Rushing forward means certain death, even against only two enemies.
"The Souls games have finality. Your actions have meaning," Shacker NastyJack chimed in. "The first time I played Dark Souls an NPC named Patches pushed me down a hole. He'd done this to me before in Demon's Souls. I sat there honestly a good five minutes debating whether to kill him or not. I knew that if I did I'd never see him again, but he so obviously deserved it that in the end I had to do it. I didn't get him as a merchant later that game and that's fine because I had made the choice I wanted to make."
What's the deal, then? Why would any gamer play such punishing games for any reason other than bragging rights? Simple. On the first night I played Demon's Souls, it took me nine hours and over a dozen deaths to finish the first level. In most games, my frustration over so many deaths would have spelled certain doom for my defenseless controller and an arbitrary patch of living room wall.
But Demon's and Dark Souls don't suffer from the same flaws as games that claim to be "difficult" when they're actually "cheap." They are firm but fair. Of the many times I died that first time out in Demon's Souls, I couldn't place the blame on shoddy camera work, unresponsive controls, or impossible odds. Every misstep was my fault, and that drove me onward. I kept playing because I wanted to conquer my own shortcomings, and every time I did, I felt a tremendous rush of exultation that no game has been able to match. No game except Dark Souls, that is.
So, which is the more difficult game: Demon's Souls, or Dark Souls? I could run through a laundry list that makes arguments for either or, but that wouldn't prove anything. The takeaway, the element that will make or break Dark Souls 2, is that challenges in a Souls game can be vicious, but they must also be fair so that victory tastes all the sweeter.
"The challenge of the game not only puts players on edge while they play, it also gives you an incredible sense of achievement when you finally succeed," said Shacker Gwyndion. "I think a lot of modern games are afraid to give players a real challenge, but these games do and they do not apologize for it (and they don't let up). When you finally beat that boss after failing time and time again... the rush and feeling of accomplishment is very intense." Grumbeld agreed, saying, "I also appreciated the epic boss battles. I had no clue how I'd manage to take a few of them out, and I felt like a tiny god when I did. Specific bosses would be the Tower Knight in Demon's Souls and the Gaping Dragon in Dark Souls. These massive creatures made me feel small and insignificant."
Toppling the Tower Knight is one of the sweetest accomplishments in Demon's Souls.
Neither Demon's nor Dark Souls ever drops a mountain in your path without giving you the tools to climb it. "Being toxic or being cursed [in Dark Souls] is just a situation the game makes you deal with," said NastyJack. "With toxicity you're going to get that pure panic moment where your health is draining and you've got to manage your Estus or [teleport] back to a bonfire to cure yourself. With curses the game slaps you in the face with 50% health and then tells you to deal with it. And you do because it's perfectly possible. Everyone gets cursed and everyone deals with it and then they try their best not to let it happen again. This is how Dark Souls challenges you."
After
Blighttown's rampant slowdown and camera issues made it more frustrating than fun for many players.
One area where both games could use some work is the "less is more" approach used to explain game systems. Shacker ConfusedUs agreed. "The game doesn't need to continually hold the player's hands, but would it be so bad to put the training wheels on for a bit longer? To make the basic rules of the game more obvious? No, it would not. Far, far too many players have given up on the Souls games because they hit a wall early. These walls are artificial, the result of a lack of information."
Many gamers get off on the fog that Demon's and Dark Souls casts over their systems, claiming that discovering those systems is a part of mastering the games. I agree, but only to a point. During my first time playing Demon's Souls, I consumed most boss souls, which give you thousands of souls you can use to level-up and buy equipment. I didn't realize until halfway through the game that boss souls were also used to forge unique weapons, spells, and miracles--but only after first handing over a specific Demon's soul to the blacksmith in World 2-1.
Because the game didn't make me aware of the more productive way to using boss souls, my first character missed out on crafting all sorts of goodies that would have made my experience more fun. Dark Souls corrected that mistake; the description of each boss soul states that it can be used to "acquire a huge amount of souls, or to create a unique weapon." You might miss that description if you don't take the time to examine the items in your inventory, but that's your fault, not the game's.
Anor Londo is one of the most challenging areas in Dark Souls, but the rewards justify the tribulations.
Dark Souls 2's directors have a fine line to walk in balancing their game, but the notion of firm-but-fair should light their path through development as brightly as a torch in a pitch-black cavern. There's something to be said for a game dropping us into its world without a map or a compass, but is such an approach part of a Souls game's challenge? I don't think so. Knowing how to use a boss soul is one thing, but feeling like I climbed Mount Everest when "YOU DEFEATED" flashes on the screen? That's the real fun.
David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of the Stay Awhile and Listen series, and the Gairden Chronicles series of fantasy novels for young adults. Outside of writing, he enjoys playing Mario, Zelda, and Dark Souls games, and will be happy to discuss at length the myriad reasons why Dark Souls 2 is the best in the series. Follow him online at davidlcraddock.com and @davidlcraddock.