I thought I wanted to be done with
it—to move on with my gaming life. I was wrong.
Having clocked in at more than 108
hours on my first play through, Dark Souls comes
pretty close to being the longest game I've ever played. Granted, I
could have finished it sooner, but I knew that once I defeated the
game's final boss I'd be forced back to the beginning of a new play
through—my access to all the unexplored locations cut off until I
could manage to run my way back through the long, punishing gauntlet
once again.
So I consulted
online to see what other optional content was left to experience. I let
myself be pulled into the Painted World of Ariamis, a ruined
stronghold with an apparent legacy of bloody violence, strewn as it
was with hanging and impaled corpses, infested with crazed and in
some cases gigantically head-swollen, toxic-blooded hollows (insane,
undead enemies), as well as new monsters even more fearsome and
grotesque than almost anything previously encountered. Even in this
cut-off—possibly imaginary—place of magical exile, the undead
curse had taken hold.
I later made my
descent (more like a death-defying, vertical plummet) through the
Great Hollow to the quiet and immense basin of Ash Lake, a place
where immortal pillars of vegetation held up the canopy of the entire
world above.
By
chance, I managed to pick up the Artorias of the Abyss
DLC for a discount price on Xbox Live, and the timing couldn't have
been better. After a frustrating first night of halted
progress—hindered by my inability to slay the corrupted knight
Artorias—my second evening with the new content was among my most
fruitful hours of play in the game to date. After deftly taking down
Artorias with the help of a summoned phantom, I managed to go solo
against two further bosses (two of the toughest in the entire game)
and restore peace—perhaps?—to the land of Oolacile.
I vanquished
another hidden boss. I sought out any remaining secrets until there
was nothing left to do. By the time I found myself attacking the
game's non-aggressive NPCs, simply to claim their loot and humanity
for a possible NG+ (new game plus) run, I knew it was time to finish
the game—time to put this long journey to bed.
But then—lo and
behold!—almost as immediately as I had cut down the ancient Lord
Gwyn with my black knight great axe, pondered the unsettling
non-closure of its ending cinematic, and returned to the game's title
screen, I found myself back inside the character creation interface,
trying to come up with a name for my brand new female sorcerer.
Just to be clear, I
have never done this before! As much as I've enjoyed a good
role-playing game in the past, I've never felt compelled enough to go
back and do it again—at least not without a considerable amount of
time in the interim, as in several years. And even then, I've never
managed to make it very far into a second play through before
abandoning my quest.
The funny thing is, I know I'm not the
only person who has experienced this with Dark Souls.
What is it about this game?
There's
already been a lot of insightful commentary written about this game.
The sense of place is palpable, something I've only marginally
conveyed in my above descriptions. Lordran is a world with variety, character, and genuine "wow"-factor scale. The game's online interconnectivity with other players is
forward-thinking.
What
surprises me the most, however, is how well the game overcomes what
might otherwise be considered a rather simplistic element of its
design, which is the largely static nature of things. I'm talking
about a game world populated entirely with pre-positioned enemies who
remain non-aggressive—and for the most part motionless—until a
certain programmed radius is intruded upon.
Once that radius is breached, of course, the meat of the game ensues. The dance of combat. Relentless exchange of swings, kicks, rolls, blocks, parries, and dodges as each enemy reveals its unique pattern of movement and defense. This is a far cry from the world of procedural generation or dynamic world simulation. It's a rudimentary approach, but it's designed with precision. And it works. Each new enemy or group of enemies presents a distinct, life-threatening challenge that is typically bested only with patience, practice, and observation.
Once that radius is breached, of course, the meat of the game ensues. The dance of combat. Relentless exchange of swings, kicks, rolls, blocks, parries, and dodges as each enemy reveals its unique pattern of movement and defense. This is a far cry from the world of procedural generation or dynamic world simulation. It's a rudimentary approach, but it's designed with precision. And it works. Each new enemy or group of enemies presents a distinct, life-threatening challenge that is typically bested only with patience, practice, and observation.
Taken
as a whole, the game is really one giant crushing gauntlet, a
multi-directional barrage of pain. Everywhere you go, your enemies
await—on your left, on your right, from above—their only purpose
to deal the most possible damage and humiliation as you pass. And it
is painful. As the game deals death after death, the repetition can
be excruciating—like a nightmare version of the Groundhog Day
syndrome.
But …
it gets better. The grind pays off, and not only because the player
gains a statistical advantage through leveling. There's an equal
growth curve in terms of skill.
My
first play through of the game was as a bandit build. I started out
proportionately high in strength and continued in that vein through
my leveling. But I also got a little distracted by throwing some
precious points into faith, intelligence, and attunement, traits that I did not utilize practically at all. My best bet in battles was generally to strike
hard and heavy and to block between hits—keeping an eye on my stamina gauge. By the time I had discovered a
full set of black knight armor near the final boss, I couldn't resist turning it into my
main duds for the rest of my play session.
With
my sorcery build, I've been smarter in my leveling. I understand the convoluted
mechanics more clearly. And it's been a much different overall experience, easier in some instances and more difficult in others. This time my main strategy has been to take enemies down using magic projectiles—trying to steer
clear of physical contact as much as possible.
If it had simply felt like more and more of the same, I might never have kept playing. As it stands, I'm now over 50 hours in and arrived once again at the previous crossroads. Having vanquished all of the required bosses save for the final Lord Gwyn, I could easily make my way to the Kiln of the First Flame and cash out. Instead I'm poised ready to try my hand once more at saving the darkened kingdom of Oolacile in the DLC content. From there it will be another trip to the Great Hollow and Ash Lake. And then—finally—I might actually conquer the final obstacle and retire from the world of Dark Souls once and for all.
If it had simply felt like more and more of the same, I might never have kept playing. As it stands, I'm now over 50 hours in and arrived once again at the previous crossroads. Having vanquished all of the required bosses save for the final Lord Gwyn, I could easily make my way to the Kiln of the First Flame and cash out. Instead I'm poised ready to try my hand once more at saving the darkened kingdom of Oolacile in the DLC content. From there it will be another trip to the Great Hollow and Ash Lake. And then—finally—I might actually conquer the final obstacle and retire from the world of Dark Souls once and for all.
But
I'm not making any promises.
Images were borrowed from http://darksoulswiki.wikispaces.com.