^ Gadjo: But you're operating under the assumption that dying is "failing." And it's not. Dying does not equal failure in Dark Souls. It's why it's integrated into the core gameplay loop. It's why it's bound up in the entire plot and theme of the game. This is a land where dying is as everyday an experience as going to sleep, or breathing.
And as I said above: Valve and some other companies have made it their core philosophy to make games as hypothetically close to this sort of Platonic Ideal Game: a game that anyone on earth could pick up, without ever having played a videogame in their life, and enjoy, and complete, and have a fulfilling experience. Portal 2, Angry Birds, etc, these are all games developed with this philosophy in mind. And it's commendable, and they've been commended for achieving it -- but THAT'S NOT THE ONLY WAY!
It would be easy to mistake the design decisions in Dark Souls for incompetence. But they're not. They're really, really not. You know why the NPC's don't tell you where to go and/or barely acknowledge you for the first twenty hours of the game, except to mutter something about bells? So that, when you've gone to ring those bells and come back, you can be lauded and praised by a big ol' Sean Connery -sounding snake monster, who is overjoyed that you completed a trial no one has overcome in 1000 years, that you didn't even realize you were taking -- despite no one helping you, and despite the world itself resisting you every step of the way. So that it feels good, and completely organic, that YOU unraveled that puzzle yourself. You didn't just play a character passing a cryptic test and fulfilling an ancient prophecy -- YOU DID IT.
And then he very explicitly tells you where to go, and what to do, because now, rather than a random nobody, you're The Chosen Undead, and you have A Holy Mission That Must Be Fulfilled.
Dark Souls is not for everybody. There are some people who won't like it. There are some people who will never be able to complete it -- like there are people who will never read Lord of the Rings, or War and Peace. And that's okay. The game is what it is, purposefully and intentionally, and almost never waivers from that vision.
And then you beat the game, and the whole dang story gets flipped on its head, and every single line of dialogue in the entire game starts taking on double meanings.
Now I'm not saying it's perfect. There are "puzzles" whose answers are a little obtuse, or, even more egregiously, doors and ladders and staircases to very important places that you can actually just fail to see, because they've been designed poorly, or hidden behind a wall. There are certain rare enemy attacks that feel "cheap" -- mostly vertical swings that re-orient to track you around, or enemies stabbing you through one another, or through scenery.
The game is far from perfect. But it's absolutely important. And it absolutely has some new things to say. You're right to compare it to an NES game. It's like an NES game writ large. Dark Souls is like someone wrote a thesis on old-school games in the form of a game. It's the apotheosis of trial-and-error games, action-adventure games, openworld RPG's, dungeon-crawlers, you name it. It's like a neat and tidy and well-polished package of everything we've done so far in games. And it makes me excited for the future.