Game Review: Dark Souls Remastered
It’s amazing to consider how far FromSoftware’s Soulsborne library
of games spans. Back in 2009 it could be said that Demon Souls was their very
first foray into the high-difficulty/high-payoff formula of video games. While
that may be true, the exposure behind that title was notably limited due to it
being a PlayStation 3 exclusive, so the sub-genre never really took off until a
few years later. It’s only when Dark
Souls released in 2011 that Hidetaka Miyazaki and his team at FromSoftware
really began to set a firm impression on the gaming landscape and ‘praise the
sun’, what a game to do it with.
Developed by FromSoftware and published by Bandai Namco,
Dark Souls originally released on Xbox 360 and PlayStation 3 back in October 2011
and then a PC release the following year.
Eventually the title received a Remaster port in 2018 which brought it
to modern consoles including Nintendo Switch. The game plays as a third person,
action-adventure role playing experience in which you play as a player-character
who must traverse a dark fantasy world and overcome many a peril in your
wake. As noted just prior, this is the
game which put FromSoftware on the map when it came to their Soulsborne
collection of games and the rise of the so-called Soulslike genre across modern
gaming. With a whole bunch of awards collected and a defining legacy behind it,
let’s delve into what makes this such a landmark title into the history of
gaming.
The world of Dark Souls was once ruled over by a legion of
mighty dragons, during this period life was eternal and the dragons ruled over
the darkness. This was until the Age of Fire dawned in the wake of the First
Flame. With the dawn of this primordial fire, the darkness gave way to the
light and eternal life was now subject to the reality of death. The fire that
spread was maintained by a selection of capable beings utilizing the Lord Souls
that dawned from the First Flame. These beings were Nito: the First of the
Dead, the Witch of Izalith and Gwyn, the Lord of Sunlight. With the power of
the Lord Souls and the First Flame, these lords brought down the dragon lords
and established a new order throughout the first Age of Fire. You are the
Chosen Undead, a human who has died and will continue to keep dying over and
over for the rest of your time. You awaken in the midst of the second Age of
Fire with the accursed Darksign marked upon you. After escaping from the
confines of the Undead Asylum, you come to learn of a prophecy in which an
undead champion will take a great pilgrimage to ring the Bells of Awakening in Lodran,
the Land of Ancient Lords. By ringing the bells, you will set in motion a chain
of events which will see you travel far across the ancient land to reach the
First Flame yourself, facing many a mighty selection of enemies along the way.
The narrative of Dark Souls is ambiguous by nature, as is
the common theme with many of FromSoftware’s Soulsborne games. The ambiguity
leaves room for exploration and interpretation as you further delve into the
world. The game does a really solid job in setting up the initial foot notes of
the narrative with a beautifully rendered cutscene during the opening of the
game and then lets the world itself be the main conduit for the storytelling
for the rest of your time with the game. The world building in the game stands
proudly as it utilizes a wide array of factors to give you a broad idea of the
narrative you are partaking in. Whether it’s the detailed item descriptions, intriguing
NPC interactions or just the beautifully harrowing world design, everything
about this world feels like it has a true purpose in setting the scale and
intent behind the plot you are partaking in. It’s a marvelous narrative and
while it doesn’t hold much in terms of personal stake or emotional attachment,
that doesn’t reflect on the quality of this narrative whatsoever. Learning
about the tragedy that intertwines around the sacking of the dragons during the
Age of the Ancients or the bitter extension of the Age of Fire was such an
enriching experience to delve into from a narrative perspective.
