The mouse and keyboard controls in the Prepare to Die edition are a war crime. ![]() ![]() “All of this survives, totally intact, in the PC port, with a single caveat - you must own a Xbox 360 pad, or suitable equivalent. Or more dubious stuff still - Step Off, written over a chasm into blackest darkness. Watch Out For Wizard, you'll find, lying ominously before a closed door. Players can scratch messages into the ground, which are pulled at random into your own world. Saving Dark Souls from the loneliness that haunted the open worlds of say, Metroid, is its online functionality, which was designed with the same blend of accuracy and fearless creativity that defines the rest of the game. But for the most part, you won't do that. What defines Dark Souls is the moment you decide you're literally out of your depth, and turn the hell around, with all your precious XP intact, to go explore somewhere else. It's not the staircase you find behind her, leading you down still further. It's not the nauseating creatures that live in the moat, nor is it the terrible beast that lays its eggs in them. It's not the labyrinthine sewer that the chef guards, or the village you find beneath the sewer, or the putrid moat the village is built above. It's not the key he drops, that leads you to a room where you fight a disgusting, cannibalistic chef. Let's put it this way - it's not the petrifying Capra Demon boss that defines Dark Souls. This simply feels like a place where you really, really shouldn't be, where every step is heavy with dread. Its great achievement is in not feeling like a game world at all, much as Minecraft didn't, and it's a similar joy to explore. You're just exploring, taking step after nervous step through a foul wonderland that oscillates between great cruelty, and moments of sweet relief. “You're not completing levels, or even doubling back in the Metroidvania style. Dark Souls can happily scare the crap out of you in broad daylight, with something as simple as a giant insect dive-bombing your head as you cross a narrow walkway. Never mind fleeing from ghosts in brooding catacombs. You run the risk of losing any unspent XP or precious humanity points. If you die, you don't just get cast back to the nearest waypoint. Which brings us to the radioactive feather in Dark Souls' cap. It simply tells you, to your face, that certain death lies this way. How are you going to deal with a pack of feral dogs? Or a rat as big as a Land Rover? These are the questions Dark Souls asks you, before leaning back in its high-backed leather chair to light a cigarette. That might not sound so bad when you're gleefully taking apart a zombie with a mace. Never mind whatever action games you've played before, you have to learn to fight all over again because, simply put, you're only human. But every single attack, every block with your shield, every panicked evasive roll, takes a fat bite out of your endurance meter. Hit attack again, and you'll roll the weapon around down, up and around, maintaining its momentum to strike once more, quicker this time. Just to swing a sword sees your avatar putting their back, shoulder and wrist into the blow, leaving you to wince at the weapon's weight. ![]() “An example is how your character controls.
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