The worst thing the internet ever did to me way back when was selling me on the idea of Dark Souls as this SUPER HARD GAMER series for GAMERS! GIT GUD and PREPARE TO DIE! When in reality it’s this really offbeat and interesting interpretation of an RPG where even though it’s entirely skill-based, and it can be pretty hard, there’s still more than enough to form personal attachments with outside of the gameplay itself. It’s very light on narrative but fosters mechanical storytelling through its nonlinearity and some of its wonkier mechanics. Getting cursed in Depths and having to climb my way out, having my weapon nearly break halfway through a bossfight and having to swap around on the fly; two emergent situations that aren’t really all that significant, but were memorable enough to hold onto and help my playthroughs feel ‘mine’. Working towards the Dragonslayer Spear only to realise I just transformed my only good weapon into something I’m 10(!!) levels away from being able to use would probably come off as cheap in any other game, but I found myself eager to work around this sudden frustrating wrench in my build when the whole game builds itself around putting you in uncomfortable situations and telling you to deal with it.

It’s a vibes game to me, really. It’s hard for me to imagine there’s many of that GIT GUD crowd still grinding out DS1 when games like DS3, Sekiro and Elden Ring exist because it just doesn’t offer the same mechanical depth or extreme upper limit of challenge compared to them, and it only gets easier when you realise you can deal with most of the enemies in the game by circle strafing and backstabbing where possible. But that’s not the point, right? It’s more than just a set of challenges, it’s a world to be explored and overcome. Combat encounters aren’t just enemies to be killed and walked past; they’re part of the world they live in, to transform threatening environments into dangerous ones and communicate the hostility of the world. “Easy” sections lighter on combat allow themselves to exist in order to punctuate the danger for feelings of peace, introspection, foreboding; Kiln of the First Flame, Lost Izalith, the empty space in Anor Londo. Challenge is part of the aesthetic, but it’s not *the* aesthetic.

Something I noticed even when I was playing DS3 as my first Souls game, and have only grown more vindicated on as I’ve gone back, is that the slow combat is much better to emphasise the games’ stellar visual design than the faster-paced lean the newer games have taken. Taking DS3 as the example, most combat encounters with anything too much harder than basic Hollows take a lot of focus to the point where it’s hard to take in anything that’s around me until they’re done, and in bossfights I’m spending too much focus on the attack cues to focus on really anything else. Not that DS1 doesn’t take focus, but there’s enough downtime *during* combat to take in everything else; to focus in on bossfights, there’s only one fight in DS3 - Gael - who I’ve been able to appreciate for anything except for the kinetic feel, whereas one of my favourites in DS1, being Gaping Dragon, I love for practically everything *but* the gameplay.

It’s probably not that surprising from this to hear that I have more of a strained relationship with From’s later titles, but this game really hits such a good blend of atmospheric exploration and slow and simple yet punishing combat that I just can’t get enough of, even when it’s not putting its best foot forwards. Anyway I can’t wait for King’s Field to beat my ass

Reviewed on Feb 07, 2024


6 Comments


2 months ago

first i praise pokemon yellow's limited bag space, then i praise *lost izalith*?? it's like i'm trying to lose all my followers

2 months ago

lost izalith rules in that 6th gen console sorta way ngl, it just goes to show how insanely good the rest of the map is designed that ostensibly cool levels in the second half the game can feel somewhat incongruous to the first half (tho i LOVE the empty space in anor londo as well, i think it adds to that feeling of being within a space that was created for larger than life beings that have long since vacated it) (also agree on gen 1 bag space, i think the only gripe i kinda have with it over something like earthbound/dragon quest is it's not as transparent on how much space you have without counting yourself, but you could argue there's an almost "real world-abstractive" quality to that)

2 months ago

@theia honestly I do y really feel the disparity between the first and second halves that much while playing even though it's pretty obvious when I take a step back and actually think about it lol. maybe it's in part because I'm a little more lukewarm on actually playing through sen's and anor londo than I think most people are that the later zones don't really "stick out" that much to me. glad I'm not the only one who gets something out of izalith though, in particular I thought seeing the end of solaire's story after how eerily empty the rest of the zone is was one of the more striking moments to me

2 months ago

I feel like im the only person who didnt notice that the second half of ds1 was worse when playing for the first time. Everyone complains about lost izalith but as a seasoned player now i can honestly say fuckin tomb of the giants is waaay worse. Who cares if bed of chaos is a stupid fight and 50 dragon asses, at least youre not wandering around in the dark for 3 hours with enemies that basically one shot you.

Also yea the whole git gud!!!! Crowd does not make much sense to me because once you learn how to play them fromsoft games r not particularly hard.
Yeah even tho bed of chaos is awful, I also will still take lost izalith over tomb of the giants anyday lol

2 months ago

rereading my last comment and seeing i made a typo in the first 3 words, this is what i get for typing on mobile i guess

@moschidae i didn't notice on my first run through either despite The Internet forcing that notion down my throat pretty hard. it's definitely observably different with the lordsoul areas being more 'gimmicky' and pretty split off compared to the otherwise pretty interconnected world, but when im actually playing it's just more areas that im going through, im not really paying the differences much attention lol. i like a lot of what tomb's going for but oh my GOD the DOGS!!! i would hate those things in any context but sadly their context is "tomb of the giants" so i have to put it as a mark against that

i think ds3 and onwards have a fair bit of mechanical difficulty (haven't played bloodborne) but everything before that the execution itself is pretty simple, its mainly just understanding what the game wants from you. i could air out a whole list of stuff about these games that got misrepresented or spoiled to me through cultural osmosis and probably end up with more to say than i did in this review lol