelmed any fun I had with it.

  26. You’re in a weird place in the opinion spectrum (which isn’t bad). Like, majority of people love it or hate it, then some people who kinda like it but I rarely see people who finish it who describe it an more bad than good. I don’t think any of your criticisms are particularly misplaced — most are valid issues and some aren’t necessarily issues (RPG elements) but are valid opinions still (I’m fine with the RPG stuff I just think it’s done in kind an eeeh way). But just some notes.

    You can dodge the Nito’s spear by reacting to the distant ‘scream’ sound. You can curse your self instead of using a transient curse in the rare case you use them all without haivng any more drop. Also you can run the whole area. The two endings also have a bunch of lore implications. Both are brief (though the Linking the Fire one especially so, but rather on purpose?) but have lead to a lot of people reading into a lot of interesting stuff. Can’t say it’s necessarily ‘good’, but yeah.

  27. Re: the ending: I suspect it would have gone over better if I had read the inventory entry regarding the lordvessel (I looked for it in with my consumable items; after getting some of the lordsouls, I realized it probably actually got sorted in with the keys), had I been able to talk to Frampt after getting it, or if I had ever talked to Kaathe, or if I had ever gone down to Ash Lake to talk to the dragon (I never found those two areas, either). For pretty much the entire endgame, I had no idea what I was doing, other than “well, there’s this option for ‘offer souls to the lordvessel’, I guess that’s what I should do.”

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