How Dark Souls Turned Bad Ideas Into Genius - A Retrospective in Game Design
I have a strange relationship with the Dark Souls series. On the one hand, the only true Dark Souls game I've played is Dark Souls 3, and not for very long because I wasn't having fun with it. On the other hand, through watching other people play through the other games I have developed a fascination and kind of grudging respect for the series as a whole. If nothing else, there's no denying the success and critical acclaim the series has received: anything that lends its name to a new sub-genre of role-playing video game is worthy of analysis. 'Soul-like' or 'souls-borne' games are reasonably commonplace now, characterized by difficult gameplay, branching path exploration and the developers taking sadistic glee in human suffering. The particular Soul-like I've played the most is Salt and Sanctuary, which is pretty much exactly the same as Dark Souls except it's a side-scrolling action platformer with better controls. Oops, shots fired. It i...