Dark Souls is more Zelda than Zelda, more Metroid than Metroid

Robsavillo
Friday, October 21, 2011

This article may contain spoilers for Dark Souls.


Dark Souls is the best Nintendo game I’ve played since, well, Demon’s Souls.

Wait, what? Are you scratching your head? Yes, Nintendo had absolutely nothing to do with the production of either of those titles; that honor goes solely to developer From Software. But hear me out.

Influence from two of Nintendo’s premiere series, which play second fiddle only to Mario, is apparent throughout the newly released Dark Souls. From Software may understand what makes Zelda and Metroid such revered classics more than Nintendo does itself.

We love these titles because they let us investigate alien worlds and discover hidden treasure with only our wits to aid us. The seductive embrace of open exploration drives our hearts to push further, dig deeper, and look closer. From Software reminds us how a game can titillate our imagination in ways that other mediums cannot.

 

The Legend of Zelda begins without any obvious hints about where to go or what to do -- just an ominous warning that "it's dangerous to go alone." Similarly, Metroid offers no exposition of any sort; upon descending an elevator, you have no choice but to begin combing Zebes for answers. Dark Souls likewise plunks you down into an unfamiliar land with little direction. In this respect, they all emphasize exploration as central to the experience.

Dark Souls' Lordran demands probing and prodding for environmental information and clues. After a brief tutorial section, you'll have the option to investigate one of many paths. The hazards that lurk within each comprise a subtle guide.

In the Catacombs, you'd be wise to turn around after seeing that your attacks hardly affect the reanimated skeletons that prowl a plot of tombstones; without the right tools, their broken bones continually reform upon each death. In the New Londo Ruins, you'd be equally shrewd to backtrack after realizing that you cannot physically harm the ghosts therein.

These barriers to progress are similar to needing the Power Glove to lift a large rock blocking a path in A Link to the Past or Super Metroid’s use of colored doors requiring specific weapons to open. The only difference in Dark Souls is that you always have the option to push beyond your capabilities and foolishly brave death.

Heading in yet another direction uncovers the Undead Burg, and here awaits tantalizing treasure just out of reach. Below the castle walkways overgrown with foliage, the visible twinkle of an unknown item will likely tempt you to investigate your surroundings simply because you must have that thing.

Further through, down a short set of steps, and between two claustrophobically close stone walls, a black knight -- an extremely powerful early enemy -- stands between you and the previously spotted loot. With his back to you, he practically teases you to sneak up on him for a surprise attack even if such action may not be so wise just yet.

These encounters feel somewhat like Metroid’s tendency to put missile upgrades just out of reach -- unless you can find the proper equipment, such as the High Jump Boots or Morph Ball Bombs. But they more appropriately evoke memories of Zelda’s affinity toward placing strong enemies along one-way paths, such as The Adventure of Link's and Ocarina of Time's Iron Knuckles or the Lynals that guard the mountains in the original game.

These fights will be easier later on after you have not only acquired better equipment but obtained greater combat proficiency; however, you still have the choice about whether to engage. So while Dark Souls may have a path of least resistance (for lack of a better descriptor), the game never forces you into any one direction. Just like with Zelda and Metroid, "sequence breaking" is a viable option.

Remember those hard-to-kill skeletons? Well, against better reason, my stubborn self pushed through the graveyard anyway. And I found a shield with high magic resistance, which was later useful against the Moonlight Butterfly. I also found a Zweihander, a powerful greatsword that I could use after pumping a few points to my strength stat. An optimal run may not have encouraged me to plunder this area for loot so soon, but Dark Souls gave me the option anyway.

Even more overtly, you can take the Master Key as a starting gift for your character, which lets you immediately unlock any closed door in the game without going through the "proper" steps. And that means you could stumble onto Havel the Rock early and earn his ring, which increases the equip-load limit (and that’s a big deal for melee fighters).

