The Games of 2011 – ‘Dark Souls’

Dark Souls, the sequel to From Software’s Demon’s Souls, is a nightmarish purgatory of a game. It’s an experience where you are small and weak and everything else is deadly and unspeakably powerful. You will come across overwhelming odds, you will falter, and you will die horribly countless times. But despite the unrelentingly punishing nature of your task there is always hope. Even when you’re trapped, lost in some poisonous swamp in the lowest reaches of the world, unable even to see the sun, there is always hope. You will get smarter, you will get better, and you will come back time and time again to face the overwhelming odds. Because this isn’t just a hard game – it’s a fair game, and the extreme difficulty you face only serves to make the experience more memorable, and the world more haunting.

You take on the role of an undead warrior cast into a dead land. After a brief and bloody tutorial you’re released into this open world, with very little introduction or guidance. So you explore, and you find winding paths, hidden routes, and great open areas filled with dangers. The threat of death is ever present, and if you don’t learn to protect yourself from the many monsters and fallen humans that inhabit the land you will fail repeatedly. And while the combat has relatively simple foundations it allows for amazing complexity and depth. Everything revolves around positioning and stamina – attacks, dodges, and blocks all drain stamina from your slowly-regenerating reserve, and if you run out you’ll drop your guard, leaving you painfully open for a few seconds while you catch your breath. Fights are fast, heavy, and tense as all hell, and half the time you’ll be limping from one disastrous encounter into the next.

Enemies come in different shapes and sizes – from the most standard undead human to many-headed lighting-spewing hydras that tower far into the sky. And each, from that hydra to that lowly zombie, will kill you in a few blows if you’re not careful and precise. You have to learn their weaknesses and their tells in order to best them, and this is far easier said than done. But once you best them you’ll collect your reward, which comes in the form of souls. As you harvest souls from fallen enemies you can use them both as currency and as experience points used to improve your abilities. Souls are vitally important throughout the game, and you have to be careful because if you die all your unspent souls are dropped where you fell, forcing you to go back through the level and retrieve them. Die again before you can retrieve them though, and they’re gone for good, meaning you’ll lose a good deal of progress, and probably start tearing your hair out when things go really badly for you.

But throughout the world there are bonfires – places where you can rest, use your souls to upgrade your character, and where you will return to when you die. There is a downside though – when you do rest at a bonfire all the enemies in the current area will come back to life to threaten you again and again. But the bonfires are important safe havens, and since there are only a few scattered throughout the game, each separated from the others by great distances, every discovery of a new bonfire spurs a genuine and powerful sense of relief.

The world is sprawling and wide, with the lack of loading screens meaning you can walk from the highest point in the land to the lowest without interruption. Each part of this world has its own architecture, and is filled with its own unique dangers. Some of these places are more deadly than others, so it’s smart to approach these areas first as you find your feet. But the game doesn’t tell you this, and in fact the game rarely tells you anything at all. You’re left to figure it all out on your own, and this ballsy lack of hand-holding makes the act of exploration more dangerous and alienating, since you never know what you’re going to come upon, or what’s going to come upon you, next.

This lack of hand-holding can lead to problems, however. In the early game it can be extremely difficult to figure out how everything works. Many aspects of Dark Souls will be almost impenetrable to newcomers to the series. Getting past this and mastering the game is extremely satisfying, but it simply needs to explain itself better to beginners in the first place. This is especially true since Dark Souls is wholly unforgiving, and demands you be cautious and smart at all times since rushing into combat will result in you being killed by even the weakest enemy within seconds.

This lack of hand-holding can lead to problems, however. In the early game it can be extremely difficult to figure out how everything works. Many aspects of Dark Souls will be almost impenetrable to newcomers to the series, and it simply needs to explain itself better to beginners. And despite the openness of the world you occasionally come up against artificial barriers, and the method of progressing in some areas is just too unclear. For example, there’s one vital route that the player can only reach by climbing a small, out of the way ladder. It’s amazingly easy to miss this, as I did, and you can’t complete the game without eventually finding it. So while the game’s world is generally fluid and organic to explore, occasionally it’s designed in such a way that important things are just too opaque to anyone without an online strategy guide at their disposal. So while the lack of hand-holding generally enhances the game by keeping you afraid of what’s round the corner, it can sometimes lead to unnecessary frustration.

