DARK SOULS™: Prepare To Die Edition

DARK SOULS™: Prepare To Die Edition

Statistieken weergeven:
Worst review ever?
Just found this little gem at gamerankings.com
The review is from a site called:

http://www.game-over.com

Please dont visit the site, we dont need to give them free money.

Read on.

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By: Brian Mardiney

I'm about to admit to something that, in many reader's minds, will serve to discredit my reviews: I don't finish the vast majority of games that I critique. Further, there are some few games where I don't even make it to the half way point. The reasons for this are various and sundry but all boil down to one indisputable fact; almost every game can be judged with a high degree of accuracy in a matter of minutes if you have enough gaming experience. Call it the game reviewer's "blink" ability. I didn't finish Dark Souls: Prepare to Die Edition. I probably didn't even get half way into it. I'll explain why shortly, but rest assured, this game was easy to appraise, and not in a good way.

First let's get the obvious out of the way. If you don't own an Xbox 360 controller, don't buy this game; move along, there's nothing to see here. The mouse and keyboard controls are so ineptly implemented that I find it hard to believe that anyone at developer From Software even play-tested the damn thing. Needless to say, if you are porting a game from consoles and you can't even be bothered to perfect mouse and keyboard controls, it doesn't bode well for the rest of the experience.

After digging out my 360 controller from the box of "useless old console crap I never wanted to revisit" and re-learning how to use such an archaic and clumsy control system, I finally settled in for this self-styled hard-as-hell RPG. Character creation was pretty much the standard set up, letting you choose your sex, starting class and general look. The facial generation system is subpar, creating almost universally unappealing mugs, but fortunately (unfortunately?) that didn't matter much because, for some stupid reason, you play the game as a flesh-eaten zombie. Why? Well, that brings me to the next big complaint.

Dark Souls happens to be missing an important, if not central, component that all RPGs should have: context. This could include almost everything, from story, to dialogue, to continuity. Why am I a zombie instead of a human? Why am I tasked with ringing two distant bells? Who are these random people scattered around the environment? What the hell is going on and more important, why should I care? All of those questions, and many more, are either never answered, or answered cryptically with prophecy-talk nonsense. Context is what puts the "R" in Role Playing Game and in Dark Souls, you are most certainly not playing a role.

So then, what is this game? I thought long and hard on that question and I finally stumbled upon a decent, though not perfect, answer. Dark Souls is essentially a third-person, more complex version of Diablo (specifically the first game). What I mean by that is that it has almost no story, no meaningful dialogue and other than combat, leveling up and finding hidden loot, it has no real point. Once I realized this, the game became less conceptually frustrating, though no less boring. What remained infuriating was the combat and difficulty.

Depending on how you build your character, combat plays out in the usual melee/archery/magic trichotomy. I will give the game credit for one thing; the leveling system allows for a very elastic character building experience. You pick your class at the start, yes, but once you begin collecting souls (the game’s universal system for both experience and currency), you can easily give your warrior some magic or your rogue a giant shield; nothing is off limits or disadvantageous. However, outside of your character sheet, it’s entirely up to you to fight competently and, boy, does Dark Souls make that task hellish.

Most of the problem lies in the camera and targeting system. The camera is assigned to the right thumb stick (assuming you are using an Xbox controller) and since there is very little auto-tracking, you'll spend much of the game with both thumbs on the sticks. First off, coming from a mouse and keyboard background, it has never been more obvious how cumbersome and imprecise console controllers are. If nothing else, Dark Souls has made me love the fact that I'm a PC gamer all over again. Secondly, to fight effectively, you have to make use of the A, B, X and Y keys, which means forgoing camera controls while you drink potions or sprint, leaving you completely situationaly unaware. And for a game this merciless, not being able to quickly track swarms of enemies is unacceptable.

