Besides its opening cutscene, and a sprinkling of enigmatic dialogue from equally mysterious NPCs scattered around the place, much of Dark Souls' loose narrative is told through item descriptions, item placement, and sheer speculation on the player's part, each of who is encouraged to join the dots and fill in the blanks as they go. Traversing Lordran sans fast travel – a feature only unlocked towards the game's end – is a total joy, so rich and charismatic are its environments, and the satisfaction gleaned from uncovering a shortcut that links that area to this one is second to none – a process which makes the world feel lived in a world which would, could and does persist whether you're around to see it or not.Īdd this to the fact that Dark Souls is so very light in vocal storytelling, and its setting becomes even more important. Still, its meticulous blueprint weaves from its highest peaks to its lowest troughs with effortless continuity, whereby curious exploration can be as vital to success in this twisted world as being handy with a sword. Which is some going, given the fact it houses dragons, giant crows and seven-headed hydra, among countless other mythical creatures. For many players, it's the credibility and believability of Dark Souls' Lordran that stands it apart from any other video game setting.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |