[Dark Souls] Day 5-??
This will probably be the last “Day” post about Dark Souls.
I am still playing and enjoying the game… to a slightly lesser degree than before. The first crack in the façade came from the Bonfire hidden behind an illusionary wall. Up to this point, I had considered Dark Souls to simply be amoral. I wasn’t even mad that I missed the Undead Merchant for 10 hours because the stairs to his location was hidden behind some boxes. But a Bonfire? That’s just cruel. Who the fuck even discovered that in the first place? Were people just randomly rolling around and bumped into it?
Speaking of incredulity, who figured out being able to head back to the Asylum? Or Snuggly? I expected to get some kind of prompt from Snuggly’s nest based on what I had read, but there was nothing. I didn’t even realize that you could just up and drop things on the ground. Engaging with this mechanic is not required for game completion, but it is one of those things I would have never figured out in a million years. In Metroidvanias like Hollow Knight and Ori, I do spend a little extra time attacking walls in case there are hidden areas, but Dark Souls is a bit too large for that to make sense.
The third crack came from the Stray Demon in the Asylum. Technically, this was the very first boss that I died to and was unable to retrieve my souls, but whatever. After struggling (read: dying) for quite some time, I finally had to look him up a bit. What was I missing? I knew to avoid being near the pillars as their destruction seemed to remove 95% of my HP. But his fire(?) AoE attack took 55% of my HP and seemed unavoidable, and applying Flash Sweat (reduce fire damage by 45%) did nothing. What was I missing? As it turns out: nothing. Being behind the Stray Demon is supposed to protect you from the AoE but the positioning is janky. Near the tail? Attack goes through his legs. Too far away from his legs? Attack mysteriously wraps around like a backdraft or something. The true answer is… you can block most of the damage with a shield. Ah. Just press L1 and this AoE fire-but-not-fire attack that wraps around everywhere just zoink, deals minimal damage.
Honestly, this wasn’t the first janky boss encounter either. During the Gaping Dragon fight, I was minding my business attacking his tail stump and one of his legs just up and one-shot me. But… I wasn’t near his leg. I started wondering how hitboxes work in this game, and how i-frames from rolling are pretty opaque mechanics-wise. Perhaps having your character change colors would not befit the nature of the game – like characters do when dodging in Metroidvanias – but it’s hard to feel satisfied with your actions as a result. Dodge-rolling always feels like a huge gamble, as sometimes it appears enemies will still turn to track you even when they are midair in the the middle of a jumping attack animation. Part of the “fairness” of Dark Souls comes from the notion that everyone is playing by the same rules. If you let an enemy get behind you, they will backstab you for a ton of damage, just like you can do to them. But more and more it’s becoming clear that some enemies (maybe all?) don’t get animation-locked as you certainly do in the middle of an attack.
I dunno. Dark Souls came out 12 year ago, got two sequels, and then Elden Ring became a wildly successful cultural touchstone (20m copies sold after 1 year). Nevermind how many ancillary games were created in the Soulslike genre in that time too. Clearly they got something right. And I still feel it in there, despite the fact that the game looks like it came out on the PS2 and is locked at 29 FPS.
I just wish it was a little more consistent. On the other hand, I am… kind of ignoring the several times the game trolls me with traps. Boulders, barrels, Basilisks. It does somehow feel like a very Dark Souls thing to do to suddenly say “Illusionary walls are a thing now, deal with it.” So maybe it is consistent.