Narrative is not what Dark Souls is touted for to this very day
however. The true definition behind the legacy of this game is the gameplay behind
it. It says something that the gameplay from this game is still consistently
present across all iterations in the franchise right up to Elden Ring. The idea
of Dark Souls is to challenge the player with a heavy sense of difficulty at
nearly every turn. That difficulty may be a clear barrier of entry to some, but
for me I grew to accept the challenge and find value in the moments you
overcome it. The game is difficult in its very nature but it never for one-minute
feels unfair, it’s all about being able to take stock of the moments the game
places you in and finding the right means to overcome it. There are several tiers to the gameplay that
deserve recognition, the first of which is the combat. Dark Souls has a very robust character
creation system which allows you to start with a specific preset in regards to
stats. As you traverse through the world you come to adjust to the simple yet
varied opportunities for combat. I myself played mixed between carrying a two-handed
claymore and a mace and shield. The weight of your attacks and the variation
you can set yourself up with equipment, spells and miracles offers you no shortage
of avenues to play. There’s just something so rewarding about how the control
scheme works to allow you to fight your enemies with a selection of tactical
options. The control scheme itself is so reliable that it’s arguably not
changed at all throughout each new entry from the studio. FromSoftware clearly
recognize that the formula worked so well here that they need never mess with it.
The other half of what makes combat so engaging though is
the selection of enemies you will come across as you venture through the game.
Whether it’s basic hollow enemies, black knights, gargoyles, or lightning
demons, the standard range of enemies you will come to face in this game all
have a substantial design and challenge behind them and their sole intent is to
kill you as relentlessly as possible. That variation in enemy design is most
appreciated and it compliments the varied locales really well when you have to accommodate
for the game’s wealth of enemy variety. The enemy design is at it’s best in the
bosses you come to face along your journey however. Visually and functionally,
the bosses of Dark Souls hit harder than anything and they won’t take any pity
on you when you come into their domain. Their larger-than-life presence not
only compliments the world and it’s storytelling but you genuinely feel it from
a gameplay end. Bosses like Gaping Dragon, Chaos Witch Quelaag and Ornstein and
Smough really help this game set a firm impression with how brutally
challenging their overall fights can be. Again, I appreciate how that relentless
and brutal difficulty can be off putting, but the euphoric feeling you get from
overcoming them can never be beat and it’s a huge driving force behind why I
keep wanting to experience more of these games.
The last factor that compliments the gameplay leads onto my
next adoration behind the game and that’s the world design. Lodran as a world
map is so smartly crafted in a way that very few games can ever hope to achieve.
Fast travel does exist in the game but it doesn’t come into fruition until much
later in the game. The whole idea of the environments in this game is that
everything winds back in on itself. In order to progress effectively you will
find shortcuts into new and old areas. The way everything wraps back around to
make navigation as fluid as possible is a mark of sheer design genius. That doesn’t
even touch on the sheer complexity behind the environmental structuring either.
Whether it’s the exuberant halls of Anor Londo or the deep and deadly pits of
Blighttown, every location in this game aims to set a clear impression in
design and scale. Navigating these places
never for one moment feels like a chore and you are rewarded and challenged in
equal measure for exploring them dutifully.
For a game designed and released back in 2011, the art style
and design behind this game stays strong in setting a very clear impression. Its
visual creativity is on show from start to finish and you never get tired of
being mesmerized by the locations and enemy design in this game (when you’re
not being killed for the hundredth time of course). Motoi Sakuraba compliments
the games visual design with wonderfully grand soundtrack that knows when to both
take moments methodical and slow as well as fast and intense with an extended
orchestra. Some of my favourite tracks in this game include Firelink Shrine,
Great Grey Wolf Sif, Ornstein and Smough and Gwyn, Lord of Cinder.
So, after spending over a month experiencing and one hundred
percent-ing the game, it’s important to reflect on my overall impressions of my
time with Dark Souls. It’s quite incredible how time has not eroded any sense
of this game’s overall quality one bit. Dark Souls delivers a refined experience
that defies age and regression. It’s a fundamentally perfect experience from
start to finish and it accomplishes so many feats in world design, narrative
and gameplay that so many games these days could only hope to show a glimpse
of. Dark Souls took a great step in defining the future success for
FromSoftware to a point in which today they are considered one of the pinnacle
developers out there. Not only that, but
Dark Souls is quintessentially the game that defined an entire genre and that
is a feat that really says it all to how immaculate an experience the original
Darks Souls really is; and why any self-respecting video game needs to try at
least once in their life.
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