Speaking of mercilessness, let’s discuss that in detail, shall we? This game’s claim to fame is in its unforgiving, old school difficulty. At first glance, it’s true, the game is really hard and doesn’t hold your hand, especially during boss fights. But it’s one big deception for a few reasons. If you took this exact game, made mouse and keyboard functional (thus making the combat fun, rather than frustrating), and *gasp* added a manual save function, this would be just another third person action RPG, with very little unique about it except for how half-assed the setting and story are.

The reason people think this game is hard is that when a boss cheap-kills them (because the boss’s bounding box blocks the player into a corner of the level or stun-locks the player with unblockable flurry attacks), they have to run all the way back from the previous spawn point (bonfire), killing all the same enemies they just killed over again. Given that some bosses are very cheap and very far away from a bonfire, this adds up to some of the most wasteful playtime I’ve ever experienced in a game, especially since you may or may not be able to keep the souls (experience) of those in-between enemies you’ve repeatedly killed a thousand times. This game isn’t hard at all, it’s just ineptly designed. So while I may only be a third of the way in, my playtime is well past thirty hours.

Visually, the game is also pretty damn unimpressive. Everything is colored in dark, muted tones of gray, brown and black. The armor and weapons are adequately gleaming but the character models, both your own and those of the enemies, are bland and lifeless. Given that almost everything you fight is a zombie of one kind or another, maybe that's appropriate, but it sure isn't exciting to look at.

Finally, the multiplayer portion is a complete waste of time. At a bonfire, you can choose to spend a humanity point (a somewhat rare resource) to "reverse hollowing" (become human) and this opens the multiplayer portion of the game to you. The intention is that it's a double-edged sword, in that you get a higher loot drop rate and you can call on other players (and even some AI NPCs) to join your world to help you fight, while at the same time, other players can enter your world and hunt you down player-vs-player style.

Even just from that description, it's obvious that this is not true multiplayer. Instead, it's just a small taste of both co-op and pvp mulitplayer modes, given to you in a random, chaotic fashion. There's no microphone support and no keyboard chat box. You can either perform vague gestures (like cheering or pointing) or you can fight, that's it. So while the co-op, "help me kill a boss" option is pretty straightforward, the pvp is atrocious. When someone invades your world to fight you, all the doors fog over (meaning you are locked in a small area of the map) and you have to stop all forward progress and wait while some random dude loads into your game (it's not an instantaneous process). You then fight, for no reason, until one of you dies. Oh, and just to add insult to injury, the game doesn't care about level or gear, they just throw random battles together. So most times, the people who enjoy pvp gameplay (you know, immature douche bags that are super-leveled and decked out in the best gear) will sit in newbie areas and load in just to insta-kill you with one hit and then perform the laugh gesture. Yeah, good times.

When I see the sheer amount of positive reviews this game got from the console crowd, it just reinforces my elitist PC attitude. This Dark Souls: Prepare to Die Edition is not only the worst console port I've ever played (and I play most of them), it's also one of the worst designed. I mean literally, this game is one step above my character having "lives" and when I run out of those, I'm told to jam quarters into my PC to continue playing. If this is what constitutes a "good console RPG", then I'll sleep soundly at night with the knowledge that I'm not missing a damn thing by not owning a PlayStation 3. I guess I'm alone in understanding this, but supposed difficulty is not a substitute for intelligent design. Dark Souls proves that.

