Showing posts with label Demon's Souls. Show all posts
Showing posts with label Demon's Souls. Show all posts

Saturday, June 25, 2016

#107: Dark Souls 3: The Absence of Hostility and Loneliness


I have written about my experiences playing From Software's “Soulsborne” games a couple of times on this blog. For that reason, I can distinctly recall my time in these games, which colored my expectations going into Dark Souls 3. To my surprise, and somewhat to my disappointment, the game didn't feel the way I expected it to. Though it certainly is a shining example of what could be described as a Souls game, Dark Souls 3 felt different than its predecessors. 
As I explored the desolate lands of Boletaria and Lordran, there was a palpable sense of loneliness to the proceedings. It was as if I was cold and alone against a world out to kill me, with its bands of diverse and terrifying opponents setting their differences aside in a concerted effort to block my path and take my life. Despite in many ways going against those same odds, I never had that feeling of isolation and hostility in Dark Souls 3. Rather than a world against me, it felt as if every area was merely a stage for I and my fellow players.

Much of that simply stems from the fact that there are many more players in Dark Souls 3 than there were in previous Souls games I had played. My first runs of Demon's Souls and Dark Souls were both in the summer of 2015. By then, the games were 6 and 4 years old respectively. There were certainly stragglers like myself who were still engaged with them, but by and large most had already moved on to greener pastures. And even if people were playing these games, my efforts to work with them were minimal. In Demon's Souls, I spent almost the entire game in Soul form, preventing me from summoning phantoms to aid me. Likewise, I can count the number of bosses I defeated with other players on a single hand. My experiences in both games are mostly mine and mine alone. When push came to shove, I could only rely on myself to get out of a hairy situation.
I can't say the same thing when I look back on the total sum of my Dark Souls 3 experiences. Strangely, I was excited to, for once, be a part of the community as the game comes out, exploring it together with everyone. In a way, this ended up being counter to what I most enjoyed in its older siblings. Talking with my Twitter friends, being guided to secrets by random strangers, aiding other people and being aided in turn, these were all wonderful experiences in their own right. However, it meant that my journey was less a result of my own effort and accomplishments, and more the gestalt of all of those who joined me on my path. Random strangers who I will never know, and who will never know me, were all working together to achieve a common goal. Even when I was invaded/invading, it felt like a respectable contest between peers and less an attempt of one person to sabotage another. I could use many adjectives to describe my adventure, but “lonely” is not one of them.

The NPCs also seemed a lot more welcoming in Dark Souls 3 than they have been in the past. My runs of Demon's Souls and Dark Souls are marked by a sense that there weren’t many people in the world that would even think to assist me. Outside of the Nexus, I remember that non-hostile NPCs were scarce. It was at least 10 hours before I brought my first new NPC back to the Nexus with me. Until then, the ones I had encountered had either perished unceremoniously (sorry Ostrava), or actively screwed me over (which is why, to this day, I murder Patches every chance I get). Just finding a truly friendly face was a rare treat. The same can be said of Dark Souls. While there are certainly a few kind folks who inhabit the Firelink Shrine, most of them are battered and broken when you find them. And by the time I finished my journey, the most friendly of the lot, like Siegmeyer and Solarie, had met with terrible fates.
By contrast, in my first 10 hours of Dark Souls 3, I encountered a Robin Hood-esque thief, a young woman who knows miracles and her protector, an old pyromancer, a Darkmoon blade from the Sunless Realms, and Siegmeyer's more capable descendant. All of these people had offered their aid to me in some form, either as a vendor or a companion. Where friendly faces were rare before, they were quite common place now. I did not have to look far to find someone with a vested interest in my success. Far from the isolation I once felt, Dark Souls 3 provided an almost constant comfort by offering me my choice of assistants and allies.

