walrusaurus said:
That right there is pretty much the thing i hated most about dark souls. I understand that they want us to clear each gauntlet of trash between bosses as a discrete unit, I'm fine with them resetting everything when you die. What i wasn't fine with was being forced to redo the entire 20-30 minute trash gauntlet after every single attempt on the viciously difficult boss fights.
That's why Dark Souls and its predecessor are all about opening shortcuts as you go along. Take the Taurus Demon... your first go through, you'll clear all the zombies including rooftops, get owned by the fire trap, fight the big black knight, go up the tower and start fighting Taurus. Good times, then you die. By the 10th time, you'll probably just sprint down the bridge until the bit of broken wall, roll and fall down to the ledge guarded by the black knight, and sprint up the stairs to the tower with those zombie knights half-heartedly chasing you. There's a little danger, but it's a speedy run compared to the first go through. Just at a guess there are never more than 10 enemies on the shortest route from a bonfire to the next boss or area. That bonfire might be hidden and/or a trap, but it's still there and the rule holds.
Personally I think Dark Souls' death and revival mechanisms are the best videogaming's ever had it.
Compared with other RPGs, failure and revival are part of the story instead of an ugly vestige of videogaming's roots in quarter-eating arcade cabinets. Compare with FFXIII, Deus Ex, Fallout, any of them: those stories have no answer for those times when the best-laid efforts of a whole programming staff result in someone finally managing to off your character(s). As a player, you can only get in the way of the story... at best you get the sense of keeping things on-script, and otherwise the whole production comes screeching to a halt. For a compulsive enough player, it's like watching the filming of a movie, instead of the movie itself... CUT! used too many bullets. CUT! come on, you could have dodged that. CUT!! do-over on that last level-up. The inevitable failures don't break immersion, and the save system isn't prone to all kinds of perfectionist gaming.
At the same time, Dark Souls' cranks the stakes WAY up when it comes to death as well. You feel it deep in your guts when you die just short of reclaiming a big pile of souls, or in your human state - especially with a couple phantoms helping you. Sure a lot of the time you can throw your character off a cliff with no other consequences than a good laugh, but knock off a boss or two and the exact same game mechanics have you fighting desperately for survival.