Dark Souls - claiming the Dark Souls

I'm going to do something that I don't normally do, which is to muse a little bit on the theories of other fans. Normally, when I write these lore posts, I write about what I believe - my own personal interpretation. In this case, however, I stumbled upon a video and a blog written by two different users that posit two entirely different (and probably contradictory) fan theories regarding the Souls games. Both theories piqued my interest and lead me down a rabbit hole of my own thought and speculation. So I'm going to summarize the theories that these two have pitched, and also throw in my own thoughts.

But first, let's review the conventional Dark Souls wisdom of the cycles of Fire and Dark. According to conventional wisdom, the dragons and archtrees of the Age of Ancients existed at the genesis of the world. The fire then appeared and ushered in the Age of Fire, but the fire faded, and the Age of Dark began. Lord Gwyn sacrificed himself to rekindle the flame and renew the Age of Fire, but it eventually faded again, leading to an Age of Dark. And the world continued in this endless cycle of the fire fading and then being rekindled.

An overarching cycle of world-creation?

First, I'll start with a video by The Ashen Hollow, which is about the Cycle of Ages, and which speculates that the Soul of the Lords and Age of Dark ending establishes that the Age of Dark eventually gives way to yet another Age of Ancients. This creates a cycle of cycles, in which not only does the world of Dark Souls repeat Ages of Fire and Ages of Dark, but that once that cycle has run its course, it repeats yet another cycle of world-creation. Dark Souls III, therefore, takes place at the end of an Age of Fire, but it also takes place at the tail end of a cycle of world-creation and destruction. So Dark Souls III is a sequel to the first Dark Souls, and also the first Dark Souls is - in a sense - a sequel to Dark Souls III.

Dark Souls III - Soul of Lords

"Soul of the Lords.
One of the twisted souls, steeped in strength.

Use to acquire numerous souls, or transpose to extract it's true strength.

Since Lord Gwyn, the first Lord of Cinder, many exalted lords have linked the First Flame, and it is their very souls that have manifested themselves as defender of the flame."

When the fire inevitably fades, there will be an Age of Dark. This we know. The entire game series, so far, has been about perpetuating this Age of Fire for as long as possible in order to avoid the Age of Dark. Though the first and third game gives us the explicit option to initiate an Age of Dark, it's unclear if that ever actually happens in the canon of the series. And even if it does, the ending of Dark Souls II establishes that either course of action will just result in that chosen age cycling back to the other. We've never actually seen a proper Age of Dark, so we know little of what it would be like. Perhaps the Age of Dark is not permanent. According to the Fire Keeper (if given the Eyes of a Fire Keeper), the Age of Dark is not completely without fire, for there will be little embers dancing in the distance, left to us by past lords.

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Now that Dark Souls is supposedly over (pending the inevitable DLC for Dark Souls III), it's time to wonder what new games From Software and Hidetaka Miyazaki might decide to make. Will they continue to make Souls-like games (ala Bloodborne)? Will they go back to older IPs like Armored Core or King's Field? All indications seem to point towards the company going back towards making mech games along the lines of Armored Core (though it may be a new IP).

I've played some of the Armored Core games, and I actually really liked some of the PS1 / PS2 - era games. But I would actually much rather see the company try their hand at something different. I'd like to see this company (under Miyazaki's direction) take a stab at a genuine horror game.

Hidetaka Miyazaki
Miyazaki has said that Dark Souls is likely over. So what's next for his company?

They've already played around with some horror concepts in some of the Souls games. Levels like the Tower of Latria and Valley of Defilement in Demon's Souls had genuinely frightening atmospheres. The Dark Souls games also had their share of some horror-inspired levels. Sen's Fotress and Tomb of the Giants have the pacing of a horror level. And of course, Bloodborne was a whole game inspired by Gothic horror and Lovecraft.

Granted, these games were all hack-and-slash action games, rather than genuine horror games, but ...

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Bloodborne - the Old Hunters DLC

The DLC level for Bloodborne is considerably easier to access than the DLC of the first Dark Souls. You only have to beat a mid-game boss, and the items that you need to access the DLC are literally just handed to you next time you visit the Hunter's Dream. Unfortunately, if you don't read the pop-up text that tells you where to go to access the DLC level, then you might be in trouble, as there's no other indication in the game of where to go. Not even in the item description of the trinket that grants access. In typical FROMSoft fashion, accessing the DLC is fairly obscure and un-intuitive. In fact, it's even more obscure than Dark Souls because it isn't something that the player is likely to accidentally stumble upon. It requires players to do something that they might actively avoid attempting to do because it's something that probably got them killed in the base game. Granted, there is one other situation in the base game in which you are teleported to an optional location by this same method, so it's not entirely unprecedented, but it still feels contrived. Look FROMSoft, if you have to explicitly tell the player where to go in a text prompt, rather than allowing the player to infer it based on textual or environmental clues, that's probably a sign that you made it too esoteric...