As I mentioned above, the game is extremely difficult, but fair. You will die a lot, and enemies will sometimes seem insurmountable obstacles, but each has a weakness that you can learn to exploit. Progress is determined by your ability to learn about the game’s mechanics, the enemies, and the layout of the environments, rather than your ability to grind experience points for hours on end. So each death serves a purpose, since it gives you more knowledge about how to avoid dying in the future. And Dark Souls never demands that you perform some superhuman feat of hand-eye coordination. It’s all about patience, knowledge, and knowing when to push forward and when to pull back.

There are, however, a handful of moments throughout the game (which should last between 20-50 hours on a single playthrough) where something is extremely, unfairly difficult for no good reason. One segment later in the game especially acts as a deliberate ‘screw you’ to the player. This one short segment took me literally hours to get past, and from looking online it’s clear pretty much everyone had the same experience. I’ll praise the difficulty in Dark Souls for the compelling and fair challenge it brings, but once every so often things get hard for simply the wrong reasons.

But though the game is at times overwhelmingly hard, there is a fascinating crutch present for any player finding things beyond their capabilities. when you’re connected to the internet Dark Souls allows you to summon other players into your world to help you progress (or vice versa).You can’t communicate with other players – they’re there to help you with some vast and terrifying endeavour, and once they’ve done so (or once you fail) you watch them slowly fade away and return to their own world without the possibility of a word of thanks or goodbye.

But players don’t always seek to help each other. The opportunity also exists for hostile invasions, and this can happen at pretty much any point throughout the game. These invaders get many souls if they manage to murder you, so they’ll do everything they can to hunt you down. Every time I was invaded I was gripped by a powerful sense of dread, and each battle with an invader was so intense it’s been seared into my mind. The fact that this can happen anywhere means that you can never let your guard down. Not only is pretty much everything in the game trying to kill you, but people can come into your game and murder you at any point. It’s a thrilling addition to the game, just as it was in Demon’s Souls, and I’ve yet to see another game with such a fascinating online system.

This interaction with other players feeds into the strange, purgatorial atmosphere I mentioned in the introduction. And this atmosphere that Dark Souls builds and maintains throughout is one of its greatest triumphs. The game is violent and horrific, but it’s never hellish – the constant cycle of death and resurrection at the bonfires, the brief, silent interactions with other players, and the disjointed, barely-present story, all make the world feel like some kind of violent purgatory. And as you move through the game you’re always trying to make a little more progress, trying to understand a little more, so that you can eventually find a way out of this alien land.

The few characters you encounter – some valiantly trying to do good in this broken world, but most simply hiding or trying to survive – further add to this atmosphere. Any interaction you may have with them is brief, limited to hearing a few lines of (often poorly acted) speech. But they’re generally enigmatic beings, and their presence hints at other stories and truths, leaving you to make your own inferences about what happened in the past in this now-lifeless land. And the bare, simple stories surrounding locations or characters sometimes come together later in the game to become genuinely poignant vignettes.

The game is generally a triumph of understated, environmental storytelling over exposition-filled narrative. But towards the latter half of the experience, the game does make a few missteps in this field. At several points the understatement and minimalism is gone and we’re given (generally quite poorly written) fantasty trope-riddled prose. As a result the game sometimes falls into somewhat generic territory, with reference to long, complex names, ancient prophecies, and the like. It’s here that Dark Souls falls down, to a greater extent than Demon’s Souls ever did, but for the vast majority of the experience the game perfectly balances its mysterious, minimalistic approach to storytelling.

Throughout, Dark Souls faces the player with a startlingly well-realised world. Everything – every single piece of the game from its eerily beautiful environments to its combat mechanics – works together to build this phenomenal vision. There are a few missteps – it’s sometimes just too opaque, it’s sometimes frustratingly unfair, and it sometimes loses sight of what makes its world fascinating to begin with – but this is really one of the most special games I’ve played in a great deal of time. It’s horrific, tense,  and genuinely terrifying at times. You’ll spend countless hours trapped in that poisonous swamp at the bottom of the world, but then you’ll look up and know that the sun is shining up there. The hope that you’ll see it again will always be there, and you’ll look around you and notice that there is a real beauty, and even a kind of peace in this unrelentingly bleak world.

