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Friday, 24 April 2015

The Problem with From Software, Souls, Bloodborne, and Gaming Media

Back in 2009 I remember reading a review over on Eurogamer about some game called Demon’s Souls. From the sounds of it at the time, this was a rather obscure, unique and hardcore (on that generation of hardware) Japanese title that looked as though it had little chance of ever arriving in Europe. Even so, I was fully enticed by Keza MacDonald’s glowing review,[1] of a game with huge depth, with considered and challenging combat, and with a hybrid online system that was neither an MMO nor fully single-player. Like the game itself, the coverage of Demon’s Souls evoked the type of mystery that oozed from Boletaria, the game’s fictional fantasy setting. Having decided Demon’s Souls was likely a game I would never get to play living in the UK, I bought a US imported copy from eBay and thanked the Gods of technology that Sony had decided to keep their system region-free.[2]

So, how was the game? Well, most gamers are now, surely, probably aware of the quality of Demon’s Souls, since it was that game which sparked the current craze over From Software’s current fantasy action-RPG titles. However, when I played Demon’s Souls I was a member of the first wave of gamers encountering these type of games. Of course, there existed countless of others who had previous experience with the King’s Field series too. Regardless, to us born in the 70s and 80s, these games represented a reawakening of the type games which became the foundation of our gaming ability. Back in the day, if you died in a game you were punished. You had to get good; you had to learn. These days most games are too afraid of punishing players, and aim to appeal to as broad an audience as possible. This isn’t necessarily a bad thing, but by skewing the content of games away from challenge, and skill, and precision, there immediately arises a new market of gamers looking for something different; in a way, to spite the fact that too many games are simply too basic, and too eager to molly-coddle players. Of course, the setting, the atmosphere, the mystery, and the sound of the Souls games are also as valid as the gameplay, but the latter plays a huge part in drawing in bigger audiences who feel bored with existing “triple-A” titles.

Demon’s Souls, then, rekindled a standard of gaming most of us had not seen since the 1990s. But it was also a genuinely good game; but not perfect. MacDonald’s praise was, by and large, accurate but – as is often the case – she let the rose-tinted glasses get in the way of criticisms which are obvious for all to see. For a start, From Software, for some unbeknown reason, felt that platforming was a viable option for this and other Souls titles. The problem is, that movement and jumping are hugely clunky in these games, and assigning a jump function to an analogue-stick is usually a good indication that certain design aspirations are clearly not meant to be. Yet From Software went ahead and put sections – however brief – into the game which require some form of balance and platforming. But trying to manoeuvre a double-decker London bus across a tightrope would be beyond a joke in reality, which is exactly how it feels to play Demon’s Souls at times. Furthermore, the framerate drops substantially during certain sections of the game. This usually occurs, as is often the case with some games, when the game’s engine buckles under heavy load; too many enemies on the screen, too many particle effects, and so on. Finally, those who wrote about the Demon’s Souls lauded the perceived fact that the game was “challenging, but fair”. Again, this is somewhat untrue. For, perhaps, 85 per cent of the game, if the player dies it is through their own mistakes, which is great. However, there are sections of the game which are clearly designed to be unfair on the player. One section, in particular, sees the player wading through a swamp-like environment, where entering the knee-deep water (which is unavoidable) slows the player substantially; dodging becomes much more difficult, as does general movement. Yet enemies maintain the same movement speed and attack capabilities in the water as they do on land. There exist specific enemies called ‘Phantoms’ who also loiter in this area. Phantoms are essentially the NPC equivalent to your character, yet in this environment they, again, can move at full capacity regardless of the swamp. How is that fair? Furthermore, there are countless occasions where death is almost inevitable; to encourage trial and error. Again, setting up a trap that even the most conservative of players will fall foul of is not fair design; it is cheap.

That Demon’s Souls has noticeable flaws is, then, undeniable. However, such flaws are only minor blemishes on an otherwise solid 8/10 title. A game that, if improved upon, could go on to achieve great things. Surely, the upcoming “spiritual successor”, Dark Souls, would go above and beyond its predecessor, with From Software acknowledging the newfound popularity of Demon’s Souls, and fully willing to push themselves further to go one more beyond their first title; to go from ‘solid’ to ‘superb’. That was my theory, anyway. In reality, however, Dark Souls was a disappointing failure.

