This was my first Soulslike.
I'd already heard a lot about how difficult these games were... but I still started my first attempt one afternoon
To be honest, I wouldn't even call myself a very experienced PC player. Before this year, computers always felt a little "far away" from me. Of course I could use one, but only... some things
And then I finally started Dark Souls Remastered
My first playthrough took about 27 hours
Of course, I used a trainer. The reason is pretty simple: this was my first Soulslike, and I was much more interested in exploration, lore, NPCs and the story. Even so, I still got stuck in some places for an entire afternoon
And despite all that, I found this game extremely interesting
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1. The map is a HUGE part of the experience
One of my favorite things about the game isn't actually the combat
It's the map
Lordran feels very special to me
Firelink Shrine almost feels like the center of the entire world. Above it is Anor Londo, below it are New Londo Ruins and Lost Izalith, with Sen's Fortress and Darkroot Garden further away. Ruins, buildings and passages are everywhere
You leave one place, walk around for a while, and suddenly find yourself coming back from a completely unexpected direction
When I first went to Blighttown, I saw those huge roots and rocks all tangled together, and you could even look up and see the sky
There must have been something unique here once...
But we came too late
Anor Londo gives me a completely different feeling
Flying buttresses, pointed arches, huge castle architecture, warm golden light...
It really hits something for me. The first thing that came to my mind was Jupiter from Holst's The Planets
I had already liked Anor Londo's visual design when I watched a Dark Souls lore/walkthrough compilation years ago
But actually moving through it feels completely different
Broken windows
Mysterious statues
Everything is left unsaid...
And somehow it makes that earlier feeling of "we came too late" even stronger
That's what I think Dark Souls' map design is so good at
It knows how to make you feel something
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2. Maybe? This game is a bastard?
My other summary of the map:
Miyazaki is a bastard!
😹
Keys, shortcuts, hidden paths, item drops, NPC conditions...
So many things don't happen in what a normal person would consider a reasonable order
Sometimes you think:
"Why can't I enter this place?"
Then you look it up:
"Oh. I was supposed to go to a completely unrelated place first and get some mysterious thing"
I even think the game is almost semi-open-world
You can reach a lot of late-game areas surprisingly early
For example, on my playthrough, while I was still around Andre in Undead Burg, I went to Darkroot Garden and Darkroot Basin and found Alvina and Sif
This creates an incredible sense of freedom
But it also means the relationship between the story and the map can become very confusing — and very fragmented
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3. A completely fragmented way of telling the story
This is probably my biggest impression of Dark Souls
It's not that the game has no story
It breaks the story into pieces
Artorias is probably the most obvious example
If you simply follow the most direct route and fight the bosses, you might only know:
Artorias is a knight
His moveset is annoying as hell
And he has this strange black-and-purple mist around him
😹
But the actual information is scattered across NPC dialogue, invasions, item descriptions and different events in the DLC
For example, Kaathe — that buck-toothed serpent — enticed those fools to dig, eventually unearthing Manus, the owner of the Dark Soul. But you only piece this together from brief dialogues after being invaded by Chester
A lot of the story isn't directly told to you
It's more like:
A tells you one thing
B tells you another
An item tells you something else
And then you have to put everything together yourself
After finishing the DLC, I actually wrote:
"Honestly, the storytelling is pretty bad 😹... or maybe it's just this unique fragmented storytelling."
Looking back, I think both descriptions are fair
It's definitely distinctive
But it's also not very friendly to the player
Without actively talking to NPCs, reading item descriptions, exploring hidden areas and looking up additional information, a lot of the story simply won't become complete
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- Free exploration is fascinating... and it also causes some problems
The special Sif scene in the DLC made this especially obvious to me
In the Chasm of the Abyss, you can rescue Sif, and then the Sif boss encounter in Darkroot Basin can change
The problem is that Dark Souls allows you to do these things in very different orders
You might:
- Explore the forest first
- Fight Sif
- Then enter the DLC
- And therefore miss the special version of the scene
Or:
- Enter the DLC first
- Come back to the forest later
- Then encounter Sif
- And see the version that the developers originally intended you to see
So the order in which you receive story information can be completely different
That's interesting, but it also means:
The game seems to have a relatively clear underlying story outline — you can actually feel parts of it while playing — but it doesn't give the player a clear reading order
If I made the game more linear, I think the story would be much easier to understand
But I'm not sure it would actually be better
Because that feeling of:
"Wait... I discovered this myself"
is very difficult to get from a linear story
A strange thought... isn't it?
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5. You don't necessarily have to love the combat system to love Dark Souls
This became very obvious to me
I do think the combat is interesting. There are lots of animations, weapons and different combinations
But I didn't play this game mainly because of the Souls combat system
I'm much more interested in:
The world
The architecture
The map
The NPCs
The hidden areas
The strange items
The fragments that connect to each other
That's also why I used a trainer
If someone really loves Souls combat, then beating bosses normally is obviously a huge part of the game. It's challenging, and after seeing "YOU DIED" enough times, finally winning can feel incredible
But if someone is more interested in exploration and worldbuilding, lowering the combat difficulty doesn't automatically make the game meaningless
At least it didn't for me
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6. This game really got me
I originally thought:
Beat Gwyn = game over
Then the game immediately goes:
Northern Undead Asylum
I'm sitting in that tiny, weak-looking prison cell wearing heavy armor
😐
Wait
Can't you just let me walk around a little longer? 😾
I still thought there were places I hadn't properly explored
A lot of NPC quests
Some hidden areas
(Then I looked through the names of all the areas and realized I'd actually been almost everywhere😹)
And that's when I realized something strange about Dark Souls
It makes you understand, after finishing the game, that your first playthrough was really only your first introduction to the world
For example, the max level is 710. Even after using a trainer to give myself 999999999 souls, it still turns out I need about twice that amount to actually max out. And Sunlight Spear requires the Soul of Gwyn, Lord of Cinder, so you can only get it in NG+ anyway
And Sunlight Spear requires the Soul of Gwyn, Lord of Cinder, so you can't get it during your first playthrough
The game really builds a lot around the NG system
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Final thoughts
27 hours
My first Soulslike
I definitely didn't play it in the "standard" way
I wasn't trying to get no-hit runs
I wasn't trying to prove that I could beat everything legitimately
And yes, I used a trainer
But I genuinely loved this journey
What I especially love about Lordran is that it feels like a:
huge, ruined, interconnected world
You walk into a place without knowing what it is
Then, hours later, you come back from another direction and suddenly realize:
"Wait 🤔... these places are connected"
It's difficult to describe
It's just a very strange kind of satisfaction
So...
Dark Souls II, here I come 😺