@Felthry it's good. Though, there's an in-game player to player hint system that's not as helpful as it's meant to be since fewer people are still playing.
So you'll probably have to look some stuff up.
@starkatt Mrf. Did the later ones in the series improve on that any?
I'm interested in it because we've heard it's a really good example of storytelling through indirect means
@Felthry I have no idea, I only played 1.
Yeah though the worldbuilding and tone-setting is really well done. There's a lot of meaning communicated through gameplay and architecture that's rewarding to engage with.
@Felthry hard: having to learn enemy patterns the hard way, fights that require practice, dedication, and composure.
Unfair: hiding save points, map design that deliberately leads new players to an area above their skill level, an area where you have like a five foot light radius and have to navigate cliffs and no-warning ambushes by tough enemies.
@Felthry so Dark Souls 1 has a interesting mix of game design that's really hard and game design that's unfair.
The first is *really* rewarding to engage in, as progress feels like a personal accomplishment. You earn every step.
Less of the game is unfair, but it was enough that I decided I was some before finishing it. I had already gotten through the hardest fight so I called it good.