Reviews from

in the past


i hate that i have to say this is the ideal version of dark souls since it's a pisspoor excuse of a remaster, but it is the ideal version of dark souls.

The worldbuilding and level design in this game is next to none. The hopeless atmosphere is enthralling and hauntingly beautiful. Plus, this version of DS is definitely improved over the Prepare to Die edition on PC as it eliminates the need for modding just to get it to function. This is a fantastic game that defined an entire genre, and I have much love for that, and much love for the lore and direction. HOWEVER, I'm taking off one star due to the combat being a little clunky, the kindling system feeling cumbersome, and the fact that you have to play through half of the game before you can warp between bonfires. It makes exploration a little less fun since it's annoying to have to deal with enemies on your way to and from certain locations just to explore parts you may have missed earlier. Also, the star I'm detracting is in part due to the absolute bullshit that is the Bed of Chaos and Capra Demon. Aside from that though, great game! I preferred Dark Souls III in everything else aside from worldbuilding and level design, which this game does much better.

This game can be fantastic and has some of the best characters and lore in the series, but people who say its the best souls game have a serious case of nostalgia goggles, as so many parts of this game are clearly unfinished or utter sh*t (Tomb of Giants/Lost Izalith).

Quite simply a perfect game. Changed the way I think about combat in games. Maybe no more satisfying experience than overcoming a boss that has sucked so much time, and no more devastating a moment than when you lose that first big bundle of souls.


An overall excellent game that's bogged down by a dull latter half. Varied combat with lots of options, tough but fair difficultly, excellent world-building, and some of the best boss fights in gaming. Still fantastic.

overcoming the challenge is great, but once you do, the game becomes boring, and i personally do not like ng+ since it can't be beaten without looking up boss solutions or summons

É um jogo bem bugado mais tão bugado que é bom!ele sabe os defeitos dele,e usa isso a favor,Tem o level designer mais incrivel que eu ja vi na historia dos jogos,é super viciante e divertido..e frustrante
History 2/5 Gameplay 4/5 Visual 3/5 Ost 4/5

the game is certainly not without its flaws but it has the status it has for a reason. it hosts one of the most compelling worlds in a game.

A love and hate relationship.

It's a tiny bit worse than DS1, but it's still DS1

The original game is quite excellent, one of my all time favorites. The issue is this "remaster" really didn't change much. It altered lighting for the worse in many areas, and simply added 60fps which was fixed in a community patch ages ago. The addition of password matchmaking is appreciated though,

Amazing game with some terrific environmental storytelling that ends in a final boss fight that hits a very well deserved emotional high; level design kinda falls apart for the last couple areas

its ds1 but looks slightly better and doesnt crash as much

It's still Dark Souls but with slightly fancier effects and like... 2 quality of life improvements.

I havn't played many single player games, but this is my favorite one. The gameplay starts a little sluggish at first, but you get used to it and appreciate it pretty quickly. The world is so amazing for me. I was actually sad when it was over.

i had fun i'm just bad at the game

i can't wait to play it again

not the best souls game but still one of my favorite ones

Dark Souls marries impeccably crafted combat encounters, environmental storytelling, elegant integration of gameplay elements and narrative, and perhaps the single best-designed world in the history of video games to generate the definitive statement of what video games as a medium can and should be.

Since first playing Dark Souls years after I should have (I briefly flirted with Demon's Souls shortly after its North American release and as a foolish youth despised it for its difficulty and spurned the series until I had a lot of time to kill and a used copy of Bloodborne taunting me from my shelf during a particularly dark time in my life) it has become my personal standard against which all other video games are judged.

With a single elevator ride down from the Undead Parish to Firelink Shrine, it evokes more awe and excitement than the biggest, loudest AAA action setpiece. With next to no explicit expository dialogue, it invites the player to co-create narrative out of gameplay, and it isn't surprising to me that war stories of battles with its notorious bosses or hard-won access to shortcuts remain fresh discourse even though we've had an intervening decade of daring plot twists and beautiful mo-capped animations vie for status atop year-end lists and Metacritic charts. No branching dialogue tree or stealth-vs.-combat decision-making has managed to match the feeling of total player freedom that Dark Souls provides. Beyond just build variety, the game never chastises the player for playing it "incorrectly." Rules are written, and they're written in stone. This combination of items that works in this way in this environment will always work that way and might help you to find a "cheese" strategy for overcoming a boss more easily.