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Writing in Games – Dragon’s Dogma

Dragon’s Dogma, Capcom’s new open-world fantasy game, is impressive and fumbling in equal measure. Its combat and dungeon-crawling is generally pretty exceptional, but it’s brought down time and time again by innumerable stupid little problems. The first few hours of the game are extremely tedious, the inventory system is clunky and unhelpful, and so on. As such I find myself swinging between bouncing off the game after fifteen minutes of frustrating play and sitting engrossed for hours at a time. But while I can get over most of these small issues, and while I can grit my teeth and accept that sometimes my AI team mates see fit to leap from a cliff to their deaths, I can’t quite get over the writing in this game.

It’s terrible. No, really – it’s some of the worst I’ve seen in a long time. NPCs are limp cut-out mannequins, the setting is a poorly fleshed-out generic fantasy kingdom, and everyone speaks in a faux-historical Ye Olde English style that grates within less than a minute of selecting ‘Start New Game’. And there’s literally no reason it has to be like this. I’m not asking for great literature here – I just want a game world that doesn’t actively goad me into turning my console off and walking away.

In most cases, when a game has nothing to show for itself in the writing department it dutifully keeps quiet and focuses on the things it does well. Dragon’s Dogma on the other hand is obsessed with pushing its dumb world and dialogue into your face whenever it gets the opportunity. Characters have so much to say, none of it interesting, and the game is fond of making you sit through long, tedious cutscenes that never serve any purpose. And your AI team mates just never shut up. This is usually inane and unhelpful, and there was even one point early on where every single time I passed by a particular tree along a major road all three of my team mates would simultaneously say ‘I have never seen a tree so tall’.

Now, poor quality writing is nothing new in games, though I’d argue that if you look in the right places you’ll find the problem’s not nearly as widespread as people often claim. And this definitely isn’t the worst I’ve ever seen. But still, the fact that the game seems so happy to tarnish a brilliant open-world role-playing experience with unavoidable, terrible prose and world-building makes me want to grab it and rub its nose in the mess it’s made to teach it a lesson.

If Dragon’s Dogma had simply kept all its terrible writing in the background where it wouldn’t bother me I would have enjoyed it a great deal more. But my contention has always been that good writing will always make a game far better than it otherwise would have been*, and I think that holds true here. A Dragon’s Dogma with next to no writing would have been far better than the game we got. But great writing – an imaginative fictional world, interesting characters, and compelling dialogue – would have made Dragon’s Dogma even better still. And this is true for pretty much any kind of game, not to mention the many games that have storytelling and the written word at their very heart – games like Fallen London, King of Dragon Pass, and innumerable text adventures from decades of talented writers.

And I would love to play a Dragon’s Dogma bolstered by great writing, but since that isn’t going to happen I’ll just have to be content with turning the volume down and listening to podcasts to drown out the sound of my companions telling me how dark this cave is for the seventh time in a row.

 * I think only purely abstract games like Tetris, Chess, Minesweeper, and the like serve as exceptions to this rule.

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The Games of 2011 – ‘Deus Ex: Human Revolution’

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The Deus Ex series has always been about freedom. The original Deus Ex placed the player in a near-future world shaped by rampant human enhancement, cyber and bio-terrorism, and the far-reaching hands of powerful secret societies. Though employing a linear, mission-based story, the game gave players given free rein to approach it in their own way. This went far further than the age-old question of ‘will I use the sniper rifle or the assault rifle?’, with the option open for vastly different ways of playing through the game. Maps were sprawling, open-ended affairs, combat could be avoided in favour of hacking and stealth, and the player’s actions caused both the minute-to-minute experience and the overarching narrative to branch in interesting and intelligent ways.