Bloodborne: the Old Hunters -
The DLC doesn't require players to jump through as many hoops as Artorias of the Abyss required,
but the actual entry-point into the DLC is even more obscure and counter-intuitive.

Once you're in the DLC's "Hunter's Nightmare" area, you'll be provided with a seemingly much more technical challenge than Dark Souls' Artorias of the Abyss DLC. While Artorias DLC threw a lot of magic-casting enemies at me that required me to cheese my way through the levels by using ranged weapons or mob-baiting tactics to cut down enemies one-by-one while staying out of range of the casters, Bloodborne's The Old Hunters DLC instead pits me in more one-on-one battles with fellow hunters that require more careful technique in order to vanquish. In fact, these encounters kind of subvert one of the common criticisms of the Souls games, which is that enemies are too easy to bait, and fighting one-on-one trivializes most fights. The mob monsters in the Hunter's Nightmare actually back away from you as if they're scared, and the other hunter enemies will actually kill those monsters for you, setting the stage for these one-on-one fights. I hope you've been practicing parrying, visceral attacks, and dashing towards enemies in the base game, because this DLC will test those skills. They aren't as obscenely difficult as the NPC hunters that you can find in the chapel of the Unseen Village or in the courtyard on the side of the Grand Cathedral (opposite the path to the Forbidden Woods), but they can easily destroy you if you overreach or get arrogant.

Or at least, most of the hunters aren't that difficult. There are a few notable hunters that posed quite a challenge. One pair of hostile church agents caused me quite a bit of trouble with the camera and target lock, since one was a ranged spell-caster, and the other was an in-your-face swordsman. These issues were exacerbated by the presence of environmental decorations that kept getting between my character and the camera, and thus blocking my view of the action. It always annoys me when game designers put challenges in the game that the mechanics are ill-equipped to deal with. It's something that Bloodborne and the Souls games rarely fell victim to (other than the occasional tight-roping and platforming), so it's really noticeable when it does happen.

This wheelchair enemy would sometimes wind up on the moving stairs and turn invisible.

There was also a recurring glitch ...

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Every year, the beasts of Yharnam multiply, leaving hundreds of poor, homeless monsters wandering the streets of Yharnam during the night of the hunt. Many of these poor beasts go un-adopted on account of they would violently rip their owners to shreds. But it doesn't have to be this way. Always remember to spay or neuter your Bloodborne beasts.

Bloodborne: the Old Hunters - Eye of Blood Drunk Hunter
PSA: Please remember to spay or neuter your Bloodborne beasts.
"It's a dirty job, but somebody has to do it."

This has been a public service announcement by MegaBearsFan.

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Bloodborne title

I am absolutely loving Bloodborne! But now that I've already thrown heaps of praise at it in my review, I thought I'd take a bit of time to provide some constructive criticism. As much as I love the game, it does still have flaws and annoyances. With the load screen complaints being addressed via a patch that made them shorter and gave players something to read, there aren't many major flaws left in the game. Most of what remains are fairly nitpicky and trivial, and none of them are game-breaking by any stretch.

This post may contain explicit complaints and suggestions about mid and late-game levels, story, bosses, and items that could be considered spoilers if you haven't played that far into the game. Consider yourself warned...

Bloodborne - reading lore document
It would make sense for reading
lore documents to provide insight.

Before I get into suggestions for fixing things that I see as gameplay flaws, my first suggestion is going to be more of a thematic suggestion.

I think that reading the various lore notes scattered throughout the game should provide insight to the character. This provides incentive to read the documents (even on repeat playthroughs), and rewards players who actively explore the game's lore.

It also makes sense within the internal context of the game world, since reading the document does provide the character with insight into the world and its history. The character (in addition to the player) is learning something about the world, and so that should be mechanically enforced with the receipt of insight. In fact, I would even propose that reading the notes could even provide two insight.

If this suggestion were to be implemented, then I can definitely see a need to relocate the first lore documents ...

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