If you're stubborn like me, you can throw yourself without items or co-op at the game's bosses and reach a much-lauded kind of high from perfectly getting down the specific rhythms and tells of a foe. The combat encounters are demanding and rewarding in kind from the very first few trash mobs that the player encounters, and the Souls series is rightfully lauded for creating almost uncannily balanced scenarios where player skill is the only factor in overcoming challenges. Compared to later entries in the series and pale imitations of the series as a whole, Dark Souls seems to almost go out of its way to avoid cheaply killing the player. Even the much-hated Bed of Chaos, though it might be better had it been reworked entirely to just be fair on its own, is balanced in its retention of damage over multiple attempts at killing it.

Exploration is fascinating, and the focused player can anticipate and map out how to progress pretty intuitively. The veteran player can look around the environment and, accounting for a small amount of artistic exaggeration, the world is unmatched in its cohesion. You can look from Firelink Shrine and see Blighttown and the Great Hollow, and they're exactly where they should be in the game world. Where a lesser team (or, you know, the same team in later installments as they got less focused on this bit) might have obscured vantage points in order to minimize player interrogation of the logic of their world, Miyazaki's team went a lightyear beyond. I often praise the world design in this game in the simplest way possible: I can close my eyes and walk through the entirety of the Lordran map and it makes perfect sense.

The environmental storytelling Dark Souls employs is excellent and a real show of how the medium of video games can uniquely engage a player in narrative. Instead of just trying to balance gameplay and narrative elements (though, as I said, Dark Souls does this elegantly and simply with an in-universe justification for repeated deaths in the hollowing mechanic), Dark Souls takes on the challenge of exploring how a player can interact with a story in a way a reader or a listener or a viewer couldn't. To once again compare Dark Souls to its successors, it ties this staggering amount of lore to engage with to a fairly simple fantasy story. You have clear goals at all times: get past this guy who's guarding the jail you're in; ring these two bells; find these four lords; link the flame or, if you found a hidden NPC, refuse to. Because Dark Souls knows that despite well-crafted lore and a straightforward plot, you as the player will have endless opportunities to generate your own experience and tale of navigating Lordran and overcoming its obstacles.

It's telling that the biggest criticism levied at Dark Souls is that its second half after placing the Lordvessel isn't quite as polished and complete as its first half. I can't think of many games where their biggest flaw is that they don't continue to be perfect and settle for being excellent. I find the level of dread I feel in Tomb of the Giants to be a big addition to its appeal (not to mention its open-ended puzzle structure where you can either find a way to light the way by being in-tune with the game's logic or just trial and error your way down it). Duke's Archives has a deviously simple puzzle at its heart that is one of the best aha moments in games. New Londo Ruins's gimmick helps it to channel a great horror vibe. And Lost Izalith feels like a great late-game victory lap over enemies who were powerful enough to have their health bars splashed across the screen earlier in the game. Would I be ecstatic if there were ever an effort to bring them closer to the team's original vision for them? Hell yeah. But what we got is still better than most games, and it's telling that the standard they're set against is this game itself.

Ultimately, Dark Souls is a game and a series that has striven to stand out by being entirely its own entity. Its continued intrigue and success speak to the fruitfulness of making daring creative choices and trusting players to co-create art with designers.

The moment when you realize why this is The game of the 2010's and not just a "hard" game is something beautiful.

Tough but fair... sometimes. I've played it twice and I think some parts are amazing (Artorious, Manus, Gwyn), and some parts make me want to die and then kill myself (Kind of everything else).

real fun is in pvp t bh lots of fun 2 b had

Fuck you Dark Souls. I love you


Una de las obras más relevantes de los últimos años en el medio, consistente en cada uno de sus apartados y sin duda uno de los mejores en lo que a estética de desafío, fantasía y descubrimiento se refiere, contando ademas con esta nueva versión que hace justicia al legado que se ha formado alrededor de este.

this game is completely designed for a controller.
right from the start you can tell that mouse and keyboard is not the way this game was meant to be played.
everytime i come back to this game, i realise something new. a new way to approach an area or a new way to escape from enemies.
its great to see that this game has so much to offer even after you spend tens hours and several runs into it.
personally, not a fan of the rpg elements of any game. but games like this forces and encourages players to learn the rpg elements.
during the intital stages of the game, it forces you to upgrade your stats to make your game experience fair against obstacles. but as you go further into the game it starts encouraging you by showing you the advantages of leveling certain stats and gives you the choice to choose what you want to do.
overall, a great game.
gotta finish it before a complete reivew

i played this game for a bit i probably will not play it again.

The pretty good one but not as good.