Deus Ex: Human Revolution is the third game in the Deus Ex series, and since it was made by an entirely new development team there was justifiable fear that it would be a cheap cash-in that failed to understand what made Deus Ex special. Those fears should be laid to rest – Deus Ex: Human Revolution is a phenomenal game, one with freedom at its very heart.

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Set a quarter of a century before the events of the rest of the series, Human Revolution takes place at a time where human augmentation is just starting to become a viable technology. As such, countless billions of dollars are being poured into research in the field, and society is still unsure exactly how all this should be managed. It’s very much a legal, economic, and ethical wild west. Implants and mechanical prosthetics allow the wheelchair-bound to walk, the blind to see, and the improvement of the human body in countless ways. And corporations all over the world are competing for dominance of an emerging and highly-lucrative market. Taking on the role of Adam Jensen, a newly-augmented head of security for a powerful U.S. biotechnology company, the player is tasked with finding evidence about various attacks on the company.

As Adam Jensen, you’re sent to various locations throughout the world – Detroit, Shanghai, Montreal, and so on – and tasked with completing various objectives in order to learn more about the situation. While many of these locations are visited once and then left behind, you’ll return to several of them (Detroit and Shanghai specifically) throughout the game. There you can pursue your current assignment or wander off and tackle the available side-quests at your leisure. Many of these side-quests do a little to explore some question surrounding human enhancement, and nearly all are fleshed-out and involving.

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It’s more than a little disappointing, however, that Human Revolution as a whole does remarkably little to explore the topic of human enhancement. While the game (and its marketing)  seems to want to convince onlookers that it explores the goals and consequences of transhumanism in some kind of real depth, the topic serves as little more than a backdrop for the game’s action. The game as a whole seems simply uninterested in actually exploring these issues, which is a real shame considering the obvious potential in the game’s setting.

Not only does the game fail to talk about it in any depth, but it’s hard not to notice how little of what you actually do in the game has any relevance to the purported theme of human enhancement. As I said, the game’s setting and the ideas that come with that are really just a backdrop for the action within. It’s fantastic, intelligent action, but I really would love someone to make a game about human enhancement where the mechanics of the game actually feed into the topic in some way. At least the mechanics of what you do in the game never outright conflict with this background theme – they just coexist without ever interacting. So it’s less ludonarrative dissonance and more ludonarrative indifference, but it is disappointing nonetheless.

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With the disclaimer that this is never really a game about human augmentation, merely one that mentions and uses it to frame its story and mechanics, we can get back to that fantastic, intelligent action I mentioned above. So, in terms of how you interact with the game, it’s nominally a first-person shooter. But to describe any Deus Ex game as a shooter would be to misunderstand it entirely. It’s played from a first-person perspective (though it pops into third-person at certain points) and you can shoot enemies. But you also have the freedom to approach any one situation in many different ways. Say you need to get into a restricted area: you can simply shoot your way in, you can search out hiding spots and secret passageways to sneak through, you can hack computers and doorways to open a locked entrance, or you can smooth-talk your way past the security clerk. It’s a collection of so many possibilities and mechanics that it should be a mess, but the game is polished enough that everything just works perfectly.

Since Jensen sports military-grade implants, you’re given the option of upgrading different implant to fit your style of play. The choices you make here really do alter the way you play the game significantly. Get stealth implants and you can slip through levels completely unseen if you’re smart and skilful. Get combat-oriented implants and you can plough through any resistance with ease. You can even get social implants that allows you to track people’s heart rate and stress levels during conversation, enabling you to release powerful synthetic pheremones to sway them towards your line of thinking.

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The combat and stealth is fluid, and both work impressively. But Human Revolution also does what few games do successfully – it makes talking to people something quite special. There’s a great number of opportunities to converse with NPCs throughout the game, and unlike the dialogue in many games these aren’t just there to act as exposition dumps, or to offer the player new quests. Conversations may be friendly exchanges, terse inquiries, or near-violent interrogations.

Each exchange of words can get you valuable information and back-story, and many can go in vastly different directions depending on how you choose to act. While the game’s overarching narrative doesn’t change – as far as I’m aware you’ll always go to location A, then B, then C in the same order regardless of your choices – your experience will shift significantly. You can side with one person over another, let a person live or kill them, and choose to stay and defend someone or run to save yourself.

