It’s a bitter sweet moment. On one hand I feel that all stories must have an ending, even when I wish they would never end–I’m not much for on-going series. On the other, the Soulsborne games (that is Demon’s Souls, Bloodborne and the Dark Souls series) have been a singular source of entertainment and inspiration for me for the past eight years. With the recent release of the final Dark Souls III DLC, The Ringed City, From Software has brought an end to the Dark Souls story and possibly an end to an era in gaming. Read more… ›
Yesterday the final DLC for Dark Souls III, The Ringed City became available; however, as I haven’t had the chance to delve into it heavily, instead of a review I offer the final part in the trilogy of writing pieces on what the experience of playing these games offers to everyone but especially creators.
I understand that game play and design is a sort of broad topic to tackle with any game. Though in this particular context I mean as it pertains to the experience Dark Souls and the related titles of the Soulsborne series create. In truth, and with any well designed game, the way you play the game, the way you explore it is as essential to the player experience as the graphics and the story. In the best designed games, game play and design are the story. Because, after all, experience becomes story in the end, does it not? Read more… ›
What I think has drawn people to the Soulsborne series (affectionately named by its fans for the Dark Souls series, Demon’s Souls, and Bloodborne, collectively) and evolves to obsession for many of us, is the experience the games provide. Not the story. Not the gameplay. But the totality of all of the games’ collective parts.
For anyone who is not a gamer (or game designer, for that matter), I’ve heard it said that the highest point in the art of game design, the greatest achievement a game can make, is to seamlessly integrate all of its parts into a complete experience for the player. Like reading a book or watching a film, you never once want the game to feel disjointed, a part of it forced or out of place; the suspension of disbelief should never be broken. And having been a gamer all of my life, and speaking as someone with a bit of amateur experience and classes in game design, I can honestly say I have never played a game or series which has achieved this so (near) perfectly. Read more… ›
In twenty one days, the world of Dark Souls players will be able to explore The Ringed City, the final DLC in the series by From Software and perhaps at last we Undead will see the ultimate fading of the Flame. It’s a sad day and a hopeful one, I’m sure, for many of us who have been inexplicably drawn to the series since the first Dark Souls in 2011 (and even its predecessor, Demon’s Souls in 2009). But even for those who have slowly been brought into the fold over the years, the ending of Age of Fire spells the ending of an age in video games, one which hopefully will usher in a new age of great potential and creative freedom. Though for me, I wonder if this will spell the end my on-going love for video games, for, as many have said in the before me, Dark Souls ruined video games for me. Read more… ›