This was never part of the plan. Dark Souls
is coming to PC because so many people asked for it, just as Demons’
Souls only travelled West because an unexpected demand arose. There have
been worrying signs that the port will be less than optimal and, having
now played the Prepare to Die edition, it’s my sad duty to report that
the experience is far from smooth. It’s still Dark Souls though, with
more content than on console, and, framerate issues or not, there’s
nothing else quite like it.
GFWL, or whatever it’s called these days, is in. That’s the worst of
the bad news I think, although I do seem to dislike Microsoft’s sentry
system more than most. The official word is that it’s being used to
implement the all-important multiplayer, including a PvP system that is
new for the Prepare to Die edition. The game will be available direct
from Namco’s digital store, through Steam or in an actual box with all
sorts of fancy goodies, but wherever you get it, you’ll have to sign in
to GFWL.
The other bad news concerns technical issues that have, as far as I
can tell, carried over from the console versions. No worse but no
better. More on that at the end but first, because Dark Souls would
still be a brilliant game even if it shot you in the foot every time you
played it, I’m going to talk about why the existence of a PC version is
still good news.
If you’ve played either of the Souls games already, then let it be
known that your PC weeps at night as you caress the coarse plumpness of a
consolepad thumbstick, bewitched by the flickering screen of the
television and the backside-enfolding cares s of the couch’s embrace.
It’s OK though. Sometimes these things must be done. I’ve spent about
fifty hours with Dark Souls, my computer pining for me the whole time,
and I don’t regret a minute, even if I am occasionally reduced to a
quivering mass of anguish and rage by a particularly horrible section of
such a brutal game.
Everyone talks about the difficulty, to the extent that anyone who
has never played the game might expect to load it up and be killed
instantly by a skeleton riding a heatseeking nuclear missile toward
them. Being killed by such a thing would then, of course, cause the game
to delete itself and the disc onto whose surface it is scratched to
disintegrate. Unlike so many fictions, when you die in Dark Souls, there
are consequences.
It’s not quite like that, of course, and the game’s difficulty isn’t
about punishing the player’s mistakes, even though it can feel like that
at times. Dark Souls wants to teach you and while that may sometimes
involve liberal application of the cane or more capital forms of
corporal punishment, its intentions are good. At root, its design is the
antithesis of any game that rewards continued effort by making the
character more powerful without giving any thought as to whether the
player has become more skilful. From Software’s philosophy is thoroughly
opposed to the avatar-centric style that still reminds me most strongly
of RPGs, with their levelling up and increasingly weighted dice rolls,
but with the rise of unlockables it’s no longer confined to one genre.
Dark Souls does have levelling but it’s not simply a reward for time
spent, it’s a reward for time spent well. Dying resets the world, with
all monsters back in place and the player reawakening at the last
bonfire they rested at. Spending souls to increase abilities is only
possible at bonfires and also resets all enemies, so levelling is all
about one reward weighed against multiple risks. If you die in a
dangerous place (that’s pretty much all of the places) then your souls
will be even harder to recover, because anything you haven’t spent is
left with your corpse.
There’s much more complexity than these short descriptions can
communicate, whether in finding a balance in expenditure on equipment
and skills, or swapping clothing and weaponry to switch between heavily
armored beast-knight and spindly loincloth-clad acrobat as the situation
demands.
Dark Souls is a difficult game but it’s a game that you – yes, you,
not the hulking man-flesh that you are controlling on the screen – will
become better at as you play it and it’s incredible to experience that
and realise how rare the feeling is. I play, I die, I revisit, I
explore, I witness, I die, I learn, I play, I triumph, I die, I quit, I
return, I learn, I persist, I die, I die, I die…
The Prepare To Die edition, which contains around ten hours of
content that will be exclusive to the PC until the console release this
winter, killed me a lot. To provide a tour of one of the new areas, a
forest garden that borders a screaming abyss, From Software decided the
wisest thing to do would be to drop me in a dungeon, shut off from the
wider world. Sure, I could just walk up the steps but there was an arena
at the end of the corridor and in that arena there was a Sanctuary
Guardian. Imagine a cross between a griffon and a manticore and then
imagine that it hates you and you are trapped inside a room with it.
I played, I died, I played, I died, I played, I died. I died, I died,
I died. Stupid, probably, not to have prepared for this eventuality.
There were shouts of anger – OH WHY WHY WHY, FUCK YOU, CHEAP BASTARD
– as journalists ground themselves down against the rampaging beast.
Then someone succeeded and the room fell silent. How had he conquered
the beast?
His tactics were passed from one person to the next and soon we were
all learning, all improving even though there was no new equipment to
collect and no way to boost our stats. We were becoming better at the
game because we were learning the patterns, when to dodge, when to
block, how and when to strike, and we were sharing our experiences.
