First things first, my flabby friend:
[HEADING=1]It's not about age; it never is.[/HEADING]
To me, Dark Souls feels a lot like myths and legends... and grandma's bedtime stories.
Boiled down to TLR essentials, I would have to agree that combat is the main interactive course on offer here, but there's really so much more. Dark Souls (and Demon's Souls, mind you!) has inspired, invigorated and annoyed me like no other, not before, not since. The variety of enemy creatures and the design of the bosses just makes me beam and grin and dance with gaming bliss. To me, Dark Souls feels very much like one of those old role-playing adventures, where most of the action takes place in the privacy of one's own imagination - combined with a 3D rendering of the old, unforgiving platformers of yore. It's got the legs of Makaimura/Ghosts'n'Goblins, the ass of Bard's Tale and the eyes of H. R. Giger. Rare mix, that.
The feeling of proper, true, genuine exploration was just so... amazing and overwhelming the first time you manage to break out of your initial confinement, as you find yourself enjoying your new freedom, mostly by exploring Lordran and dying like there's just no tomorrow, ever. But there is!
The lack of exposition through yadda yadda blah cutscenes still feels refreshing to me. every cutscene, every talkie NPC just gets more weighted, like a really heavy, heavy thing. OMG! CUTSCENE! PLEASE LORD, NOT NOW, I AM NOT READY AND ALL OUT OF ESTUS!
You don't have to dabble in fan theories to let the look and feel of Dark Souls get to you, touch you in places it almost feels like molestation and inspire you in whatever it is you do outside of everyday, boring mundane life. I used Dark Souls to get back into drawing and painting, even though I was dead certain I wouldn't have time to do so. I decided to it anyway and, hey, I suddenly had so much more time to do so many more things. Life is short. Dark Souls managed to just naturally nudge me into being better at being myself, despite being myself. And it's been doing so for five years now. That's very, very rare for a game.
The feeling of accomplishment when you 'get' a boss, understand their attacks, tells and timings was (and still is) second-to-none. All the options you have for upgrading your weapon(s) of choice - sure, most of them are useless in PVP or plain suck for anything, really. Still, figuring things out before you load up the wiki and SimStim all the accumulated knowledge into that brain of yours - Dark Souls just did it right, like no other.
The places you visit, the characters (unique and sometimes not-so-unique, hello Berserk) you meet and the bosses you eventually kill after they've made you gasp and curse and die by pretty much doing everything wrong - to me, they are the stuff of game-making Legend. If dreams need to be woven, give me nothing but Dark/Demon's Souls, a thousand pages of Clive Barker and a good bottle of gin. Something caffeinated will also do.
I think you're cheating yourself out of a really, really good ride when you reduce Dark Souls to "100% combat". I don't know about you, but the first few hours of Dark Souls, to me, were all about going in all the wrong directions, bumping my head against enemies that would just one-shot me and dance on my mangled corpse, with me rejoicing at any and all progress made (real or perceived) and marvelling at the new locales and vistas thrown at me. Plus, dragons. Scary, deadly dragons. Well, one dragon. But a really big and angry one. The Red Asshole Dragon of Lordran.
The combat in Dark Souls - I like to compare it to making sushi. striving for Perfection (with a capital P) is key, I think. If you don't feel that urge, I would assume it instantly makes things feel bland, mundane and boring.
As for complexity - I have to disagree, strongly. Look where the games, the industry, we as consumers are at now. Look at, say, the fighting and climbing/freerunning/parkour subsystems of Assassin's Creed. When they work, we're all having a blast. When they don't, you'll end up crouching on a chair, getting chopped and sliced to inevitable death by your pursuers while you do little more than defiantly teabagging that chair, trying to get off.
The limitations of Dark Souls gave me boundaries within which I felt like I had almost absolute freedom to do what I want, to kill whomever I want (also by accident, WHAT? I NEEDED THAT GUY!) and to explore and discover at my own leisure. Back in the days when Dark Souls was fresh, hardly any two players had the exact same ride - beyond the dying-a-lot bit, of course.
You don't need to praise the Sun to respect it just doing its thing. And that's cool.
BTW, someone just bumped an old OG article on Dark Souls over at Kotaku. Now, I don't like Kotaku. But that Dark Souls article (What Dark Souls Is Really About, 2012), written by one Chris Dahlen, makes for an excellent read, methinks. Not all is lost. Then again, I am tainted by the Touch of Dark Souls and a stubborn will to never let hope die. Silly, I know.
