Dark Souls: Prepare to Die
Details: Formats: # PlayStation 3, Xbox 360, Microsoft Windows,
Genre: # Action, RPG
Origin: # Japan
Publisher: # Namco Bandai Games
Developer: # FromSoftware
Price: # €19.99 (Steam)
Release: # 2011
Players: # Single player, Online Pseudo-Multiplayer
Rating:
Review:I have played the Prepare to Die edition of Dark Souls on PC, which includes all DLC, so that's what I'm basing my review on.
PerformanceSo let me just get the performance stuff out of the way quickly...
It's bad port, ok? It runs like crap in many areas, even on a grossly overpowered PC. By default its locked to 30fps, max resolution is 1280x720, options are nearly non-existent and the controls are pretty abysmal with KB+M, especially the camera. To top it off, there's terrible blur in the distance wherever you look, which I can only assume is intended to compensate for the lower draw distance on consoles.
Thankfully, MODS! If you play on PC,
DSFix is an absolute necessity! [
http://www.nexusmods.com/darksouls/mods/19/ ]
DSFix lets you fix all of the above by tweaking a simple .ini file. It fixes resolutions, unlocks framerate (though it's best not to get too liberal with it) and even lets you clear out that blur in the distance.
It does however not really cure the bad performance and KB+M controls. I could maintain 60fps in most areas, but there were also some where it easily dropped to 40~ish. It wasn't really clear what caused it, as a lot of the areas that suffered from it, didn't seem particularly complex :S.
GameplayAs gamers we've become accustomed to a lot of hand holding in modern games. Dark Souls doesn't do that. It throws you into the world, gives you the quick rundown of the mechanics and lets you figure the rest out on your own. If you don't take those lessons to heart, the game will weed you out quickly.
The game has an intimidating character. The world is larger-than-life and oppressive. NPC's are mysterious, with a tinge of madness. The enemies are carefully placed, so they may surprise and surround player. Recklessness is punished with death and alertness is required at all times. 'Haste makes waste' might as well be the game's motto. Many people quit before even making it to the first Bell of Awakening, because they can't maintain their composure.
Fun fact: Quitting Dark Souls is the lore equivalent of going Hollow The game is designed around learning through observation and adapting to the circumstances. It treats death as its most important feedback mechanism to the player.
In the beginning it may feel that many things the game throws at you are unfair, but somewhere along the journey, it starts to click and you realize its all on you. You learn to observe carefully, to predict and to survive and before you know it, the constant dying stops.
The impressive thing is that despite the game's hardcore reputation, it's not really all that brutal. In fact, in many ways its much more forgiving than contemporaries. Dying is expected, and the penalty isn't big. You get to keep all the items you've acquired along the way and you are given a chance to reclaim your lost souls and humanity. With the knowledge you've acquired through death, the return journey becomes relatively easy. Other games would simply load you back in time, wipe your progress and randomize the enemy encounters and positioning.
The combat in the game is relatively simplistic, but feels good. It's slow, but very weighty, giving it a very dramatic and rewarding feel when you land hits. There aren't really a lot of moves, though various weapons have at least one unique type of attack in their moveset.
Combat mechanics are largely based around timing and stamina. Taking a hit with your shield, swinging your weapon and dodging all cost stamina. Holding your shield up decreases the regeneration rate.
The key to victory is timing your rolls after the enemy has locked onto your position and making sure you have the stamina left to abuse the newly created opening.
I should also note that the game is surprisingly lengthy. Even without all the dying, the world is huge and there is probably well over 40 hours of content out there, despite the complete lack of filler. It took me about 120 hours to reach the end (though I always play my games very slowly).
MultiplayerDark Souls has a pretty funky type of multiplayer going on. If I'm not mistaken Demon's Souls invented it, but Dark Souls popularized it. While the game isn't an MMO, player's worlds are connected with those of others.
There are essentially two operational modes in multiplayer: hollowed or alive.
If you're hollow, you're multiplayer interactions are kept to a minimum. You see hints left by other players, can view a replay of their last death and other fairly minor stuff like hearing the bell of awakening ring, whenever another player has reached it. It's still quite useful and very cool to experience.
If you're alive then the real multiplayer opens up. You become able to summon other players to your aid to play co-op or beat bosses, but you also open yourself up to invasions from other players that want to collect your souls and humanity.
Notably, the game does it's best to incentivize playing alive, even if you're not that interested in the multiplayer content. By staying alive, the game also spawns the occasional NPC invasions. While this increases the difficulty a little bit, these NPC's provide some extra lore material and frequently drop unique equipment you can't get elsewhere.
