Dark Souls

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This is a /v/ related article, which we tolerate because it's relevant and/or popular on /tg/... or we just can't be bothered to delete it.
Prepare to die, now with miniatures!

Dark Souls is a game all about dying. Over and over and over and over. Except this time it occasionally has monstergirls.

Dark Souls is a third person RPG created by From Software and Namco Bandai Games. It is the spiritual successor of Demon's Souls (would have been sequel, but the developers lost the rights to the Demon's Souls name), and is considered by some of its playerbase to be one of the hardest games ever created, which is very wrong. Veteran players will tell you that the game is exceedingly fair, and you only die as a result of your own fuckups. Just be ready to fuck the fuck up again and again until you learn it. And since it generally rewards skill and being a munchkin, it is popular in /v/-circles for its punishing gameplay.

For reference, imagine a fantasy tabletop game run by a Killer DM who wants your character to die if you get the least bit sloppy with your Spot checks, don't optimize your build (though that makes things easier, it's not remotely necessary), and don't carefully study the rulebooks and monsters manuals before you even start playing (or you can just learn through trial and error like you're supposed to). Oh, and other players in other groups will occasionally come to your table and roll some dice to kill you, often before you can even roll initiative, for some loot and lulz. At the same time though, the Killer DM is also fair by making your frequent deaths more of an inconvenience then it might be (loading screens, ugh) so that you can learn through trial and error if nothing else so that you do eventually beat his challenges. That is pretty much the Dark Souls experience.

Relevant to /tg/ mainly in that people sometimes throw it around as "this is how you do a grimdark setting properly", "wouldn't it be cool to set a game in this setting?" and "the material GMs can rip off file". It also pops up semi-regularly as the catalyst for quest threads and more than a few worldbuilding threads, most notably Lost Source.

Both Dark Souls and the younger brother Bloodborne have their own board game incarnations, with the former being a exploration dungeon crawler, and the latter a card game of collecting blood tokens and defeating monsters. Dark Souls also recieved an official tabletop RPG adaptation by Steamforged Games, using the Dungeons & Dragons 5th Edition system. This 5E port is kind of controversial since many don't see 5E as a good fit to replicate the ultra-brutal gameplay and feeling of the setting, and because the first printings came filled with spelling errors and was clearly not playtested. Even more damning was that there's a different RPG that was made in Japan but never left that country because the devs thought us dumb gaijin couldn't understand anything beyond 5E...not that they're wrong about 5E's popularity but it's still looking down upon the rest of the world.

More pertinently, Fires Far Away is a homebrewed setting that owes its existence to the likes of Dark Souls, being designed for running games in a similarly-styled world.

Also explicitly said by the creator to have been heavily inspired by Berserk, be it in its aesthetic, character similarities, or just blatant references. That has to count for something. Also Fighting Fantasy, but people like to forget that part, for some reason.

Story[edit | edit source]

One of the most definable aspects of Dark Souls is its method of storytelling... or lack thereof. Besides the opening cutscenes of all three games, nothing is outright explained to the player. Any lore you find is either based on dialogue with NPCs or descriptions of items and weapons, and even then it's often cryptic and intentionally vague, usually left up to interpretation. As you play through the games, a bigger picture becomes painted as you gather items and converse with the world's inhabitants, with the player connecting the dots and speculating what's happened. This can feel rewarding to someone who finds satisfaction in building the world piece by piece and interpreting things their own way, but understandably infuriating to anyone who wishes for something more straightforward. Much of the lore explanations that we have are often speculative or what little we know actually did happen, which isn't much.