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So what do you guys think?, any valid points in the review?
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1-15 van 49 reacties weergegeven
Well sometimes these review guys write their reviews after they get frustated at the game because they died or something, so since they are extra mad they make a review full of hate and forget that the game has strong and weak points but just point out the weak ones....At least I think this is the case because of the amount of insults that this has.
Laatst bewerkt door WarpStar; 11 okt 2012 om 18:45
There are certainly SOME valid points - The camera really is quite atrocious, the KB+M controls are... workable at best. The port is quite bad, he`s right. Graphical fidelity is good for consoles, not good for PC - Aesthetics are great though. Shouldn`t a gamer like this guy enjoy GreyBrownLoadsOfBloom ? Also if this guy has ever even touched a copy of Diablo I will eat my CPU.
In general though this is the review of someone who played maybe half an hour, never read an item description and then got ganked by a hacker. Also this "reviewer", and I use the term very loosely here, really buys into the whole PC gaming master race thing. He blames a good bit of the difficulty on the "imprecision" of controllers. I`ve said my piece on that before but this guy really makes me foam at the mouth.
The game was designed for controllers. It thus follows that it contols better with a analog input device rather than a mostly digital one. Also, since when do you need to use the face buttons to fight effectively ? You need the dodge button on certain builds and occasionally the triangle/Y button. Easy to reach in a normal position. Is he missing three fingers on his right hand ? Did it not occur to him to use lock-on ?
His complaints about the MP are entirely unfounded, not to mention based on obviously false information. It`s not supposed to work like a FPS or RTS, why would you need text-chat or voice-chat ? The entire theme of the MP is fleeting contact between two people, friendly or not, until you inevitably get torn apart again and remain alone in a world that hates you. And I just realized he thinks the ability to save your progress without hitting a bonfire would be a good thing. What the christ ?
Dark Souls is a masterpiece of storytelling, but some people need it spoonfed I guess.
Also from a formatting and style viewpoint the review sucks - I wrote better stuff in primary school.

All in all exactly what I expect out of a 15 year old PC elitist, so it`s rather sad that someone apparently doing this for a living wrote this.

Edit: PC elitists in general seem to hate Dark Souls. "Oh those dirty console peaseants and thier little game, we`ll blow thorugh it easy with our elegant KB+M that cost us 200 bucks and are in some vapourous way better than the 30 buck equivalents." And then they try Dark Souls and it kicks their lilly-white asses. Of course the game can`t actually be hard, it`s badly designed. Maybe consoles are a legitimate form of gaming that has excellent games as well ? Has this thought crossed their minds ? No it has`nt because the answer would shatter their fragile ego and epeen.
Laatst bewerkt door hghwolf; 11 okt 2012 om 21:29
lol I readed some of his reviews and this guy is like a evil alter ego of Mark from Classic Game Room
Yeah I read his review yesterday because his score is included in the game's 'professional' aggregate on metacritic.

He's right about how not finishing the thing damages his credibility. Calling that out in the first line doesn't neutralize the issue like he may intend. His 'blink' assessment argument is complete bull. I've been enjoying this medium for 25 years and games can still surprise me beyond their early impressions.

It also really sounds like he missed the lock-on function because he talks about losing situational awareness while dodging, and complains about needing to keep a thumb on the right stick while working the face buttons. My immediate response is RTFM. But when I think for a moment its both lol worthy and tragic. I feel for anyone who tries to learn the game without knowing there's a camera lock, no wonder he's bitter.

And as a PC gamer I too cringe when he decries analog controls as archaic and cumbersome. Really? I have three analog controllers plugged into my system right now: pedals, throttle and flightstick. Four if you count the throttle's ministick.

Weird then that the games in my library that demand the most subtlety and precision require so many of these archaic and cumbersome controllers for proper play.



Laatst bewerkt door Szoreny Klepko; 11 okt 2012 om 20:42
Origineel geplaatst door Naivete:

And as a PC gamer I too cringe when he decries analog controls as archaic and cumbersome. Really? I have three analog controllers plugged into my system right now: pedals, throttle and flightstick. Four if you count the throttle's ministick.

Remember X-Wing ? It wouldn`t even install without a flightstick of some description. I remember a time when peripheral controllers were`nt frowned upon by "Hardocre" PC gamers. Hell they were the guys who used them. Those were good times...
I also question his interpretation of RPG's. I don't get this perspective that you're playing a 'role' in the context of some grand story. Honestly I thought CRPG's had to do with controlling the development of effective stat-driven characters and overcoming challenging encounters. You can do that in a roguelike with zero story, or in a dense story driven epic like Torment.

Its the C in CRPG that's important. Computer. You're not making up your own story, you're experiencing a designer's concrete programmed world. The part of the CRPG inherited from the tabletop is the part where you create a character and guide it into a specialization of interest as it gains power, not the part where YOU internalize the character and free-associate with your tabletop buddies or whatever.

