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Dark Souls - Playstation 3
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About this item
- Extremely Deep, Dark & Difficult - Unforgiving in its punishment, yet rewarding for the determined
- Fully Seamless World - Explore a completely integrated world of dark fantasy where dungeons are seamlessly intertwined, with great height.
- Mastery Earns Progression - Player success depends on their eventual mastery of how and when to use the magic spells
- Players may cross paths with one another, interacting with each other throughout the game even as each player plays their own game.
- Flexible Character Development & Role Play - As the player progresses
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Product information
| ASIN | B004NRN5EO |
|---|---|
| Release date | October 4, 2011 |
| Customer Reviews |
4.6 out of 5 stars |
| Best Sellers Rank | #18,236 in Video Games (See Top 100 in Video Games) #208 in PlayStation 3 Games |
| Pricing | The strikethrough price is the List Price. Savings represents a discount off the List Price. |
| Product Dimensions | 5.31 x 0.59 x 6.69 inches; 4 Ounces |
| Type of item | Video Game |
| Rated | Mature |
| Item model number | 11047 |
| Is Discontinued By Manufacturer | No |
| Item Weight | 4 ounces |
| Manufacturer | Namco |
| Date First Available | February 22, 2011 |
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Product Description
Product Description
Dark Souls (PS3)
From the Manufacturer
Strategize and use your mind to conquer seemingly impossible challenges.
View larger. Live Through A Million Deaths & Earn Your Legacy
Enter a dark world filled with despair and threaded by hope where your ability to creatively strategize, learn and overcome unpredictable and unique challenges determines your fate. Dark Souls will demand your absolute concentration, unflinchingly punish your mistakes, but reward your ability to learn from death. Each challenge is a mind game met with endless combinations that will test your ability to creatively strategize a way to conquer unimaginable monsters and progress deeper into this bleak and forbidding environment filled with the un-dead.
Key Game Features
- Extremely Deep, Dark & Difficult – Unforgiving in its punishment, yet rewarding for the determined – learn to strategize freely and conquer seemingly impossible challenges. You will organically design your own gameplay style by developing your character and continuously trying different strategies to finally achieve successful progression.
- Fully Seamless World – Explore a completely integrated world of dark fantasy where dungeons are seamlessly intertwined, with great height.
- Mastery Earns Progression – Contains 60 hours of gameplay, with nearly 100 uniquely despair-inducing monsters & an incredibly nuanced weaponry & magic spells system, the effectiveness of which is determined by combat situation, fighting style and character attributes. Player success depends on their eventual mastery of how and when to use the magic spells, choice of armor, the number of weapons, the types of weapons, and the moves attached to the weapons.
- Network Play – Players may cross paths with one another, interacting with each other throughout the game even as each player plays their own game. Networked play allows users to cross paths with one another to enhance the single-player gameplay experience without destroying it.
- Flexible Character Development & Role Play – As the player progresses, they must carefully choose which of their character’s abilities to enhance as this will determine their progression style. Players can choose to play as a sword master and a wizard, for example.
- Community – See other real players and empathize with their journey, learn from seeing how others died, find and leave messages for your fellow players; helping them or leading them into death.
- Symbolic of Life & Hope – The Beacon Fire is an important feature of Dark Souls for many reasons. Though in gameplay it serves as a recovery and re-spawn point for players whose health gets low, it is also where players can emotionally share experiences with other players, and is the one place in the dark world where players can find a fleeting moment of warmth and calm.
Will your fellow peers steer you from evil...or lead you to them?
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Cross paths seamlessly with other adventurers during Network Play!
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Savor the few moments of warmth and calm in a world of darkness.
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Explore a world of fantasy and evil lurking around every corner...
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I remember this ZP review making its appearance shortly after I started my foray into the universe of "Dark Souls", and could only nod my head after all was said and done and say "Yeah, pretty much". It was a difficult endeavor at the beginning, dying to the Asylum Demon at least 5 times my first play-through, only being killed more often by the sign on the ground that says "Try jumping" (You'd figure I would have learned the first 20 times). However, I found myself really getting into the swing of things after defeating Capra (Which, by "defeating" I mean I summoned some goons to fight him for me, while I sat back and sipped on some Estus).
This wasn't my first FromSoft adventure, however: I played some of the "King's Field" games, along with the more obscure title "Eternal Ring" (Kind of a spiritual successor to King's Field), and of course "Demon's Souls". One thing all of these games had in common was that they were extremely hard for me to get into, and I inevitably lost interest in all of them (Except Eternal Ring, oddly enough). Demon's Souls was probably the one I lost interest in the fastest though, and I'm not too sure why, because it plays almost exactly like Dark Souls. It is a little rough around the edges though (The hit detection is definitely inferior to its successor). Playing Dark Souls, and going back to try the other almost felt like I was playing a Dark Souls Beta (Maybe even Alpha).
So two years after "Demon's..." we get "Dark..." and playing both in 2014 I found that I was a little late to the party, mainly because everyone else was lined up at the "Dark...2" party waiting to get in. However, this wasn't all bad as playing the two so close together, the first was fresh in my mind for me to compare the second to. While DS had some relatively unique and interesting ideas, they weren’t really implemented as well as they were in DKS. A great example of this is the whole philosophy surrounding both games that actions have consequences and because the game autosaves every few seconds, you have to live with whatever you’ve done, including accidentally stabbing a relatively important NPC, because you had to set your controller down, because there are things outside of the game that require your immediate attention! The atrocious sin that DS commits in this instant is that said NPC will never forgive you, and you either have to kill them or avoid them the rest of the game. Dark Souls at least has a system where you can atone for your transgressions (Plus, it takes a few hits to piss off most NPCs).
