I felt it necessary to share some of my feelings on Namco Bandai Games' new title, Dark Souls. In a word, it's a megadungeon.
Yes, you begin the game by creating a character, choosing from some uncommon archetypes like wanderer, bandit and pyromancer. The game does not, by design, tell you much if anything about the way anything works. It is for the player to figure out. So choose something you think looks cool, because the one-line descriptions are quite brief indeed.
After character creation, it's off to the world of Lordran. Your character is in some kind of asylum for the undead. It seems as though undeath is common throughout the world and those who suffer from it are sent to a big complex far to the north. In any event, you escape and head off on a mission of some sort, a quest, if you will. But how does any of this relate to old school gaming? Well, let me tell you.
First off, the enemies are mean. Button mash and you'll find yourself dead at the hands of a simple skeleton, returned to the last bonfire you rested at, any souls (XP) you had gone. Killing enemies and discovering new areas gets you souls which you can spend on equipment at the very rare merchant or blacksmith you might come across, or on leveling up attributes.
You are given five healing potions which can only be replenished by resting at a bonfire, and bonfires are few and far between. Making it to a new bonfire is very challenging, as every time you die or rest at a previous bonfire, all the enemies you just spent half an hour killing re-spawn. This is something I find very much in the old school spirit. Do you turn back, rest at an old bonfire and spend the souls you've managed to gather thus far, or do you press on, your supplies dwindling, risking all of your work on the hope that a new bonfire will be round the next corner - which is guarded by a massive bull demon boss. And the bosses are tough. Tough as hell. And equally as terrifying. Massive dragons, huge demons, towering golem knights.
The world itself is a series of seamlessly connected areas. There are multiple entrances to each area, which gives it a real megadungeon feel, and after braving an area for hours, you suddenly find yourself on a cliff overlooking the area you started at, a little path you missed before leading down to it. I find that satisfying.
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