This is a game in which every encounter can surprise you, every misstep can lead to an ignominious death, and every scrap of dialogue or discarded ring provides a clue to what happened in this towering kingdom of fetid swamp-towns, crumbling castles and cities abandoned to ghosts. But then Dark Souls took those ideas and weaved them into a forsaken world so intricate, desolately beautiful and fascinatingly interconnected that it still feels bottomless. This approach to play, informed far more by old fantasy novels and history’s earliest, most challenging games than by the slick blockbusters of the time, gave players a thrillingly rewarding gauntlet to overcome. Just drop them into a dark fantasy full of fascinating, terrifying undead things, leave some weapons around, and let them work it all out. Comprehensive tutorials? An easy-to-follow plot? Characters or maps telling you what to do and where to go next? Nah. Dark Souls screenshot, game (2011) Photograph: Bandai Namcoĭark Souls’ predecessor, Demon’s Souls, challenged every convention of its time when it came to what players needed from a game.
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