If you want to 'role play' in a gaming context you should be sitting at a D&D table or LARPING in the woods.

Laatst bewerkt door Szoreny Klepko; 11 okt 2012 om 21:14
Origineel geplaatst door hghwolf:
Origineel geplaatst door Naivete:

And as a PC gamer I too cringe when he decries analog controls as archaic and cumbersome. Really? I have three analog controllers plugged into my system right now: pedals, throttle and flightstick. Four if you count the throttle's ministick.

Remember X-Wing ? It wouldn`t even install without a flightstick of some description. I remember a time when peripheral controllers were`nt frowned upon by "Hardocre" PC gamers. Hell they were the guys who used them. Those were good times...

Yeah, X-wing and Tie-Fighter are near the top of the list of my all time favorites. Played X-Wing in the sixth grade with a two-button CH Flightstick.

One of the things that's potentially awesome about recent console generations is how analog controls have been put into the hands of so many gamers. Its staggering to me that no new space sim franchises have come along to capitalize on that!

I was hoping for some cross polination back into the PC world, cause you're right - peripheals have fallen away in the face of KB/M's versatility and universality.


Laatst bewerkt door Szoreny Klepko; 11 okt 2012 om 21:02
Origineel geplaatst door Naivete:
I also hate his interpretation of RPG's. I don't get this perspective that you're playing a 'role' in the context of some grand story. Honestly I thought RPG's had to do with controlling the development of effective stat-driven characters and overcoming challenging encounters. You can do that in a roguelike with zero story, or in a dense story driven epic like Torment.

If you want to 'role play' in a gaming context you should be sitting at a D&D table or LARPING in the woods.

If we`re talking genre you are correct. I`d be very surprised if FF12 allowed me any interaction with the overarching storyline but noone is seriously going to make a case for it not being an RPG.
Under his definition of RPG, most every title is an RPG. I`m not a badass giant robot piloting mercenary IRL, but I`m playing the "role" of one in AC.
But for serious roleplaying games just are`nt a good medium because you will ALWAYS be limited by the mechanics.

The last "good" Spacefighter game I remember is Freespace 2, and that`s how old now ?
With gaming becoming more mainstream and socially acceptable the overall quality has suffered with everything going after the lowest common denominator. Not to mention fanboys.

The ♥♥♥♥♥♥ up thing is that for many traditionally PC genres KB+M isn`t even the best control method.
Laatst bewerkt door hghwolf; 11 okt 2012 om 21:09
Wow, that´s a lot of hate right there. Although i think he actually makes some pretty valid points.

First of all, the camera IS horrible. It gets obstructed quite frequently by things on the scenario (i remember *almost* falling in blighttown because the camera got obstructed by some wood structure above me). Furthermore, it can get a little jumpy on some spots (particularly when something is about to obstruct it). For example, in Anor Londo, after you kill the first gargoyle, you have to enter the "painting vault" by walking on a structure and then jumping to a balcony. When you walk over said structure, you pass below some "things" (roof like structures) and at that momento, the camera suddenly moves left or right, depending on your angle (i guess). If you were distracted or low on reflexes, that could mean a fall. And that happens a lot of times (Great Hollow was a nightmare for me because of that).

Another point is, lets face it, the controls are horrible (and i'm talking about xbox 360 pad here). Alghough you get accustomed to them, the controls are, indeed, clunky. Thanks to God, at least they are responsive. The difficulty of any game should come from the program itself, not from the input method.

He doesn´t speak about a *horrible* (at times) "pathfinding" (or layout). I hate when, apparently, you need certain walking speed to walk over a rock, or a step, or a change of floor. If you need an example, equip a heavy load (ensure a flat roll), and go to where the key to the asylum, where the iron ring is. Up the elevator, get off at the opening and jump to the structure to go over the stairs. On that structure, walking and running, you get stuck at nothing. There's literally nothing obstructing your path, but the angle/slope of the structure just impedes your pass. You need to run and then jump to get past this, and i repeat, there's no obstacle or something blocking your way. This happens in a lot of places (again, you need to be on a heavy load or walking to note this).

