(What a rush.
Credit: Gamespot.com)
My heart is pounding. After nearly 30 deaths to Gerhman, The
First Hunter, the penultimate final boss of Bloodborne,
I’m on the precipice of victory. Dodging right and left as his very fast and
damaging scythe comes towards me, I know that this is my chance. He comes
forward with a roll, one in which will leave him open for a parry and visceral
attack. I shoot, he falls to a knee, after which I run up to him and finish him
off with my axe. The moment is exhilarating, it’s 12:30 a.m., I have class in 8
hours, and I am completely satisfied. I then find out I triggered the secret
boss, the Moon Presence, and get walloped in my first time trying to beat it.
That’s no matter at this point though, because after hopelessly losing time
after time, I finally vanquished Gehrman, and despite the losses and
frustration, the fight was a highlight I won’t forget.
Back in the glory days of the Nintendo Entertainment System
and Sega Genesis, games were hard. Brutally hard. The term “Nintendo Hard”
began to gain traction in the industry, as games for the era were frustrating,
unforgiving, and required precise inputs. With that came the complexities of
learning the systems of different games, making players sharper with their
control and recognition of enemy patterns. With every crushing defeat a player
came that much closer to victory, and once that victory was achieved a sense of
euphoria came over the player, making the effort seem that much more
worthwhile.
(If you played Silver Surfer on the NES... Credit: areyoubadenough.blogspot.com)
In the early ‘90’s things began to change. While the Super
Nintendo had its fair share of difficult properties it did not rival its
predecessor. However, it was around the mid to late ‘90s where the difficulty
of old faded away. With the advent of new technology, specifically around the
Nintendo 64, PlayStation, and Sega Saturn era, games began to shy away from
extreme difficulty to not lose players. Lengthy tutorials became a mainstay,
and continues/save points were extremely prevalent to prevent losing progress.
This trend continued through the sixth and into the seventh generation of
consoles. A particularly hard game was an anomaly.
(It’s called
Prepare to Die Edition for a reason. Credit: Steam)
Then, something changed, and harder games began popping up
again. Starting with Demon’s Souls in
2009 and hitting it big with Dark Souls
in 2011, developer From Software has been bringing ultra-hard games to the
masses. The premise of the games is simple, while lore is rich within the
universes. The game boils down to creating a character to battle the way
through western fantasy environments and villains, including some truly
punishing bosses. From Software is longtime developer in the industry, but
these games have just become their recent phenomenon, and include Demon’s Souls, Dark Souls, Dark Souls 2,
Dark Souls 3, and Bloodborne. The company has come out and
said the third installment is the final in the series, having it go out on a
high note before things get stale in the universe.
The From Software games are a display of minimalism, at
least at first glance. The games have very short tutorials that end in a tough
boss fight, showing that it’s better to learn the game’s tropes through failure
as opposed to being told all the essentials without experimentation. The
environments are large and intertwining, which proves to be a joy for
discovery. The trick of these difficult games is that when you perish, you lose
all your experience points, and have one chance to recover them in the spot
where you died, which can be particularly daunting if you’re a far distance
from your point of death. The beauty of the game is that it is a trial in risk
and reward, one that can be customized for the player liking. Do you enjoy
using a short sword for rapid attacks? Great, but be warned you will not have
distance in attacks for ranged foes. Prefer magic? OK, but when an enemy gets
in close then long casting times will likely lead to your demise. Either way,
the game does an incredible job educating the player on how to be successful
while not simply rewarding progress made.
(The Abyss Watchers, an excellent
boss from Dark Souls 3. Credit: From
Software)
In my opinion, the true appeal of the game lies in the boss
fights. Boss fights are meant to test the player’s skills, to see if what he or
she has learned is enough to handle a huge monstrosity or worthy opponent. The
thing is, in these games there are only few new techniques to learn after the
early stages, so instead, the boss battles rely on learning the opponent’s move
set, pinpointing the exact times to either parry, block, or dodge an attack,
and then punish the fiend. The rub is that each boss is supremely different,
some might require aggressive play while others have a more patient approach. Each
boss has its own individual orchestrated theme as well, and while the other
environments have very little music, adding this touch only furthers the intensity
of the experience. It is difficult to articulate the rush of these fights, but
after gaming for more than 25 years, I can safely say that some of these boss
fights are the best I’ve ever encountered, and will last long with me after I
finish completing the games.