If you can’t tell by now that I don’t like DS that much after 3 paragraphs of me totally railing on it, then I’ll just come right out and say it: “I don’t like Demon’s Souls that much”. I will say that it’s a damned good thing that I didn’t judge DKS off of my experience with its predecessor, because DKS is a whole lot better…but it’s still not without its warts which I will outline up front, I know that there are those who oppose the idea that there’s anything wrong with this game and that’s fine, we’re all entitled to our own opinions.
My first major beef with this game is outlined at the end of the quote from Mr. Croshaw. It’s the fact that playing the game requires you to consult a lot of outside resources in order to actually “break through the wall.”, and this is the major failing point of the game. It’s one that, no matter how much I enjoy this game, is a complete drag. Granted, I did watch the LPDarkSoulsHD expert walkthrough before playing, but I have to wonder how I would have known about the illusory wall leading to The Great Hollow without it? Or maybe how I’m supposed to know about the special ring that I need to fight the Four Kings? Sure, maybe the first example isn’t paramount to the main game, but it is a significant chunk (2 areas!) of extra content!
Another big one is the ramped up difficulty during the Capra Demon fight. I would consider this game very fair, and well balanced as a whole…except during this fight. The argument that it’s easier with help falls by the wayside when you consider that there are people who cannot play online (Or won’t for whatever reason), and ultimately are forced to solo it! Let’s go over what happens in this fight: You enter the fog gate and are immediately accosted by the demon, you successfully roll out of the way and make tracks for the steps only to be attacked by his two dogs, stunning you while he delivers a deadly blow, all in one of the most confined spaces in the game. Yes, this boss is optional, but I’m wondering why in a fairly well balanced game we see something like this so early on? None of the other bosses are this bad (Everyone talks about BoC being pretty bad too, but I didn’t have a lot of trouble with her). Also, lag in Blighttown and Lost Izalith…’nuff said.
Now that I’m done making mountains out of molehills, I’ll go ahead and talk about all of the good stuff. If one were to stop reading at this point, one may make the mistake that I’m some sort of Anti-Souls Nazi who spends every waking moment berating the game, and they could not be more wrong! I LOVE this game! I’ve spent the last 2 weeks playing it with every minute of free time available to me. I’m about 4 trophies shy of platinum (This will be my first plat.). I haven’t done a good job of making this game seem appealing, so why do I honestly think it’s so great? I could answer that by simply saying: “All of my favorites have their warts”, but I’d like to think I’m not so lazy; seeing as I’ve devoted so much vitriol thus far, it would feel wrong.
I’m going to go ahead and give From a gold star for not making a western inspired fantasy game that’s completely derivative of Lord of the Rings. It’s really quite annoying to see the same creatures and humanoids from that franchise and nothing but in every single fantasy property, when humans as a species have a rich back-catalogue of mythological demons, monsters, and humanoids. I’ve played games in the past which draw from pretty obscure mythologies (Dark Wizard being one), but From takes things a step further. Most of what From puts in the game is unique to the game’s world; like the crow-headed harpies, or the formless hollow monsters which make up “The Phalanx”, or how about the dragon/human hybrid lurking at the end of the painted world? And those are just a few examples from one area of the game! There’s definitely no shortage of variety as well as creativity in this one.
Something that’s often hyped up when DKS is the topic of discussion is the difficulty, and this is something that I think is slightly overhyped. It is challenging compared to the standards set by many modern-days Action/RPG’s, but that’s not saying a lot. A game can only be so difficult while still remaining balanced, and by “balanced” I mean that the enemy’s ratio of advantage to disadvantage is equal to yours. So, to clarify my point, the Asylum Demon may be significantly slower than you, but he also has more health and attack power which means that IF he hits you twice, he’ll kill you where as you have to hit him x amount times more to kill him. I wouldn’t call the game hard so much as I would well balanced, which is better than being difficult (Except for the Capra Demon, **** that guy).
While you’re on your way to whatever foul demon you may be slaying next, be sure to take in the sights. The game isn’t what I would call a “graphical powerhouse”, but it does have some gorgeous scenery. However, what you’re looking at isn’t just backdrop eye-candy; these are actually places that you will be visiting! This is what’s really cool about playing, is that you can see an old abandoned ruin off in the distance and either: a. reminisce about the time you spent there, or; b. know that at some point in your adventures, you’ll be going there. And that’s the thing, there’s this kind of Metroid-y open-world type thing going on. Everything is linked together with certain gates that can only be unlocked if you reach certain areas, and after a while when you come to a gate that “does not open from this side”, you know that eventually you’ll reach the other side of that gate and link another part of the world to the rest.
I know this review is a little bit late in coming, but there are still people out there who haven’t played any of the “…Souls” games, and yet many others who’re just now finding out what the hype is about. So if you’re one who has yet to play, you’re doing yourself a disservice by not at least trying it (It’s like 15 bucks now). Like with any game there will be some who love it, some who hate, and some who think it’s just okay; but one thing that is guaranteed is you will never experience anything like it. Be careful out there. We wouldn’t want to see you go hollow.
Addendum: Perhaps I’ll give Demon’s Souls another chance at some point; right now I’m waiting for my copy of Dark Souls II, though which definitely takes priority.
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!
Top reviews from other countries
Best advice, the sorcerer is the "easy" mode :)
I die more often from falling into the void than from bosses, the terrain is for the prince of Persia but your character has the agility of Humpty Dumpty :)
If your a button smasher don't even think about even trying.
Timing is everything for this game or any Souls games really, you must learn how to dance.
I have used an online game guide which helps a lot....If you like open world games like skyrim etc then buy this game...Awesome fun
