Even though the abundance of other players and NPCs are large contributors to why I have lost that adventurous, yet isolating spirit of the previous games, there is another reason. At this point, I have played so many Souls games, and particularly so many Dark Souls games, that the mechanics and world are largely ingrained into my mind. When I was a new player braving the perils of Boletaria, and later Lordran, I often fell for the tricks and traps laid about. I would die to ambushes than I should have seen coming in hindsight. I spent many deaths learning each enemies attack patterns and figuring out the weaknesses therein. I crashed through broken boards and into traps that would be noted and avoided in the future. The designs of From Software were alien to me. Learning them was half of the battle, and half the fun.
Unfortunately, there's only so far the Soulsian “fair” ambushes can go before they reach the territory of just spawning in mooks in lieu of hiding them in creative ways. That's not necessarily From Software's fault, because it is infinitely easier for players to figure out their tendencies than it is for them to think of new ways to surprise those same players. But it does mean that I have gotten much better at predicting when an ambush is likely to happen than I used to be.
I don't remember ever being truly caught off guard while exploring the shattered remains of Lothric and the lands surrounding it. At the same time, I have a distinct memory of an archway in Irithyll of the Boreal Valley. I had not seen nor heard any enemies in the room on the other side, but I suspected that something was “off”. Looking down and to my left, I saw a ledge that I could easily reach by dropping down. Going into the hallway through the opening on this ledge, I climbed a ladder that lead me to the other side of the room beyond the archway, bypassing a group of enemies waiting to ambush me. By just following a slight “off” feeling, I had anticipated and subverted a snare that I would have easily fallen for before. At the time, I felt smart for having trusted my instincts. In hindsight, all I really did was just fall back on knowledge I had gained from 4 previous games' worth of experience. Not only wasn't I surprised by the enemies’ tricks, I couldn't be, because I had already fallen for them before.


Instead of making me believe I was a single man out against a world which wants nothing more than me to fail, Dark Souls 3 felt like reuniting with an old friend I hadn't seen in awhile. There's nothing inherently wrong with that quiet nostalgia. But the dreadful anxiety I experienced the first time, as I explored the worlds of Demon's Souls and Dark Souls, is a large part of why I fell in love with the franchise. As disappointing as it is, I'm not sure that one could ever adequately capture that atmosphere that drew me in when I first started Soulsborne. Though I want so badly to feel that isolation, that growing sense of isolation and excitement. I just don't believe it's possible given how large an influence Soulsborne has become. It's hard to feel alone and afraid when in the comfort of your home, surrounded by the old and familiar. These games have become as much a home to me as the house I live in, and that's exactly what I don't want them to be.

Thursday, June 4, 2015

The Texture Pop: Episode 43: Episode With Soul



0:02:00 Gaming News
Metro 2033 and Last Light offer 1/3 of each game as demo
To answer Sam's question from the podcast, those demos are also available on console.
And here is the article about game controllers Sam was talking about.

Infinite Crisis is closing down
That did not take very long.

The Vita is now a legacy platform.
Which sucks, because it had a lot of potential. Sony can really suck sometimes.



0:32:40 Sam went to Momocon
Which I had never heard of until he mentioned it on Twitter. Considering how big it is, that's something I probably should know. It seems like a convention I would enjoy going to.
And here is the Giant Bomb Gal-Gun clip Sam and Chris were talking about.



0:45:00 Sam played The Witcher 1
Apparently it's okay, and somewhat sexist.



0:48:00 Sam finished Gravity Rush
It's a good showcase of what the Vita can do. As a game, it is distinctly lacking.



0:54:00 Sam finished the first Yakuza game.
And his thoughts on it can be found here.



0:55:55 Garrett has been playing Smite
League traitor...



1:01:50 Garrett watched Season 1 of "Rick and Morty"
I swear that I've heard that shows name before, but I can't remember where.



1:15:55 We talk about Steam's new refund policy.
And of course it has problems. To me, this is once again an issue where Steam has great intentions, but didn't fully think through the consequences of their action. For the record, we are in favor of Steam revamping the refund policy. We just feel that this isn't a good solution.



1:22:05 We talk about Demon's Souls (finally)
Even if you're not fan, the Souls games serve as really intriguing case studies in game design. The level and boss design, at least in Demon's Souls, were really top-notch. Though there is a lot of challenge, it's not hard if you take the time to learn the systems.
The Demon's Souls commentary that Sam talked about is here.



1:36:55 I played more Bravely Default.
Long story short: If you liked old-school Final Fantasy games, you will love Bravely Default.
I will also be writing an article to better explain the point I was trying to make about Bravely Default criticizing the standard JRPG plot.



1:44:30  I watched the Kill Bill movies.
I liked both movies, but I say that about most of the movies I watch. My opinion probably doesn't mean much of anything when it comes to movies.



1:50:41 Chris got Splatoon.
For the record, the "squid now, kid now" stuff is referencing this commercial.
We also spent this segment complaining about how terrible Nintendo has handled Amiibos. Nobody can find ANY of these goddamn Amiibos. It's so dumb how Nintendo can't seem to manufacture enough of them.



2:05:25 Sam, Chris, my friend Ryu, and myself have finished FUSE
And we are all just happy to have finished the game. Chris wants to beat it on hard, but I was happy to move it to my shelf.
As promised, here are the trailers for the original Overstrike concept, and the revamped FUSE concept.
Since we mentioned it, here is Hyper Bit Hero's video on the changes between both concepts.