Dark Souls I[edit | edit source]

At the beginning of time there was shit-all but a bunch of trees and immortal dragons. Then there was fire (no we don't know how, put your hand down), and four beings crawled out of the darkness and got souls from the fire: Gwyn, the Lord of Sunlight; the Witch of Izalith; Gravelord Nito; and the Furtive Pygmy. The first three of them used the power of these souls to become badasses, kicked the dragons' asses (with help from the turncoat Seath the Scaleless, who helped them because he was a mortal freak) and built the realm of gods: Lordran. Things went pretty swell until the First Flame started fading. The Witch of Izalith tried to create a new First Flame with her lord soul, only for it to go wrong and become a horrifying abomination made of fire, cancer, and evil, as well as spawning the demons in Dark Souls. In a desperate final attempt Gwyn kindled the fire with his own soul, which worked for a while. Around this time a few people became unable to die, and thus were dubbed Undead. This was swell at first until they started to go Hollow, turning into crazed murderous zombies. A search for the cure of this undeath started, and for the meantime the Undead were shipped to an insane asylum in the north.

That's where the game begins. You (your player character is called the Chosen Undead in the Dark Souls community) escape the asylum and kill a series of powerful creatures to gain their souls, and gather power to link the First Flame. That's as far as the story goes if you do exactly what you're asked to do, don't deviate off the path, and don't read any item descriptions. Without going into greater detail, there's a lot more to it but you'll have to work for it.

If you want spoilers, are too scared to play the game, or just can't be bothered to read every single item description, here's what goes down in the game itself. Spoilers straight ahead!

Dark Souls II[edit | edit source]

Your character, the Bearer of the Curse (a different person than the Chosen Undead from DS1), has lost their memory as part of becoming undead and travels to the land of Drangleic to get it fixed. Drangleic has been ravaged by a war with an invading army of giants, and it really shows in places. Here you meet the Emerald Herald, a top-tier waifu who tells you to gather the souls of the four lords so you can meet king Vendrick and become a "true monarch," which is elaborated on later on in the game.

While not necessarily a bad game by itself, many consider it the worst Souls game due to its clunky controls, enemy placements, and bland-ish bosses. Others point out that it has the best PvP, build variety and magic system in the series by far. A collected edition with extra content and all the DLC called Scholar of the First Sin was released later, patching up a few problems and adding a new final boss to attempt to tie up the narrative. However, one of the most controversial changes was altering the enemy placement and behaviour - sometimes drastically - which might have been fun for older players looking for replay value but made it even more difficult for new players.

This game is generally totally forgotten about by most, but still has enough of a fanbase that mentioning it on certain boards will reliably generate pages and pages of strongly-opinionated arguments.

But one guy here actually happens to remember the story, and if you're not afraid of spoilers, here's what happens in it.

Dark Souls III[edit | edit source]

The fire is going out yet again, but it's so terribly weak now that it might not even last another cycle. In desperation, the flame uses the little power it has in a last ditch plan. This sees the rise of the Unkindled, those Undead who tried but failed to link the fire back in a previous age and were turned to ash. In practice they're pretty much the true undead. Now the Unkindled seek to gather the resurrected Lords of Cinder, four powerful badasses who did pull it off back in their day but don't feel like trying it again. So it's your job to find them, kick their asses and use the cinders you take from them to link the fire yet again, or let it fade away completely so the Age of Darkness finally happens. Whatever is your decision, you are aided in it by the Fire Keeper of the Firelink Shrine, which is your hub world of the game where you can buy stuff, level up and advance the plot. Unlike the previous games, there is a third option: scattering the sparks of the First Flame amongst all of humanity. The Dark will then come and you will be the Lord of Hollows but the sparks will remain in everyone and as the human population increases the sparks of humanity will basically replace the fire and so the Dark will be slowly reduced as humanity rises again and Light returns to the world in a distant future. This also has made it somewhat popular to use in various Dark Souls crossover fanfictions as superpowers (such as Aura in RWBY) can easily be explained by these sparks of the First Flame and also tying the Ashen One main character to the crossed series.

Due to it coming off the heels of Bloodborne, it takes many notes from its cousin; a hub world, faster combat, and several other mechanical features. The game itself is remarkably Grimdark and depressing, both in tone as well as in the story.