About the story, I think he has a very valid point. There´s none (per se). There's no storytelling in this game (although some claim that it has masterful storytelling, that is a lie). And, actually, the game does lack some (or a lot of) context. What it has (and in spades) is lore. Every item description gives you something to ponder about. The story here is *what happened*, and that is yours to decipher (or to guess). The game lacks storytelling, BUT, it gives you the necessary elements to become your own storyteller. It pikes your curiosity, and makes your imagination fly. And i think that is as valid as giving you a laid out story.

Finally, the game´s difficulty is completely artificial. It comes down to get the clunky controls, and learn the enemy patterns (or just defend effectively). Once you beat at least once the game, it becomes quite easy actually. On NG+, the enemies have more health, and inflict more damage, yes, but that doesn´t make them more challenging. Once you time out their attacks, it doesn´t matter much if you are at level 1 or 100. The only difference os how much time it takes you to kill them.

Yes, the game has a LOT of bad points. However, and this is surprising, it is a very very good product. I have a lot of gripes with the game, but that hasn't stopped me from spending hours upon hours on the game (200+). I have started several characters, i've experimented with several builds, from the dex/dodgy eastern warrior, to havel the rock. The "story" (and lack of storytelling) is compelling, it invites you to build your own story. The game is optimized like ♥♥♥♥ and the graphics are lacking (technically), but the art design is quite good and i love how each and every piece of armor and weapon looks awesome and detailed. I think that, for each bad point the game has, it makes up with another thing (on the same department, mind you). Yes, the longer you play, the more evident the shortcomings of the game become aparent, but at the same the strng points only grow stronger and you appreciate them more. A great game indeed, and a rare gem (particularly in these "sure product/genre/gamestyle" days. Definitely, he didn't play enough and got to the game with the worst attitude possible.

TL/DR - The game sure has a lot of flaws and shortcomings, but at the same time it has a lot of strong points that make a truly compelling package, and a game well worth playing. The reviewer didn´t play enough time, with the proper attitude.

Edit: Please excuse my english, i'm not a native english speaker/writer, but i hope it is clear enough to be understandable.
Laatst bewerkt door Mijo; 11 okt 2012 om 21:39
Origineel geplaatst door Mijo:

He doesn´t speak about a *horrible* (at times) "pathfinding" (or layout). I hate when, apparently, you need certain walking speed to walk over a rock, or a step, or a change of floor. If you need an example, equip a heavy load (ensure a flat roll), and go to where the key to the asylum, where the iron ring is. Up the elevator, get off at the opening and jump to the structure to go over the stairs. On that structure, walking and running, you get stuck at nothing. There's literally nothing obstructing your path, but the angle/slope of the structure just impedes your pass. You need to run and then jump to get past this, and i repeat, there's no obstacle or something blocking your way. This happens in a lot of places (again, you need to be on a heavy load or walking to note this).

I find nothing objectionable enough about the rest of your post to comment but this is frankly a pretty damn minor gripe. I`ve played this game a massive amount of time, easily 400 hours between PTDE and the PS3 version and I have found exactly two of these spots. The one you describe and one of the Blight Town bridges. Since both of the bits where it occurs are almost entirely safe from enemies you can just remove some bloody armour.
And why are you fatrolling anyway ? Even heavy armour chars should strive for at least the mid roll.
Laatst bewerkt door hghwolf; 11 okt 2012 om 21:50
I disagree with the control point, Mijo. I played the PS3 version, which has a similar layout, and found them to be second nature the minute I played. Same with Demon's Souls. The layout is great, and all the placements for the buttons makes sense to me. But, this is my preference, I suppose. And many others'.