2:21:55 Wrapping Up.
Remember, you can e-mail us at thetexturepop@gmail.com.
We also have finally started Interactive Friction with Episode 0. Episode 1 is also available.
And, of course, don't forget Garrett's Twitch channel.

Saturday, May 23, 2015

#90: Demon's Souls: Why Do So Many Like It?

Given how many people have asked me to try it, I find it surprising that it took me so long to play a Souls game. With an abundance of free time, I found myself enjoying my time with it. As I sit here, ruminating upon my new-found experiences with Demon's Souls, a question crossed my mind: Why exactly is Demon's Souls, and the Souls-series by extension, so popular and successful?

That might seem like a silly question to most, yet it makes no sense for Demon’s Souls to get so popular when one thinks about it. At the time of its release, the game had fierce competition from all sides. Batman: Arkham Asylum, Uncharted 2: Among Thieves, and Assassin's Creed 2 all came out in the holiday season of 2009, right when Demon's Souls first appeared on North American shores. These games are all remembered as some of the best in the console generation, especially for the PlayStation 3. A new IP with limited marketing from a fairly unknown developer, this stiff competition would make it theoretically difficult for Demon's Souls to gain footing in the hearts and minds of gamers.
Along those lines, Demon’s Souls’s unconventional design could have been considered a major obstacle in its success. Even now, it can be tough to tell non-Souls players why they work so well. Explaining this appeal when Demon’s Souls was new and not quite as popular would still have been even more so. This can be best demonstrated by the various claims that Demon's Souls is great because it is "hard". The punishing nature of its combat can make it seem “hard”, yet that is not truly the case. I will go into more detail later, but the game is only as punishing as it needs to be, and no more. Given the fact that so many people were introduced to the franchise on other such inaccurate explanations, it is logical to assume that they would avoid the franchise for fear of difficulty, as I did for a long time.

But Demon's Souls did not fall into the shadows of obscurity as one might expect. On the contrary, it grew as From Software continued iterating and reiterating on the core mechanics, transforming the ideas behind it into the very successful franchise we know today. That raises the question of why exactly this series became so popular and successful when so many other, more readily accessible games did not?

The most obvious reason is that its metric for success was significantly lower than that of most other games. There are many classic stories of publishers whose sales predictions for their games were "optimistic" at best. From the expected 7 million copies sold of Resident Evil 6 to the 5-6 million units projected for the Tomb Raider reboot, gamers have become familiar with excessively high hopes from laughably naive publishers. Though both examples come years after Demon's Souls's release, they represent the mentality of the modern AAA gaming space.
By all accounts, Demon's Souls was subject to much more realistic and manageable sales goals. Almost one year after the game came out, in September 2010, it was announced that the first entry in the Souls series soul-ed over 500,000 units. In the eyes of the various publishers responsible for each territory, this figure “nearly quadrupled sales expectations”. For From Software, who developed the product, it was enough to keep working on similar games. Under a different development house these numbers could have easily been interpreted as a failure, so part of the success and popularity of Demon's Souls could be partially attributed to From Software’s more conservative measurement of “success”.

That said, a lowered bar for success is not enough to achieve it. Like any game, Demon's Souls lives and dies by its design. Even now, years after the initial release, the game represents a genuine effort to cater to an underserved niche. The same design elements that would intuitively lead to its demise could actually be credited for Demon’s Soul’s popularity. There exist many people who dislike various aspects of modern game design. These people may not necessarily enjoy having an objective marker telling them exactly how far away they are from where they are supposed to go. Linearity of both game and level design might not satisfy their urge to explore and discover. Combat in many games may require too much of a focus on reflex and speed. It is for these people from whom Demon's Souls was designed. That, in turn, is the largest contributor to its success.
The world of Demon's Souls is deliberately designed to counter many of the expectations in more modern game design. No objective marker is present. In order to figure out where to go and what to do next, players must pay attention to both the visual and audio cues throughout the environment. Guidance does exist, but it is not as readily apparent as it may be in other games. One has to use their own logic and intuition in order to not only figure out what they need to do, but how to do it.
All of the various hidden weapons, armor and trinkets also serve to encourage exploration. Entire essays could be written exclusively on the placement of items in Demon’s Souls. Not only are they just far enough off the beaten path that players will naturally want to wander around areas to look for them, but they are placed in areas where one could logically be expected to find them. For example, players can find the Graverobber’s Ring, which shields its bearer from the vision of evil spirits, on the body of a corpse in an old jail cell. Though the game never draws attention to it, this one item tells the story of a man who used the ring to protect himself from the vengeful spirits of the graves he defiled. Yet, he ultimately could not outrun the law, and died once the chaos that started the game broke out. Almost all of the items in the game tell such stories. Attentive players looking to explore will find themselves enjoying the act of piecing together Boletaria’s history in this manner.


