For those who have played FROM Software's Demon's Souls (itself a spiritual successor of FROM's King's Field franchise and what many would consider to be 2009's game-of-the-year) for the PlayStation 3, Dark Souls will feel immediately familiar, as the controls and play style are pulled directly from it and expanded upon. The same can be said for nearly all other aspects of the game.
It should be noted that this is NOT a sequel to Demon's Souls, as it fleshes out its own original tale and does nothing to further the reality and mythos of Demon's Souls aside from sly winks, subtle nudges and the occasional DEMON THAT WANTS TO BURN YOU WITH ITS FIERY EVERYTHING.
Even within the tutorial level, the game quickly gets you up to speed on the controls and type of game you're in for, one of patience and exploration and existence as meat (somewhat literally, as you start off rather "undead", resembling a bipedal stick of jerky) to be tenderized by every punishing enemy that can reach you... if you're not careful. After the tutorial you are placed at what can loosely be described as a hub, or bonfire, but it's more of a branching off point where the land of Dark Souls can take you down many paths, each showing off a unique and darkly beautiful environment to explore and conquer. While each of these paths is considered accessible, you'll find that you might not yet be prepared to traverse them until later on, once you've leveled up your character and equipped them with better armor, weapons and items.
And that is where the bonfire comes in to play. Scattered through the lands are unlit mounds marked with a sword, waiting for you to come and ignite them, where they then become resting places/refresher points. By refresher I mean that that newly lit bonfire is where you will respawn should you happen (Oh, it WILL happen) to be killed. So there is some comfort in that, and also in the fact that whenever you return to a fire your consumable health flasks, known as Estus flasks, will be replenished, along with spells and miracles if you decide to put focus in using magic. Now by rest I mean you can take comfort in that spot, knowing that enemies, unless currently chasing you, will not interrupt you as you sit by the fire and take the souls collected from each enemy slain and trade them toward improving your character's stats. The downside? Touching the fire resets the world, so all minor enemies return to their locations ready to battle you once again. So choose wisely the times you wish to touch the flames.
I mentioned souls gained from enemies, and they are important, as it is your method not only for leveling up your stats, but also purchasing an array of items from merchants and others NPCs.
With many games these days inviting a "run and gun" type of mentality and a fair amount of hand-holding, it takes a bit of reconditioning to understand that with this game it pays to think logically, as Dark Souls adheres to rules. There are clues within the layout of the land regarding where to go and what secrets lie ahead, and every enemy is beatable, even at low level stats, by studying movements and method and knowing the right equipment to go in with. This game is all about bettering yourself, and thus feels incredibly rewarding with each land successfully journeyed or boss demon defeated. And the treasure that comes from that? It's best left unspoiled what you'll come to possess.
The combat in Dark Souls is some of the best combat I've encountered in any game, with each weapon offering its own style and moveset, from long-range to short, slashing, cutting, blunt, piercing, so many options and secret weapons to discover and build as well using blacksmiths. Each set of armor provides its own strengths and weaknesses, and there's a level of balancing that doesn't allow any weapon to feel over-powered or game-breaking. And if it starts to because of how high you've leveled? Just wait until you carry over into New Game +. And as I mentioned, battling feels fun and intuitive because of the logical nature of the enemies. Logical but not bland.
A lot of people have wanted to know more about multi-player. It's been ramped up significantly from what was offered in Demon's Souls, while still maintaining that "This is my difficult journey through a harsh and desolate land" feel. Some nice carry-overs from Demon's Souls are the blood stains and ghosts. Blood stains can appear on the ground in your world and when clicked on, you'll see the last 10 seconds of another players in ghost form, leading up to their death. It's a nice touch in providing the player an idea of what might be in store for them. Players can also sometimes just briefly appear visible in one another's worlds. You can't interact with them, and they only appear doing what they are doing in their game for a few seconds, but it helps to add a bit more ambiance to the game.
Further multi-player options are done using certain stone items. One stone, an orange soapstone that you can buy early in the game, allows you to write messages on the ground that get displayed to other players, just as theirs are displayed to you. It's helpful for hints, tactics and if you want, trickery. If someone chooses to recommend a message, the person who wrote it is rewarded immediately with a boost of health. You have the ability, once awarded a white soapstone, to join other players or have them join you for some aid in felling the demons. But just as easily through yet another stone, players could choose to instead invade your world as a black phantom (or vice-versa), seeking to destroy you and collect your souls and restore their humanity, as the more human you are, the more inclined certain NPCs are to speak and deal with you, as well as other perks. That was as far as things went in Demon's Souls. Dark Souls, however, really makes things interesting.
The game offers you the option through various interactions to join covenants. By pledging allegiance, you are opening yourself up to new opportunities, usually regarding multi-player, that are incredibly unique. One such covenant awards you black armor and sword and sends you to other worlds to slay those who choose to maliciously invade players, thus avenging the victims, but only if the victim submitted the invader into the Book of the Guilty, which acts as a WANTED list. Another covenant allows you to place a glowing sign on the ground, which appears in that same spot in the games of three other random players, who then encounter waves of black phantom enemies that spawn from the sign, until the player is either killed (thus awarding the sign layer souls) or one of the three players finds the sign in their world and crosses through it to hunt down and kill you. Potentially all three could enter your world, and then you better be running. That's just a small example of the possibilities that covenants can offer, but be careful of which you join, because they do not take kindly to those who break it, but even that presents its own interesting opportunities.
I can't say enough about how beautifully designed the world is. There is a staggering amount of variance with each path you take, to the point that you're surprised you've found an area that looks so surprisingly new and different. It's amazingly how intuitively intertwined it all becomes as well, with shortcuts opened as you progress and multiple ways to get around. And sometimes you'll catch yourself looking far off in the distance, even if that distance is somehow ABOVE you, and wondering if you can get there. Yep, you can. Demon's Souls managed to be pretty with a palette of grays and kept that feeling of dark, foreboding emptiness. Dark Souls takes that, splashes it in many parts with color and STILL manages to keep that same wonderful, moody atmosphere. And FROM really allows their environments to sing and provide ambiance on their own, without constant background music for that evocation. Music is there, and it's thrilling and moody and fitting, but saved for certain moments. Everything else is soundtracked by the fulfilling clang of swords, the echoing water drops in a far-reaching cavern, the sound of a dragon's lungs heaving somewhere in the dark. That's music in and of itself.
OVERALL:
If I had to say something in the negative regarding this game, it would only be that there are times, despite how intuitively the game is laid out, that you can get a bit lost or confused on where to go next. But in my experience, it's never for very long.
Dark Souls takes everything about its spiritual predecessor, Demon's Souls, and enriches and improves upon it with bigger worlds, a wider array of enemies and locations, more weapons, more secrets, more items. Armor serves a greater purpose and can be upgraded, multi-player is all the more exciting with new play options and a chance to be saintly and helpful or insidiously vicious. Upgrading weapons and armor makes more sense and offers a variety of paths to improve your stuff, sound is rich and atmospheric, and bosses are absolutely epic.
Oh. And yes, crystal lizards are still in this game. BUT! They continue to respawn until you manage to kill them. Huzzah!