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Now, I tend towards the ‘graphical fidelity is not so important’ camp when it comes to games – god knows the most technically proficient, photo-realistic game can look bland and uninspired if it lacks a decent, coherent artistic style. So in praising the way Human Revolution looks (and sounds) I’m not just saying that the technology behind it is impressive – which it undoubtedly is. Instead, I want to draw attention to the game’s art direction. Its sterile, clean look, and the evident thought and detail put into everything from the look of prosthetics to the way street-side billboards loop colourful advertisements, helps to paint a hugely convincing picture of a near-future society entering a new technological age.

There is the occasional misstep – some bland body and face models, occasionally poor voice acting, and the like. But it’s overwhelmingly clear that this is a game where all the money poured into art and sound design has benefited hugely from an accomplished artistic vision. And it’s also clear that the technically accomplished work on both these fronts helps a great deal to build up Human Revolution‘s compelling fictional world.

Put simply, this is the videogame experience that we were promised, that we once experienced in titles like Deus Ex and other immersive sims, and that then largely disappeared for a good long time. The freedom of play, the branching of the experience, and the weight of choice and consequence all elevate Human Revolution to great heights. Playing a game that nails all this so confidently is almost frustrating at times, since it reminded me just how few experiences of this calibre, depth, and intelligence we actually get to see. But while we could stop there, and while it does indeed consistently reach great heights, Human Revolution sometimes falls a great deal. And not because its lofty ambitions cause it to fly too close to the sun, but rather for far more mundane reasons.

First, and most frustratingly, there are several boss fights scattered throughout the game. Not only are these annoyingly, arbitrarily hard, but they do nothing except undermine the freedom the rest of the game so generously offers players. There’s no way to avoid these fights, unlike in the original Deus Ex, and there is also no way to approach them without getting into full-on combat. Anyone who hasn’t focused on straight-up fighting throughout the game will be simply unprepared for each of these, since they’ll lack the appropriate implants and weaponry. And they are sometimes incredibly hard, meaning lots of frustrating deaths and reloading of saved games. They also tended to sink into absolute farce. Throughout the game I used exclusively non-lethal means to subdue enemies, and this approach is perfectly viable. But at the end of each boss fight (where I continued to use only non-lethal stun and tranquilliser weapons) I was greeted by a cutscene showing my opponent collapse into a pool of blood, bullet holes magically riddling their body, and I was forced to watch them bleed to death. So not only does the game rob you of the ability to avoiding these fights, but it actively ignores the choices you make during them for no other reason than the narrative demands it. This is entirely unnecessary, and frankly kind of inexcusable.

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And speaking of that narrative: while the world is impressively realised, and characters are mostly fleshed-out and interesting to talk to, the plot itself is nothing special at all. It’s concerned with nothing other than conspiracy and double-crossing, and it never really gives you reason to care. The original Deus Ex had this kind of intrigue at its heart, and it seems like the writers of Human Revolution wanted to do nothing more than ape this approach, which it does competently at best. Nor did I ever particularly care for Adam. It’s odd – Adam isn’t just a cipher for the player’s decisions, nor is he entirely his own character, which makes for awkward going at times.  The game also sometimes relies on cut-scene in to advance the story. Not only do these sometimes arbitrarily and annoyingly taking control away from the player at inopportune times, but they don’t really add anything to the experience. Every single thing done in one of the cut-scenes could be done just as compellingly through having the player actually play the game rather than watch it, and I really don’t know why the developers didn’t just remove them entirely.

So, Deus Ex: Human Revolution has its fair share of problems. But the weakness of the narrative tends to sink into the background, leaving you to focus instead on the endlessly interesting world the game offers up. And yes, the boss fights are just stupid, but they’re rare enough that they don’t overshadow the compelling, perfectly polished action and the interesting decisions that characterise the vast majority of the experience. Yes, it’d be unfair to let these problems colour one’s view of the game. It’s hardly perfect, but Deus Ex: Human Revolution is a smart, confident game that feels like a true successor to Deus Ex. It’s a game with freedom at its very heart, and that is really a rare and valuable thing.

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