As for the difficulty being artificial: No. The game is a textbook example of fair difficulty. Sure, there are a few ambushes here and there, but they're easily survivable. Enemy attack patterns can be figured out rather easily, and every attack can be avoided. Unfair or artificial difficulty implies that death is out of your hands. Practically every death is your fault. It's your mistakes that kill you in this game. I can confidently say that every time I died, it was my fault. That's fair, not artificial.
@hghwolf
It is a kind of a minor gripe (if you only keep the mid roll speed). If you keep on the heavy side of things, well, you'll notice more, much more. Another place is quite early actually, in the undead burg, when you enter (just past the drake presentation), theres a little court where you fight 3 hollows. On the right there are 2 spear/shield hollows (before the stairs that lead to the merchant). The path to enter the "spear hollows" court, has this problem. The great hollow branches are plagued with this problems too. But you learn to deal with them.

As to your question, why do i keep my fat roll? (with some characters anyway), for a very simple reason: roleplaying! ;) (although the reviewer swears this isn´t that kind of game). You see, depending on my build, sometimes i like to see and feel them slow, heavy, big weapon in hand, advancing slowly and menacingly towards its victim. jajaja. Sometimes I don´t touch havels ring the whole game.

Also, i kinda like somethings of the classic D&D class system. I don´t like much that just putting enough points into int and attunement, my warrior can pretty much be a sorcerer, so i like to impose some limits to my characters. Playing a knight? let´s go the paladin way, keep him in heavy armor only, with some miracles capabilities. The same character only wears full sets of armor (presentation is everything after all, for my knights at least). My warriors tend to use every piece of armor, mixed and matched, but they have to keep a medium speed/roll and at least a pice of their original armor (the helmet and/or the gloves for most of my builds). Got a cleric? *almost fullsets* only and never wear a helmet. So on and so forth. It's pure fun and for my amusement only, to keep my classes varied and distinguishable from each other ;)
Origineel geplaatst door Mijo:
snipped for length

Okay I can see it being problematic in Great Hollow. I have`nt been there in months, so I kind of forget it exists.

I`m certainly not going to try and impose my prefered style of playing on you. If you want to limit yourself that`s fine. I just found it to be a really minor issue since none of the places I`ve experienced it were particularly dangerous in a way that armour could help with, so I don`t think this counts as a "strike" against the game. Besides a heavy armour type "should" have to be careful with his movement and not dancing around uneven terrain, however slowly.
@Ryotaro Dojima

I never said the difficulty was unfair. Artificial is not equal to unfair. It is fair as hell, i agree with you on that. The only unfairness on the game, is that enemies attacks can get past walls (anor londo spear knights are a good example. Feeling secure behind a wall, well think again!). What I mean with artificial is that, at least for me, the game's difficulty is more the "illusion of difficulty". Two examples: Once you get down the patterns or type of attacks your enemy uses, unless you make 2 mistakes in a row, the battle is yours. The other example is, get your eagle shield (or make the artorias great shield for ultimate abuse) and the whole game just becomes a walk. "Look, it's Manus' deadly combo! Shield up 'till he finishes". The game has a steep learning curve, but in he way of difficulty, well... just be patient, and study your opponents. For me at least, the game doesn´t offer much in difficulty. What it provides (in spades, again) is punishment and little room for mistakes.
Anyway, just for clarification, i'm not complaining at the game. Yes i highlighted some errors it has (some of which i found particularly annoying), but what i meant was, despite its shortcomings, Dark Souls is a great game, yes it is a bad port but a great game nonetheless. I have a huge games library (being a pc gamer since 95, and being able to play even my old dos games, well... my game library is huge, trust me), i haven´t played another thing since i got my hands on Dark Souls (and to think i was going to let it pass, or at least wait for a sale).

No product is perfect, and sure as hell Dark Souls isn't either. But (and this is the reason I mentioned that pathfinding and camera problems), it doesn´t matter how much you nitpick at the game, it still is great, and is worth every penny/minute you spend on it. Don´t get me wrong, I love this game, I signed the port petition, I frown at the pc elitists demands (better resolution, 120 fps, M+K, etc.), hell, i don't even use (anymore) Durante's fix. I enjoy the game for what it is: a great example of a good video game with very fun/engaging/original mechanics.
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