I also noticed the very subtle addition of an ever so pleasing screenshake effect whenever I used a heavy attack with my zweihander ultra-greatsword. I assume this is present for some other weapons too, but I didn't test it out.
While I didn't participate much in multiplayer content, I enjoyed it a lot. The risk of getting invaded increased the immersion and tension of the game. When an actual invasion occurred, it forced you to think on your feet and added some extra variety to your experience. It's a wonderful mechanic.
Story.
Notably, despite being of Japanese origin, the game only has had an English release. As a result, the writing, voice acting and general presentation are all of very high quality, with a very genuine feel to them.
Storytelling of Dark Souls takes a minimalistic approach. There is tons of lore out there, but much of it told through environments and item descriptions. Little is said explicitly, urging the player to think and leaving much to personal interpretation. If you don't wish to bother with it, you can simply ignore it. It's a difficult thing to pull off, but Dark Souls does it well. It makes you feel a bit like Hystorian or Archeologist when you draw your conclusions.
Another part of the story is the NPC side-quests. It is never said explicitly that they have quests, though they occasionally hint at something related to it. Some NPC's are looking for people, others are pilgrims like yourself that you run into at multiple occasions. The initial impression is that you don't have much interaction with them, and that your agenda's don't really allign, but upon some more in-depth inspection it turns out you interference makes a big difference.
I'd rather not get into the spoilers, but I highly urge everyone that plays this game to watch this Youtube lore series by VaatiVidya:
https://www.youtube.com/watch?v=7eJeUG1 ... ZJlXB2CzCzVisualsFrom a technical perspective, the game isn't that impressive, but from a stylistic / artistic approach it's an amazing accomplishment.
Dark Souls draws heavily from western media, history and mythology. The game has awe-inspiring, larger-than-life gothic architecture, jaw-dropping scale and designs so unique and interesting, nobody else could've come up with it.
While certain textures leave much to be desired, others are filled with detail.
In order to accomplish these things, the game renders detailed 3D models of everything you see, very little is left to the resource-lite skybox that most games use. The result is beautiful, but also probably one of the reasons the game runs like crap.
This render-heavy approach also sees great use for the occasional destructable environments. For example, floors that cave in blend perfectly with the surroundings. There are no weird stitches, they're virtually indiscernible from the rest of the environment. It makes for a fantastic and unexpected presentation quality.
SoundMy opinion on the sounds of Dark Souls is mixed. Throughout the majority of your playthrough the game is very quiet. Very few areas actually have music at all, which can occasionally get a bit boring. Only the bosses are guaranteed a soundtrack. Most of these are frantic, orchestrated pieces with a choir signing. They are by all means good pieces, but there isn't too much to discern them from one another. A lot of them use the same instruments and tempo.
I am personally a bigger fan of the rare few calm themes like the main menu theme and firelink shrine.
The other thing I've got to say about the game is the sound effects related to combat. There aren't too many of them basically. Somewhere along the way I upgraded my weapon to lightning. From thereon every hit I landed produced a KRRSHHTTT. It was the same KRRSHHTTT over and over and over. It was bearable, but a bit of variety certainly would've been welcome.
DownsidesDespite all the praise, the game has its downsides.
- The Camera is beyond abysmal. I am a very patient man and never before have I complained about the camera in any game, but Dark Souls has done it. As far as I am aware, this is worst camera to exist in any AAA fully released game. Using a controller certainly improves the experience, but it remains terrible. The worst of it shows during the boss fights where you need it the most. locking on to mobile bosses will quickly make you lose control of your character, especially when they're directly above you.
- The game's latter half is a little bit rushed. After Anor Londo the difficulty level seems to dip a bit. Many of the boss fights seem more gimmicky and comparatively anti-climactic. The experience is still fantastic, just of slightly lower quality than the first half of the game.
- Certain things are just TOO far-fetched, vague, misleading or straight up lies. For example there is a ring which grants health regeneration, but doesn't actually dot. It just increase your HP by a tiny bit. Another prime example is Snuggly the Crow. An invisible bird NPC you can trade with by dropping items in his nest and reloading the game....
- There is the occasional nasty fight that leaves some things out of your control. For example you must take fall damage to enter a room, stuff like that. It's a blight upon a game that otherwise manages to maintain its difficulty level so well without handicaps.
Conclusions:Dark souls is a nasty port, but an absolute must-play game for what it brings to the table. It's an experience unlike any other. Much like mandatory literature, it might not be to everyone's tastes, but it's the kind of experience that builds perspective and makes you grow as a human.