Here's the backstory in detail.

Demon's Souls[edit | edit source]

Technically the first in the series, since Dark Souls was supposed to be a sequel to this. Notably this game actually explains the story a bit more so you know what's actually happening.

The Kingdom of Boletaria is engulfed in a deep fog and the fog is slowly spreading. Nobody knows why and all who go into the fog never return. Eventually one of the kings knights, Vallarfax of the Twin Fangs, manages to find his way out and tells that King Allant XII has awoken the Old One, and now demons have overrun the land, stealing peoples souls and driving them into madness, with the fog marking how far they can go. He also tells how awesome and powerful the souls of the demons are, and so a bunch adventurers, including you, set out to Boletaria to kill demons and find a way to stop the fog. You eventually die at the end of the tutorial and wake up in the Nexus, your hub world, where a lady with pancakes stiched on her face candle wax covering her eyes tells that your soul has been bound to the Nexus.

From there you wander throughout the land, seeking a way to stop the fog, whilst going through the five levels that are now infamous among Western gamers. Filled with monsters both unique and familiar (and copyrighted by Hasbro), Boletaria is a post-apocalyptic medieval dungeon crawl where players will die, die, and die again to everything from aborted fetuses steeped in toxins to literal mind flayers. Unlike its successors, the plot is straightforward: kill all the Archdemons representing various sins and vices so you can free Boletaria from the fog and end the threat to the world. In the end, you must decide: Will you place The Old One, greatest of all demons, to slumber, or allow it to wake and spread demons and the power of souls throughout the world?

Bloodborne[edit | edit source]

The game that dared to answer the question who would win in a straight up fight between Vampires and Werevolves with "Cthulu". Who knew? While it was made by From Software as a spinoff to the Souls series, fans are still divided on whether or not it is officially a Souls game (but it deserves an honorable mention, especially since it pretty much changed the name of the genre from souls-like to soulsbourne). Bloodborne changes the tone from the previous Souls games' Berserk-inspired medieval setting to a dark, gothic world which draws heavy influences from H.P. Lovecraft and Bram Stoker. The biggest differences in gameplay is the inclusion of guns to replace shields from Dark Souls, both as a (mostly shitty) ranged weapon and as a parry tool. Yes, you read that right: the Hunters in Yharnam, through painstaking research and unflinching dedication, have discovered that shooting somebody in the face is liable to break their concentration. This is what the cutting edge of national security looks like in Yharnam. Aside from that, there are two shields in the game: a shitty wooden shield found in the base game in an area where a giant 8 foot tall pale giant with an axe will make you mince meat, and a glass shield found in the DLC that grants RES, and is found right before Living Failures, which have a devastating arcane attack, so that shield is actually useful (or not really, as you can cheese the attack by hiding behind the tree in the arena ).

The player takes on the role of a foreigner who's come to Yharnam seeking its special healing blood, said to cure all wounds. One blood transfusion later, and you're plunged into a waking nightmare where horrific beasts roam the streets and hunters... er, hunt them. Upon your inevitable demise (or upon activating a mysterious lantern, if you're smart or talented enough to outrun or defeat the various horrors of Yharnam bare-handed), you are transported to the Hunter's Dream, a hub world for every hunter that partakes in the Hunt. The Dream's inhabitants consist of a waifu-tier Doll that helps level up the player, an old man in a wheelchair named Gehrman, and the freakish but reliable Messengers, who sell items and deliver messages.

In contrast to Dark Souls' more cautious playstyle, Bloodborne encourages aggressive, proactive action. You are frequently outnumbered, enemies are less susceptible to being split off individually than previous Souls games, and you can regain lost health by damaging enemies within a small time frame. This encourages you to go on the offensive as much as possible, as well as putting enemies down as quickly as possible. Many characters and factions also differ in their nature from Dark Souls as well. Whereas many characters in Dark Souls, even the villainous ones, are more or less victims or circumstance, Bloodborne has no shortage of absolutely horrible people. The main faction that drove most of the events in the story (as explained in the spoiler section), the Healing Church, has to be one of the most evil factions ever devised. Whereas Dark Souls characters exist in varying shades of grey, nearly everyone in Bloodborne is evil in some way or form, including the player character.

