Dark Souls is of course known as an unforgiving and perilous game experience. Having watched complete Let’s Plays of 2 and 3, however, I felt I had enough familiarity with the mechanics and what to expect that I was confident. This did help me get over some initial barriers in the game so it helped, but I still did get the Dark Souls ExperienceTM; for one, a lot of the challenge is execution that stems from the player’s mastery of the controls. For another, Dark Souls 1 is actually missing some refinements or mechanics are otherwise changed in the sequels so I still felt out of my depth at first. And of course, I had never seen anything of the content of the game, so I had to come to grips with the level designs and boss patterns myself.
But let me back up. Dark Souls is a dark fantasy action-RPG game that has a high level of expectation for the player. This means that some mastery of precise control and timing is necessary for even basic combat. Additionally, beyond the basics, you are expected to figure out a lot of the more advanced mechanics, or struggle along without them (I ignored the entire magic system the whole way through, for example). The diehards love this but I see it as questionable; of course, explaining absolutely everything would be overwhelming… fan wikis can help those in need but should they have to?
Regardless, this obtuseness extends to the plot, an area where this approach is more accepted. Environmental or non-linear storytelling, subtle worldbuilding, and reliance on player curiosity to investigate fluff or NPC dialogue, these work well and reward those who care to seek it, while not being required. The world is very grim but compelling to me (apart from most NPCs being too bothersome to engage with and easy to miss).
Speaking of grimly liminal dim and prim Jims and flimmers… um, the world is dark as I said. The light is fading and all that. It makes for a very moody thematic tone, but also an often drab-looking game. It works for what the game is trying to do for sure. The people in this world too are often hopeless, deluded, or mad, leaving you pining to cheer up the few standout characters that you attach to. (For many people this is Solaire, but man bugger the sun, Priscilla and Quelaan are who I want at my side as Dark Lord.)
So of course, Dark Souls is hard. Yeah, yeah. I confess I almost packed it in several times before turning to the wikis for strategies or hints for areas to prioritise. It’s easy to lose your grounding in this game world—partly due to the high level of player freedom in combat options, branching progression, and building your character—so having an occasional steady hand to guide is invaluable. Maps are good too, at least sometimes; the level design is so convoluted at times that they become all but useless. It was actually fascinating that building a mental 3D map by blundering around could often be much more helpful than a birds-eye chart. The twisty, folding areas are just another way in which the game presents a barrier but rewards your patience and persistence.
So, I finally played Dark Souls. And I was impressed! However, copious use of guides is almost essential at certain limits of a player’s tolerance. The game presents as so unfriendly… I suppose this all the more encourages friendliness in a fellowship of players… or at least good-natured(?) jeering. Hmm. Oh, I used sword and board most of the time: Longsword, Astora’s Straight Sword, Lightning-enchanted spear, then Quelaag’s Fury Sword and Titanite Catch Pole. Try rolling.