Likewise, you don’t necessarily have to play Metroid in any particular order. You could choose to first confront Ridley instead of Kraid, or you might find the Ice Beam before discovering the location of the Long Beam. In the first Zelda, you could similarly crawl the nine dungeons in any sequence you wanted, an option that later entries have largely abandoned.

Continuing in this spirit of exploration, Dark Souls borrows again from its forbearers. Throughout the world, secret passageways hide behind innocuous walls. You may never find them at all unless an altruistic soul using From Software’s innovative multiplayer features drops a message indicating their placement. These clandestine locations conceal treasure and challenge alike.

Similarly, this kind of inconspicuous mystery envelops Zelda and Metroid. In the latter, breakable blocks that look no different than the others obscure such secret paths. You need to investigate every square inch of the map to uncover them all, and the allure of such hidden delights, whether they are additional Energy Tanks or the awesome Screw Attack, can be intoxicating.

Zelda is sometimes more obvious with its covert rooms and loot, which the developers have indicated with cracked walls begging for a bomb to knock them down. In A Link to the Past, the complex level design asks you to solve environmental puzzles to locate these hidden treasures. You might need to navigate an intricate array of teleport pads, fall through dizzying layers of platforms, or warp between the light and dark versions of Hyrule.

All of Dark Souls' exploration and discovery comes wrapped a brilliantly designed game world. You'll begin in the Firelink Shrine, and as you push through new areas, you'll suddenly find yourself back on familiar ground. Beyond the Undead Burg and the Undead Parish, a chain-operated elevator brings you back to Firelink. Another such lift connects New Londo Ruins with the Valley of Drakes and Blighttown. Beneath the Undead Burg, you’ll enter the Depths that also lead to Blighttown. Don't think you can make that harrowing run past the fire-breathing dragon on the bridge to the Undead Parish a second time? You'll be able to drop a ladder that bypasses the encounter entirely.

While Demon’s Souls' Nexus hub and archstones picked up after Zelda's use of musical-based teleportation, Dark Souls' level design feels a lot like more the Metroid Prime series where you can open up new paths that create shortcuts after completing a section. But From Software's layout is much more vertical, intricate, and interconnected, which ultimately makes every locale hugely accessible from a variety of starting points. And the long rides down the chain-operated elevators evoke the same sensation as Samus' slow descent into such places as the fiery depths of Norfair in Metroid.

In almost every way, Dark Souls further builds on the evolution that Demon's Souls began two years ago: an advancement of the open exploration and sense of discovery that Zelda and Metroid pioneered in the mid-to-late '80s. But something changed in the years since for Nintendo.

Zelda began to de-emphasize exploration with A Link to the Past by encouraging players to approach and complete dungeons in a particular order. That trend solidified with the move to 3D with Ocarina of Time and beyond, where much of the discovered sequence breaking isn't a consequence of intentional alternatives but exploiting known glitches.

Even worse, the latest entry, Twilight Princess, is heavy on exposition. "Exploring" the beginning town mostly consists of simple fetch quests and puzzles that various characters ask of you. A few hours later, the game turns you into a wolf yet still hasn't let you loose to search an expansive world of mystery and adventure worthy of the Zelda name. Not to mention that Zelda creator Shigeru Miyamoto now seems more intent on highlighting the upcoming Skyward Sword's refined motion-control schemes and remote-operated flying beetles than anything else.

Team Ninja’s Metroid: Other M removes all the excitement of finding new toys to add to Samus' arsenal with the contrived narrative device of giving you everything in the beginning, taking it all away, and then slowly unlocking useful power-ups as the story requires them. Just like Twilight Princess, Other M basks in unprecedented exposition. And the open exploration that defined these titles through the Prime series is gone in favor of a largely linear level structure that mocks you with a vestigial minimap.

Whatever the case behind Nintendo's new direction for Zelda or Metroid, I'm just glad the company made a lasting impression on From Software. Dark Souls captures the appeal of both games so well and exceeds in executing their strengths to the point that I’m not sure Nintendo could do anything to top From's accomplishment.