Dark Souls is a collaborative game and even though we weren’t
directly co-operating, as is possible, we had soon created a pool of
knowledge. It took me more than an hour to defeat the Guardian but when I
did, I almost punched the air before remembering that I’m quite
reserved in that extremely British manner. I did push my chair away from
the desk and consider nipping outside for what would have been very
much like a post-coital cigarette, but then I remembered that I’m
quitting (I’m always quitting, always dying) and decided to go and
explore more of the game instead.
A mushroom asked me if I could be a saviour again. I don’t think I’ve
ever been much of a saviour and I’m disconcerted by talking fungi but I
said ‘yes’ because saying ‘no’ would have been anticlimactic after I’d
had to kill a poisonous winged bastard just to earn the privilege of
chatting with the mushroom queen, or whatever she was.
The world of Dark Souls is weird, in that unintentional way that
suggests the people who designed it weren’t trying to be wacky or
offbeat, they just reckon fantasy worlds should be a little more
fantastical and a little more frightening than your Tamriels and your
Middle Earths. Case in point: the mushrooms appear to be under attack by
gardeners made out of twigs. That’s the best way to describe the things
that were soon killing me with pitchforks and hedge clippers. At one
point, a group of them advanced on me while tilling the earth, stabbing
me in the feet as they did so. My worst imaginings finally came to pass
and I was gardened to death.
It’s a big, open area, this particular chunk of new content, with
giant stone golems capable of crushing with a single blow as well as the
mad gardeners who, like so many creatures in Dark Souls, are easy to
defeat as long as you don’t allow your concentration to falter. Try to
rush through an area or become overconfident and they can overwhelm just
as easily as the larger monsters can overpower.
It’s possible, probably essential in fact, to use Dark Souls’ systems
against it. It’s practically encouraged as during the process of
repeating an area, the flaws of each enemy become more and more
noticeable. Those stone golems aren’t quite as deadly once you realise
how incredibly dense they are, not just in form but in thinking. Lead
them to the abyss, which is an angry scar in this otherwise picturesque
patch of forest, and it’s not too hard to convince them to stumble over
the edge and down to…well, whatever it is that’s at the bottom of an
abyss. I stared into it for a while and it probably had a good look at
me as well, but I don’t know what’s at the bottom even though I fell a
couple of times just to satisfy my curiosity. Unless it’s a massive
black sign with ‘YOU DIED’ written on in red letters, but that bastard
thing is everywhere.
The new area is weird and mysterious enough to fit beautifully into
the whole horrid world and, although it’s hard to quantify content in
terms of time with a game built around repetition, if there’s ten hours
of extra stuff to see as claimed, then I’d imagine at least three areas.
New weapons, enemies, bosses and all that malarkey as well. The Prepare
to Die edition will be the bestest version of one of the best games of
recent times.
But the PC version has all the problems of the console version. It’s
not that the game has somehow become worse in translation, it’s that the
power of the PC hasn’t been used to make it any better. In terms of
visual design, Dark Souls is stunning, but it’s never been at the
bleeding edge tech-wise, which is why it’s so surprising to see it
stutter and crawl on the PS3. In some areas it’s not just annoying, it’s
functionally detrimental. In a game that challenges timing and
encourages caution, the framerate can be a killer.
Although I didn’t see any huge stutters I didn’t see any of the areas
that suffered in that way on the consoles. The framerate does fluctuate
from place to place though, with some areas noticeably slower than
others. There’s no reason that a decent PC shouldn’t be able to handle
what’s on screen but the port has been quick and apparently there wasn’t
a great deal of PC experience to draw on in the team. I’d rather wait
longer and see everything outsourced if optimisation can’t be achieved
internally. Is this a literal case of ‘less haste more speed’?
Keyboard and mouse controls are in and can be completely
reconfigured, although I have to admit to a fondness for the gamepad for
this one. There’s basic visual customisation but the game doesn’t look
any different to the console versions from what I could tell, though I
didn’t have them side by side. It’s strange to be playing the game on PC
at all because even when the petition took off and the possibility
grew, it just didn’t seem like something that would happen. I imported
Demons’ Souls back in the day because it didn’t seem likely to receive a
European release. Now the sequel is coming to Steam in a few days.
That’s amazing, but – and it’s the kind of ‘but’ Sir Mixalot would
admire – this doesn’t show dedication to our platform. It feels more
like taking a look at the premises and deciding whether it’s worth
sticking around.
I’ll understand if people find the GFWL implementation and the
technical problems too much to stomach but I’m already hoping that
whatever comes next concentrates on the PC from the start. Like the
game, perhaps this is a learning curve for From and Dingy Souls will
finally recognise the platform that can help eradicate its technical
hitches once and for all. Given how unlikely the journey has already
been, it’s possible.
We’ll have more on the game and the porting once we have code on our
own PCs and can pick it apart. For now though, it’s with a certain
amount of regret that I fear I’ll be cherishing the game but cursing the
port.
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