Dark Souls, released a couple of years after Demon’s Souls, was essentially the same game as its predecessor. The combat was the same. Movement was the same. The graphics engine was the same. Many of the weapons and armour looked eerily familiar. This was, simply put, Demon Souls 1.5. Many will argue that the tweaks to use of magic, or the multi-layered, multi-faceted environmental design, or need for new boss-tactics was original ‘content’, but the core argument remains true: Dark Souls is almost exactly the same as Demon’s Souls bar new locations, new weapons and armour, new music, and new bosses. This was what we older PC gamers would call a traditional expansion pack, of sorts. That would have been fine, but From Software, somewhat unfortunately, had the gall to peddle Dark Souls as a fully-fledged and improved sequel (with a full RRP to boot), which it clearly is not. Dark Souls is a lazily designed game, clearly intended to bridge the gap between audiences of Demon’s Souls on the PlayStation 3, and new fans to the franchise on Xbox 360 (and, eventually, PC). From Software merely took the same engine and pumped out some content, rebranded as an entirely new game, and shoved it out the door for quick gains; on the back of the unexpected but huge success of Demon’s Souls, but also on basis that new fans would be acquired across multiple platforms. Personally, I can understand this tactic from a business perspective: using existing design software to create a more-or-less similar game to keep existing fans happy, but also to release on more platforms to create a greater market share. It’s hugely cost-effective, but it is, like it or not, hugely lazy. From Software made no attempt with Dark Souls to push the formula forward, and they did absolutely nothing to suggest that they had any new concepts or ideas to utilise within this or future titles. However, since Dark Souls was, in actuality, a cost-effective and successful business decision, I am willing to give it a free pass for the time being; a lazy but nonetheless decent 7/10 title with diminishing returns for those who played Demon’s Souls. That’s fine, I guess. As such, I was fully anticipating and expecting Dark Souls II to finally illustrate what From Software had really been working on for all these years. Dark Souls II would, surely, be the first foray onto new and better technology, with new and original concepts, and a genuine feeling of “this is a sequel” about it.

Oh, how wrong I was. Yet again, From Software, with a staggering 5-year gap since the original Demon’s Souls, pushed out the same game yet again. The graphics engine was the same. The combat was the same. The weapons and armour were even the same. From Software even had the cheek to reuse enemies and entire boss battles from the previous title! This was laziness on a new scale. I was staggered that, after 5 years of utilising PlayStation 3 technology, From Software were still content with pumping out the same game yet again. Where is the inspiration? Where is the desire to push the envelope? If anything, Dark Souls II was a complete regression for the entire series, with recycled textures, enemies, weapons, armour, sound and graphical effects, and the almost complete lack of narrative or context. Here we were, in 2014, with a game that still had NPCs with no lip-syncing to speak of, with framerate issues when too much was happening on screen (less noticeable on PC, granted), and, one again, with ridiculously clunky platforming sections. Watch a YouTube video of Demon’s Souls and then watch one of Dark Souls II and be astonished at how little difference there is to distinguish between them. Call of Duty and Assassin’s Creed get called out every year for recycling repetitive content, yet here we are, with a popular “hardcore” title doing the exact same thing. Why are we not calling From Software out on it? Dark Souls II is the epitome of design laziness. I loved Demon’s Souls, grew bored of Dark Souls, and felt Dark Souls II was an insult, especially when, once again, a full retail asking price was required to play the game. Diminishing returns is killing this series. Dark Souls II is a 6/10 game. It is a game that has quite literally squeezed the tube of content as far as it can go, yet the media lapped it up. What is happening here?

Once again, what is happening – and all that as ever happened – is that the gaming media is showing itself to be entirely incompetent, uninformative, and entirely absurd. This is a collection of journalists who will comply with a level of double-standards that is beyond incredible. In a 6/10 review for Batman: Arkham Origins, GameSpot reviewer Carolyn Petit argues that the game has little ‘surprise or innovation’; that the game is, essentially, identical to Arkham Asylum and Arkham City. As it happens, I do not disagree with these sentiments: Arkham Origins is, undoubtedly, lacking in originality and relies upon the same graphics engine, combat and stealth design, and overall design philosophy of the first two games in the series. Diminishing returns makes it a lesser game. However, GameSpot then go on to award Dark Souls II a 9/10, where mention of lazy design, diminishing returns, and lack of ‘surprise’ or ‘innovation’ are completely omitted. Why does Dark Souls II – identical to Arkham Origins in terms of its copy and paste philosophy – get a free pass? This is hypocritical beyond belief, and merely evidences the amateurish nature of modern gaming journalists. They are an embarrassment to the journalism profession.[3] The problem with having such blatantly bad reviewers is not insignificant, either. When From Software consult Metacritic, for instance, they will feel contented that Dark Souls II is a success with little-to-no need of improvement. Since they’re a Japanese developer, they’re not likely to look under the bonnet of mainstream media – they will not look at blogs like this, or forums, or the comments section on reviews. I know most people who play these games are happy with what they’re getting, and that’s great, but some of us want and expect more. Having idiotic reviewers blow smoke up From Software’s arse does not bode well for further Souls titles, as the same copy-and-paste, recycled and lazy design will continue.

So, what about Bloodborne? Ironically enough, the exclusivity deal with Sony has actually meant that From Software have been forced to alter the formula somewhat. This time, we have a game with a radically different setting, and a substantial shift in combat design. However, much remains the same. The graphics engine is exactly the same one as utilised for Demon’s Souls, for instance, which is beyond shocking. The UI is eerily familiar. Picking up items looks and feels the same. NPCs still have no lip-syncing. The load times are laughable (a patch is meant to alleviate this, but I’m unsure how successful it is). I’m happy that From Software are attempting something slightly different, to be sure, but should we not expect new and better technology by now? And, again, why are the media saying absolutely nothing negative in this regard? It seems like gamers and journalists alike have been completely swept-up by the nostalgia of “hardcore-ness” and “challenge” that they have lost all faculty to highlight obvious flaws with these games. By the same token, it is fair game to call Call of Duty derivative, or Assassin’s Creed repetitive and boring. Yet Activision and Ubi-Soft are doing nothing different to From Software. It is bizarre and hugely annoying.

Ultimately, there is very little I can do as a one insignificant blogger on a webpage that likely gets as many as 3 hits per year. But what I can do, regardless, is vent my frustrations and write down my thoughts in a way that feels more constructive than continually moaning to my friends about it. With that in mind, here is what I would suggest to From Software if, in some parallel universe, they ever asked me for my opinion on the Souls titles:

-       - Firstly, it is time to upgrade the technology and have the Souls games at least on-par with existing current-gen games (which it fails at miserably as things stand)

-       - Secondly, introduce new gameplay concepts and ideas. Bloodborne is cool in terms of basing combat on dodging and counterattacks, but how about adding that as an additional class-based dimension in the Souls series (e.g. as a rogue or dual-wield warrior type, on top of existing classes)?

-      -  Thirdly, sort the controls out and make movement and jumping more fluent and less clunky. If you insist on placing narrow-ledges and jumping sections in the games then you’d better make sure the gameplay can accommodate that without players feeling frustrated.

-      -  Fourthly, sort the multiplayer out. Demon’s Souls was great for the way it mixed a unique style of offline and online play together. However, after four games it has gone past the point of stupidity that I still cannot summon and play with a friend co-operatively, from start to finish, without jumping through countless hoops and ensuring abstract criteria are continually met each time one of us dies.

-      -  Fifthly, having the player rely on item descriptions to glean parts of the narrative is not good writing or game design. Again, Demon’s Souls was allowed a free pass because of its initial glory, but it is entirely plausible to offer a game with mystery and a sense of isolation without necessarily resorting to the anti-Souls trends of cut-scenes or hours of NPC dialogue (see: ICO and Shadow of the Colossus).

-       Sixthly, try and simply up the scale of the games. It is clear that just about as much that can be achieved has been achieved in these games. New technology should allow a broadening of content, of environments, of enemies, and of the sheer amount that can happen at any one time. As it stands, trying to hit 30 frames-per-seconds on consoles, and trying to avoid framerate meltdown ensures that inspiration is kept in check. Future titles can be less restricted and so could offer much more.

-       - Seventhly, modernise the bloody UI! The UI and menus look like they’ve been torn straight from the PS2 era. It doesn’t need to change the aesthetic style of the game to simply tidy-up and polish non-gameplay components. This is really something that has annoyed me since Dark Souls, as it simply evidences a “can’t be arsed” attitude from the developer when it is one of the things most easily upgradeable with sequels.

So there we have it. Seven bullet-point improvements that I would like to see adopted in future Souls titles. There are likely more to be added, but at the current moment these are the most pressing concerns. Of course, the odds of any of the above being implemented any time soon are slim when reviewers are constantly assuring From Software that anything they touch is almost-perfect. As it stands, however, I can be content with knowing that I have contributed something – as minor as this is – to a debate that seemingly doesn’t exist, but should.



[1] It is worth noting that I actually respected MacDonald at this point, but she appears to have diminished in objectivity and genuine journalistic agency over the past few years, and is no better or no worse than the countless other useless gaming “journalists” contributing their laughable drivel to various websites and print media.
[2] Of course, the game did eventually make it to Europe based on its huge popularity in Japan and the US.
[3] It is worth noting that this trend is not only apparent with Dark Souls II: many other games have often been dismissed for being too similar to previous iterations, while others – if the reviewer is feeling particularly bone-headed – are be praised with little-to-no mention for diminishing returns.