 
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Comments (8)
Scott_pilgrim_avatar
October 21, 2011

Yes! My love for Demon's and Dark Souls makes so much sense now, and it was SO obvious! I loved "breaking" the order of dungeons in the first Zelda; I would often sneak into the eighth dungeon to find the Magic Book before ever venturing into the sixth dungeon so that I could immediately use the Magic Rod's flame ability...I played through The Legend of Zelda several times.

But that's what should have tipped me off about the connection. I would continually start my games over in Zelda just to imagine new stories for Link on his journey to saving the princess. And both Demon's and Dark Souls encourage this kind of story-telling--that which the player creates him or herself. And that kind of narrative is hard to find nowadays.

Robsavillo
October 21, 2011

Same here! I always played those games "out of order," sometimes without even realizing I was doing so. It made the experience much more personal for me, and as you say, I felt like I was writing the story.

Default_picture
October 21, 2011

I have to agree with you here, at least to some extent. Part of the reason the Souls games are so lauded is that they have an indefineable "old-school" appeal that brings gamers back to a time before unending tutorials and incessent hand-holding.
True, much of the reason the games are so enthralling is the unending oppressive atmosphere--but the tantalizing possibility of victory always offers some slim hope and reason to continue.

It has been a LONG time since a game has felt the way Demon's/Dark Souls has, and I am not sure that the resurgence created by these games will ever be attempted--or done as well-- as they are here.

Any old-school gamer who feels that games are just not made the way they used to be should give these titles a shot. Comparing them to Zelda and Metroid is appropriate, I think. In my eyes, they capture the feeling that the original Dragon Quest or Wizardry games did, in a strang way.

Robsavillo
October 21, 2011

Oh yeah, Zelda and Metroid certainly aren't the only influences at work here. Director Hidetaka Miyazaki told Eurogamer in an interview that Wizardry left an impression on Demon's Souls, too!

Captgoodnight_1a
October 22, 2011

Great article and agree with much of what you have said. Dark Souls strikes deep into territory that's both risky and off-putting at the same time. Instead of leaving hints on where to go, it will simply maul you as a warning to not go somewhere until you are ready, "burning your hand" so to speak until you come back prepared.

And that's where it is still fair. As brutal as it can be, it always offers an out somehow whether it's in grinding for more levels, upgrading your gear, simply exploring and finding another enemy to focus on for the moment, or finding that one critical weakness in its pattern of attacks that gives you a slim window of opportunity to avenge yourself. That is, as long as you don't get killed while taking it!

Another example that doesn't get as much love but largely follows the same concepts is Piranha Bytes' first two Gothic games. Despite the trashy controls of the first game, both used the same concepts - you were absolutely free to go anywhere you wanted, just don't blame the game for crisping you when you walk into a dragon's cave thinking that it's going to give you more of a head's up. Risen revisited the same concepts, albeit not as harshly.

Robsavillo
October 24, 2011

I never played the Gothic games. Which would be the best one to start with?

Captgoodnight_1a
October 24, 2011

I'd go with the second one since it tweaks the controls to feel less clunky than they did in the first game along with the other improvements. Good Old Games has Gothic II Gold available. Or, you could always go with Risen which was also developed by Piranha Bytes.

It's technically the spiritual successor to the Gothic series and has the same "we won't hand hold you" approach as the original games do. One of the first things I love to do in any sandbox game is to explore and Risen will let you do that as will Gothic 2 - and throw as much danger at you as you think you can handle if you wander where you're not supposed to yet.

I haven't played the third one due to what I've read from several forum expressing how disappointed fans were over it compared to the first two Gothic titles. One of these days, though, I intend to go through it if only to compare experiences!

Shoe_headshot_-_square
October 24, 2011

Can I just say what a brilliant headline this is?

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