[HEADING=1]It's not about age; it never is.[/HEADING]
To me, Dark Souls feels a lot like myths and legends... and grandma's bedtime stories.
Boiled down to TLR essentials, I would have to agree that combat is the main interactive course on offer here, but there's really so much more. Dark Souls (and Demon's Souls, mind you!) has inspired, invigorated and annoyed me like no other, not before, not since. The variety of enemy creatures and the design of the bosses just makes me beam and grin and dance with gaming bliss. To me, Dark Souls feels very much like one of those old role-playing adventures, where most of the action takes place in the privacy of one's own imagination - combined with a 3D rendering of the old, unforgiving platformers of yore. It's got the legs of Makaimura/Ghosts'n'Goblins, the ass of Bard's Tale and the eyes of H. R. Giger. Rare mix, that.
The feeling of proper, true, genuine exploration was just so... amazing and overwhelming the first time you manage to break out of your initial confinement, as you find yourself enjoying your new freedom, mostly by exploring Lordran and dying like there's just no tomorrow, ever. But there is!
The lack of exposition through yadda yadda blah cutscenes still feels refreshing to me. every cutscene, every talkie NPC just gets more weighted, like a really heavy, heavy thing. OMG! CUTSCENE! PLEASE LORD, NOT NOW, I AM NOT READY AND ALL OUT OF ESTUS!
You don't have to dabble in fan theories to let the look and feel of Dark Souls get to you, touch you in places it almost feels like molestation and inspire you in whatever it is you do outside of everyday, boring mundane life. I used Dark Souls to get back into drawing and painting, even though I was dead certain I wouldn't have time to do so. I decided to it anyway and, hey, I suddenly had so much more time to do so many more things. Life is short. Dark Souls managed to just naturally nudge me into being better at being myself, despite being myself. And it's been doing so for five years now. That's very, very rare for a game.
The feeling of accomplishment when you 'get' a boss, understand their attacks, tells and timings was (and still is) second-to-none. All the options you have for upgrading your weapon(s) of choice - sure, most of them are useless in PVP or plain suck for anything, really. Still, figuring things out before you load up the wiki and SimStim all the accumulated knowledge into that brain of yours - Dark Souls just did it right, like no other.
The places you visit, the characters (unique and sometimes not-so-unique, hello Berserk) you meet and the bosses you eventually kill after they've made you gasp and curse and die by pretty much doing everything wrong - to me, they are the stuff of game-making Legend. If dreams need to be woven, give me nothing but Dark/Demon's Souls, a thousand pages of Clive Barker and a good bottle of gin. Something caffeinated will also do.
I think you're cheating yourself out of a really, really good ride when you reduce Dark Souls to "100% combat". I don't know about you, but the first few hours of Dark Souls, to me, were all about going in all the wrong directions, bumping my head against enemies that would just one-shot me and dance on my mangled corpse, with me rejoicing at any and all progress made (real or perceived) and marvelling at the new locales and vistas thrown at me. Plus, dragons. Scary, deadly dragons. Well, one dragon. But a really big and angry one. The Red Asshole Dragon of Lordran.
The combat in Dark Souls - I like to compare it to making sushi. striving for Perfection (with a capital P) is key, I think. If you don't feel that urge, I would assume it instantly makes things feel bland, mundane and boring.
As for complexity - I have to disagree, strongly. Look where the games, the industry, we as consumers are at now. Look at, say, the fighting and climbing/freerunning/parkour subsystems of Assassin's Creed. When they work, we're all having a blast. When they don't, you'll end up crouching on a chair, getting chopped and sliced to inevitable death by your pursuers while you do little more than defiantly teabagging that chair, trying to get off.
The limitations of Dark Souls gave me boundaries within which I felt like I had almost absolute freedom to do what I want, to kill whomever I want (also by accident, WHAT? I NEEDED THAT GUY!) and to explore and discover at my own leisure. Back in the days when Dark Souls was fresh, hardly any two players had the exact same ride - beyond the dying-a-lot bit, of course.
You don't need to praise the Sun to respect it just doing its thing. And that's cool.
BTW, someone just bumped an old OG article on Dark Souls over at Kotaku. Now, I don't like Kotaku. But that Dark Souls article (What Dark Souls Is Really About, 2012), written by one Chris Dahlen, makes for an excellent read, methinks. Not all is lost. Then again, I am tainted by the Touch of Dark Souls and a stubborn will to never let hope die. Silly, I know.