Dark Souls: A game for adults

Robsavillo
Monday, October 17, 2011

This article may contain spoliers for Dark Souls.


My Knight awakes next to a burning bonfire. I’m not sure where I am...a massive crow, larger than a man, dropped me here moments ago. Not unlike Demon’s Souls, another crestfallen warrior sits near the blaze. I approach this broken-hearted soldier, but he gives me little direction save for a few cryptic hints.

I look around a bit. I can go through an archway toward what appears to be a flooded shrine of some sort. I can head left up a long flight of stone steps affixed to a rock wall. Or I can turn around and march down a spiraling staircase that leads deep underground.

This is how Dark Souls begins. The game has no bright-lit marker on a bottom-left-corner mini-radar. No arrow that hugs the edge of the screen. No button to tap that draws a direct path for me to follow. No explicit dialogue telling me where to go.

And for that, I’m thankful. Dark Souls isn’t afraid to treat me like the adult I am.

 

I choose to go through the archway and shrine. Two skeletons reform from bone fragments on the ground, and their attacks catch me off guard. The fight is long and arduous. My strikes barely scratch their health bars, but I emerge victorious through careful management of actions that deplete a regenerating stamina bar (if this reaches zero at any point, characters become vulnerable to counter attack). Their deaths award me nothing, though -- not even souls, which is the game’s currency and experience.

This is how Dark Souls communicates to the player. Rather than overtly commanding adventurers to traverse area A through path B to destination C, From Software’s brilliant use of environmental clues and subtle suggestions reward those with a careful eye.

Realizing that I may not be ready to proceed farther in this skeleton-infested graveyard, I turn back and walk up the staircase protruding from the mountainside. The hollow warriors and soldiers guarding this pass are much easier opponents, and I now know that the Undead Burg is a more appropriate direction for the time being.

Here, one of the first enemies lobs an easily avoidable firebomb, which cues me to two things: I should be wary of overhead adversaries, and I should plan to increase my fire defense soon. At no point does a tool-tip pop-up forcibly pause the action and explain exactly what I need to do (even the tutorial’s control explanations are entirely optional). Dark Souls understands -- no, expects -- that I’m smart enough to figure these things out on my own.

And even when an exploitable weakness isn’t so patently obvious, I have From Software’s innovative online functionality to offer assistance. Upon approaching the Taurus Demon’s lair, two skeletons will snipe at your back from a tower above the bridge where you stand. This should encourage you to turn around, scale the ladder, and eliminate the threat before engaging the boss. Up there, a fellow traveler might have left a helpful hint that advises you to try a "plunging attack," which is a technique you should have learned from fighting the Asylum Demon.

You can also activate the bloodstains of fallen players and watch their last 10 seconds as they futilely fight for their characters’ lives. You might see a ghostly figure walk across a bridge guarded by a looming dragon, stop suddenly, turn to run back, and immediately collapse to the ground. Perhaps a warning of certain death by fire?

All the talk of Dark Souls’ unyielding brutality hides the truth behind the allure of this dark-fantasy title: Some of us have grown bored with the state of modern game design.

Long ago, I played a lot of new releases. But in recent years, I’ve only devoted time to those willing to demonstrate a sense of mutual respect. I’m much older now, and I don’t want to waste the few, solitary hours I have at night with empty and ultimately unfulfilling experiences.

Dark Souls understands that I’m interested in more than just going through the motions of a carefully planned sequence of scripted events that all but eliminates the possibility of failure. Dark Souls understands that an invisible guiding hand that saves a reloadable checkpoint every left step is an insult to my intelligence. Dark Souls understands that I might want to imprint my own ideas on the playthrough...that I might want to engage this interactive medium in more cerebral, dynamic, and organic ways than a linear, canned, and one-dimensional romp through the tried-and-true has the capacity to offer.

I realize that Dark Souls may not be for everyone, but that's OK. I feel satisfied enough in the knowledge that it's for me.

 
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Comments (14)
Scott_pilgrim_avatar
October 17, 2011

"All the talk of Dark Souls’ unyielding brutality hides the truth behind the allure of this dark-fantasy title: Some of us have grown bored with the state of modern game design."

Amen.

Default_picture
October 17, 2011

I understand exactly what you mean -- I game a lot less now than when I was younger. If a game is to occupy my precious free time, it better grab my attention in some spectacular way.

Default_picture
October 17, 2011

The other thing that must be mentioned about Dark Souls is the absolutely BRILLIANT (yes, I had to write that in all caps) level design. I've never played a game before where the world is so huge and yet everything feels so interconnected.

Robsavillo
October 17, 2011

Agreed! I'm hoping to address this in another article at some point, too.

Default_picture
October 17, 2011

I honestly didn't have fun with the game until I came across a shortcut between the Undead Parish and the Firelink Shrine.

I liked the game's difficult enemies, but I never felt I was making any progress until I hit that point.  I kept wondering to myself:  "What if I spent all this time heading in the wrong direction?"  That elevator ride brought a huge sense of relief, and the game quickly grew on me.

Default_picture
October 17, 2011

Did you then figure out how that shortcut is (eventually) your way back to the Undead Asylum? I must have gone back and forth five times before it finally hit me.

Scan0148
October 17, 2011

Yeah, the level design really can't be talked up enough.  It's kind of like Super Metroid and Symphony of the Night had a 3D baby.  The whole world is interconnected and there are no discernable load times.  It reminds me of Metroid Prime in that sense, but with larger, more open environments and more control over how and when you unlock different parts of the world.

Scan0148
October 17, 2011

More than anything about this medium I appreciate its ability to give us choices about how a game unfolds.  Roller coaster rides are fun, but unique experiences are priceless.  I love being tossed into a world and not immediately directed to do something.

Robsavillo
October 18, 2011

"Unique experiences are priceless." Agreed. And I think that's when games are at their best...and what most distinguishes them from other media.

Default_picture
October 18, 2011

I appreciate some of the ideas in this article, but I can't help but take issue with the title. A game that doesn't allow you to pause is not a game for adults.

Robsavillo
October 18, 2011

You can quit from the menu at any time, and the game saves your exact location. Similar, not identical, but enough for me.

But my point is that the game treats you as an adult, not that it accommodates the responsibilities that many adults have.

Default_picture
October 18, 2011

I don't really see how any of this relates to being an adult. Sure, Dark Souls (and Demon's Souls) asks you for patience, focus, and resolve, but none of those are contingent to being an adult. I understand that "adult" is a semantic shorthand for some of these things, but it also suggests that people who aren't necessarily interested in these things are something less than adult. Some people come to video games for a decidedly less stressful, invested experience.

Default_picture
October 21, 2011

Unfortunately about 98% of video games these days seem to be made for children...that's the crux of the whole article. Even the new Zelda (and I do love all these Zelda, but still...) has a fairy that rides shotgun through the whole thing just like in Ocarina that explains every last thing you might have questions about in the game.

One of my favorite MMOs ever made was Ultima Online. It came out at a time when the MMO was not even a real term yet. Because of that, they made it a completely real world. You couldnt kill another person in town, but other than that anything goes. Step outside of town and you might be killed by another person or by a creature. In town, you might get your pocket picked. In all too many games these days, like Rob so brilliantly analogizes it's more like a roller coaster than an actual adventure. Roller coasters can be fun but nothing beats braving a living breathing world and figuring out everything on your own.

Great article for a great game!

Default_picture
October 23, 2011

A game for gamers who like to use the left side of their brains.

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