(A wolf holding a
giant sword? Only in Dark Souls.
Credit: Dorkly.com)
Numerous gamers tend to agree with these opinions, as the
community for the From Software games is quite passionate and involved. There
are copious boss rankings and lore dissections (two of my favorite YouTube
personalities are theDeModcracy and VaatyVidya)[1].
Even more impressive is that games like these that may not seem approachable
due to the difficulty have found a very welcoming audience. The Dark Souls
series has surpassed 13 million units, and Dark
Souls 3 had the best launch week of any From Software game and the best
launch of Bandai Namco, a publisher with a storied history (Namco created Pac
Man)[2][3].
As a result, similarly styled “Souls” games have been popping up, one of which
is Nioh, a samurai styled take on the
intensely difficult but rewarding adventure, filled with devilish bosses and
demon like enemies. It will be interesting to see how the developer moves
forward after Dark Souls, something
we’re likely to find out next week at the Electronic Entertainment Expo, or E3
for short.
(Don’t love Dark
Souls 2 but Looking Glass Knight battle is awesome.
Credit: wikia.com)
Now I want to make sure I make note that just because a game
is hard does not make it fun. While I love Bloodborne
and Dark Souls 3, Dark Souls 2 was a letdown in
comparison. I’ll freely admit that I haven’t fully played the previous two
entries yet, but they will be my next big adventures, regardless of upcoming
releases. What I did not care about 2
was that it was challenging in more of a frustrating way. Yes there are a handful
of ultra-difficult encounters in the games I care for, but in 2 it just seems relentless. Contrarily,
some of the bosses are absolute pushovers that I could defeat in my first try, which
really should not happen on a first play through. There just seems to be a lack
of balance and I found myself wondering what to do next instead of inherently
craving it like the other games. It seems to be the black sheep in the
community as well, as certain fans consider it beloved while a fair share of
others do not care for it whatsoever. The point is that being difficult for the
sake of being difficult does not make these games great. What makes them great
is that they are difficult but act as a teaching experience, each individual
area and battle is a puzzle, one that can be overcome with dedication and
practice.
(As difficult as it is gross, Bloodborne knows its boss fights.
Credit: beatthatboss.blogspot.com)
In the end, what does From Software’s accomplishments teach
us about the industry? For one, in what is a seemingly developed market,
innovation still has a way to upend what consumers consider entertainment. I
myself recall when Demon’s Souls and Dark Souls came out and chose not to
pursue either because of reviews stating that the increased difficulty would
lead to numerous amounts of deaths. I pondered why anyone would event want to
play that type of game. I actually only tried Bloodborne because I had still only recently received my PS4 and
saw it on sale with its Downloadable Content at a ridiculously low price. Without
question though, these games have been the most gripping gaming experiences I’ve
had in quite some time. Even after playing through the new Zelda, which was by
all accounts an unforgettable experience and a landmark moment for gaming, I
could not stop thinking about my experience with Bloodborne. Turns out even an old seasoned gamer like myself can
learn a few new tricks.
[1]
Check out their high quality stuff here - https://www.youtube.com/channel/UCtcUKdcAXfVCo5YlgBMkfjA
https://www.youtube.com/user/VaatiVidya
I started playing the souls games last fall, and just recently (literally last night) finished DS3. I think your point about *why* "hard is cool" is a good one...it's not the challenge that is satisfying, it's the amount of knowledge that comes with learning how to overcome it.
ReplyDeleteFurthermore, I think what the series does particularly well is that it takes mechanics that we learn early on (run behind and stab in DS1) and it adds a new layer, forcing us to adapt and re-learn (run behind, but *now* avoid back slams and/or shield strikes). No hand-holding, just baptism by fire - sometimes literally. This kind of experience in which the gamer feels compelled to keep learning, while not sacrificing novelty or enjoyment, is not easy to make. From Software really honed in on what makes games *really* gratifying, placed those things behind an invisible wall, and let us figure it out. By doing this, the industry is changing (see Nioh).
The Souls series punished me over, and over, and over again - but every death was entirely worth the rich experience. 10/10 would git gud again.