Whilst initially a fairly conventional gothic horror setting, the game gradually morphs into a Lovecraftian cosmic nightmare. One of the in-game currencies - insight - is gained upon interacting with various characters, seeing horrific monsters, and consuming eldritch knowledge from the trepanned skulls of madmen. As your insight increases, you start noticing things that weren't visible before, like lanterns being covered with eyes or huge multi-limbed creatures perching on church spires (and yeah, they were always there). It also means the local shoggoth can blow your head off more easily. In a pretty big twist to the usual Lovecraft formula, the religion worshiping the Great Old One analogues are actually the overwhelming majority in Yharnam, not a hidden cult plotting in the shadows (although there are a few of those as well). It garnered largely positive reviews, both from Souls fans and new players alike.

Here's the backstory in detail.

Sekiro[edit | edit source]

In another departure from the traditional Souls formula, Sekiro placed players in the sandals of the imaginatively named Wolf, a one-armed shinobi tasked with protecting his young (as in, literally prepubescent) lord from a variety of different enemies. Nominally set in the Sengoku period of Japan, there are plenty of mythological elements in addition to historical reproduction. The gameplay is paced very different from previous Souls games, relying on perfect timing to parry enemy blows and break their posture, rendering them more vulnerable to attack and giving you the ability to finish them off. You have fewer weapons at your disposal (technically just your sword) but a variety of tools that can all be used and upgraded as soon as you find them. You can also come back from the dead without going back to the bonfire-analogue, although usually only once, there's a light smattering of stealth elements (you are a ninja, after all), the boss fights are even tougher, and the story carries more samurai cliches than you can shake a fedora at. Also at least twice as difficult due to both it being more difficult and some walking in expecting it to play like Darksouls, with all the rolling that comes with, which WILL get you killed quite quickly. If you learn to play Sekiro like Sekiro and not Darksouls/Bloodborne, you will be miles ahead of the rest.

Spoilers!

Elden Ring[edit | edit source]

So instead of writing the sequel to Winds of Winter, George R.R. Martin wrote the backstory and did the worldbuilding for From Software's next evolution of the Soulsborne formula, Elden Ring. There are quite a few elements that observant fans of both Miyazaki and GRRM will pick out as being distinctly his influence, but suffice to say that Elden Ring opens with more political conflict and motivation than previous Souls games. In a divine kingdom overseen by the towering, glowing, fate-twisting Erdtree, the metaphysical Elden Ring is shattered and a plot to murder the demigods devolves into a massive civil war among the remaining scions of the royal family. The fates of all within the Lands Between are set adrift, and in the midst of chaos the lone fragments of grace that remain call to The Tarnished, the descendants of a tribe driven from the kingdom for losing the grace of the Elden Ring long ago. You, the player, are one of those Tarnished. Travel the Lands Between, recover the shards of the Elden Ring, and restore the kingdom as the Elden Lord.

With Elden Ring, From decided to take everything they refined through Dark Souls, Bloodborne, and Sekiro and combine it with the open world format. The result is a game that is much, much more freeform than any prior title while still retaining the distinct style of combat and exploration that Soulsborne are known for. But now you can JUMP. You also ride a horse; the horse can double-jump.

With game director Hidetaka Miyazaki rumored to be confirmed to be working on a new Armored Core game, Elden Ring represents the culmination of his dark fantasy work. As such, there are tons of callbacks, references, and cameos from other games on this page, including everyone's favorite back-kicking bastard.

This is a real doozy of a plot...

See Also[edit | edit source]