As I mentioned earlier, while combat in Demon's Souls is routinely described as "hard," the truth is not quite as simple. It is a learning process, where players have to figure out how to defeat the foes standing in their way, and even the ones charging at them with reckless abandon. It is less about placing an arbitrary challenge before the player and more about rewarding them for properly analyzing the enemy and capitalizing on moments in their animations where they are made vulnerable. The damage players take is only as high as it is to draw attention to their own mistakes, that they might correct them. Because these windows of opportunity tend to be fairly large, precision timing is not as important. The emphasis is on recognizing both the chances enemies give to attack and those the player gives for foes to do the same. Tactics are at the forefront.
By using these principles in its game design, among others, Demon's Souls caters to audiences that many other games simply don't or won't. I posit that these oft-forgotten gamers are very loyal to both Demon's Souls and the Souls games because it is one of the few franchises that satisfy their specific needs. Of course no one would argue that modern game design conventions are bad. But the same design philosophies that appeal to the largest subset of all gamers are not the ones that scratch the same proverbial itches that Demon's Souls will. So while Demon's Souls is meant for a specific niche, my guess is that this niche is both wide enough and so generally unappeased by other franchises that they took what they could get and ran with it.

Even if it were the case that the target audience was better served, the mechanics and design of Demon's Souls strongly encourage the creation of a community. The lack of hand-holding in the game almost forces players to collaborate and share their accumulated knowledge with others. Even without the aid of dedicated websites, the note system, where players can leave messages for others to take advice from, and the bloodstains that show where and how others died, both make it easy for people to aid one another indirectly. With these in-game tools, players are more likely to offer their knowledge to others that they have never, and will never, meet.
Even outside of the game’s systems, this spirit of cooperation exists in fans of Demon’s Souls. The moniker of a "wiki game," that expects one to look online for item information, character builds, and strategy, is often criticized. While I can definitely acknowledge that it is not a design that everyone will like, those that do will form healthy communities around them. As someone who invested 250+ hours into The Binding of Isaac, I know all too well how fun it can be to just talk and share advice with others. During my playthrough of Demon's Souls, the friends I knew who had played it previously were all too happy to offer tips whenever I asked. The community, and the loyalty born from it, are not accidents. They are logical consequences of the way the game was designed.


Seen in this light, what initially seemed like a freak accident could also be interpreted as an inevitable result of many interlocking circumstances. Given that Demon's Souls had such low expectations, served an undervalued niche, and encouraged this niche to work together and build a community, of course it would catch on with such fervor. It is counter-intuitive, yet the logic is there. As for me, now that I have acquired a taste for Souls, I plan to delve deeper into the Dark.

Wednesday, May 20, 2015

The Texture Pop: Episode 41: Parkour Hitman

Chris and Garrett both had important reasons they could not attend. This left Sam and I to hold the fort this week.



0:01:30 Gaming News
Assassin's Creed: Syndicate revealed:
There are some interesting ideas being floated about, but time will tell with this game. After all, it IS Ubisoft we're talking about. Speaking of...

Ubisoft no longer supporting PS3/360
Honestly, that's a long time coming. We all knew this would happening sooner or later, now that the new consoles are out.



0:11:05 Sam has been playing Project Cars.
And I don't have a whole lot to say about it. We do end up talking about steering wheel peripherals though.



0:16:30 Sam talks about his friend playing Bloodbourne.
And how annoying it can be to watch someone else play a Souls game when you're an expert at it.
Speaking of people being bad at Souls games...



0:18:45 I have been playing Demon's Souls
Much to Sam's excitement. It's been fun so far, and very interesting from a game design perspective.
(Note: At the time of recording, I was very new to Demon's Souls had not even looked at the wiki yet. When he's saying things like "World 1-2" and "World 2-1", I know what he means by that terminology as I write this. At the time, I had NO IDEA what he was talking about. Keep that in mind when you listen to this.)



0:33:30 I bitch about Rayman:Legend's lack of online co-op.
Because I really wanted to play with my friend. It's a shame he lives in a different state entirely.



0:37:30 I have finished Resonance of Fate
WARNING: We spoil a few things from 0:40:00 to 0:46:35 and from 0:49:50 to 0:52:45
Overall, I really like the game, but I understand why I didn't catch on. Considering how much of the game's plot is unresolved, it's a real shame that we will likely never get a sequel.



0:54:00 Wrapping Up.
Interactive Friction should have some new content coming out in the next week or so. In the meantime, feel free to watch our seasons on Far Cry 3 and Tomb Raider.