Nameless, Pantless, Soulless


From the clue given last week, it should be no surprise at this point that my primary game for the following weeks will be about Dark Souls, the pinnacle of balancing difficulty with gameplay, and the dissection of where the game does right or wrong.

If you had the courtesy to watch the video linked about, it might have dawned on you that it does not represent Dark Souls the game at all. It barely resembles it. So, then what is Dark Souls?

In a nutshell, Dark Souls is the journey of a chosen individual call upon to slay powerful god-like entities for their delicious, delicious souls. Developed by the sadistic studio, FromSoftware, the game features a multitude of weapons ranging from kitchen knives to huge broadswords the size of Dwayne the Rock Johnson himself.  Each weapon type has its own stance, move sets, and secondary ability that help define the weapons’ individuality. If this blog wasn’t dedicated to the discussion of game mechanics, I could literally write about the Dark Soul’s lore for hours on end. However, this doesn’t mean the game itself does not offer a massive amount of perspective on how a good challenge can birth a whole new genre of games all by itself.

I will not digress any longer in this post so I can save the majority of the content in the next post. Before I stop, I do want to clarify that the singleplayer and multiplayer aspect of Dark Souls will be exclusive to their respective areas, so the problems I find in balance in Singleplayer does not necessarily transfer over to the multiplayer.

Signing off,

John

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