There is very little in the way of plot exposition which
further pushes that Dark Souls is a game and does not adhere to the rules of
narrative that films and television do. As with all games, though it is all too
little the case, the story should come from the player having control over the
action. That is what games have that no other entertainment medium can
challenge, the player moulds the story out of the tools they have been given.
That is what Dark Souls does better than any game: It is perpetually weaving
tales of terror, survival and victory on the fly.
The difficulty of Dark Souls allows no room for mistakes or
half-arsed gaming creating an unavoidable sense on immersion. Dark Souls forces
you to follow its rules: you get stabbed – you die, you roll off the crumbled
brickwork of a spire – you die, you back down a narrow corridor and try to
swing your sword at your enemy only for it to clash with the wall you’re
pressed up against - your enemies flail at your helpless torso, you die. Are
you starting to see a pattern? As much as it may seem so to the neutered gamers
used to only jumping when Naughty Dog wants you to, this is not unfair. It is
very much the opposite. Harsh but unwaveringly fair. Each successive enemy you defeat
leaves you with a quiver of pride and relief for your accomplishment because
you, you with total control of your chosen weapon killed his soulless arse. This
is all achievable due to the precise and responsive combat. After thirty or so
hours when you feel you’re starting to get the hang of the mechanics, you begin
to teach yourself the exact length and weight of each swing of your sword to
exact your revenge on the bastard that the naive, twenty hour younger version
of yourself carelessly waltzed into. This being Dark Souls he promptly cut you
down while looking aspirational in his awesome, black plate metal armour.
This leads on to Dark Souls most progressive facet: its
unique online integration. After your carefree bandit into uncharted territory
goes unavoidably awry, you leave a charming bloodstain marking to other lonely
wanderers that they don’t have it as bad as you. Yet. Approach the stain and
you can touch it revealing the last moments of the doomed players existence.
Perhaps this warns others of the dangers just round the next corner or prompts
them to think “why the hell did they take a running jump off that cliff face?”
Not all of the wealth of interconnecting online options are there to aid your bleak
progress. Another of the most notable of the online features is that of the
message system. It boils down to an in-game Twitter system that allows you to
leave prescribed scribbles of help, hope and appreciation. Be wary though
because after being lead to many deaths with promises of salvation and goodies
it would seem that, as if we needed reassuring, a lot of folk who play games
are twats.
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