Chereads / We will start by healing the player / Chapter 122 - C122: Doubtful

Chapter 122 - C122: Doubtful

Players like Song Ren, Zhang Yi, Wang Han, and others who started Dark Souls for the first time feel completely overwhelmed. Many even begin to question whether something is wrong with the way the game introduces itself, or something wrong with how they play the game.

The reason? This is downright malicious.

Anyone who experiences Dark Souls typically goes through four distinct stages of emotional change.

Elation: Before entering the game, there's an air of joy and excitement. Players are eager to pass the so-called fire of hope and become the fabled fire passer.

Shock: That enthusiasm is quickly doused upon encountering enemies like Crystal Lizard and Ash Guda. The harsh reality of being repeatedly beaten leaves players stunned.

Renewed Confidence: After persevering and finally defeating Ashes Guda, a newfound wave of confidence arises. Players feel a sense of accomplishment and are filled with hope for the journey ahead.

Despair: The moment they reach the Lothric Walls, doubt creeps in. Players realize the game's true tone—utter mercilessness.

In this world, everything hostile and capable of movement can kill you. Even the so-called Porsche, the affectionate nickname for the gem crystal lizard, offers little reprieve. Enemies may go down with a few hits, but the same applies to the player. Every hit taken feels like shattering glass—fragile and unforgiving.

Armor might help, but only marginally. It feels like putting a thin plastic bag over that same glass. Essentially, no matter how insignificant a monster seems, it has the potential to end your journey in moments.

Even basic corpses become deadly if faced in groups. A single mistake while handling two or three enemies can result in a quick demise.

The game's level design also reflects this malicious spirit.

After defeating a small group of enemies and marching forward with renewed confidence, players are ambushed at the next corner by a dagger-wielding corpse. A seemingly lone enemy often turns out to have hidden accomplices waiting to spring a sneak attack.

The first treasure chest encountered within the High Wall of Lothric? A treasure chest monster. Many players surrender their precious lives at this early stage, only to realize that the game is riddled with similar surprises.

Other notorious traps include A dragon sneaking over the bridge, The Lothric Knight patrolling the corridor, Pus Man on the rooftop, and The spear-wielding knight lurking in the room.

And when players finally reach the courtyard full of corpses, the Winged Knight with a massive axe delivers a brutal lesson in cruelty.

For those joining later waves of players, the experience is slightly more manageable thanks to the game's advice system and bloodstains left behind by others. These messages, whether warning or encouragement, serve as small lifelines in a world designed to crush even the most determined spirit.

Players can leave comments in certain areas to guide those who come after them. Bloodstains also appear on the ground where players recently died, serving as warnings for those who follow.

In the treasure chest room, experienced players will usually stay cautious when they notice blood on the ground. However, new players venturing into the wasteland for the first time may not be so lucky. Everything they encounter is unknown, and they must rely on their instincts.

Of course, seasoned players often leave advice for newcomers. Some of this advice is genuine, while other hints can be deceptive. For example, a player who previously suffered losses might leave a warning like, "Beware of treasure chests." Others might leave ambiguous messages such as, "There's a big treasure in the chest."

While the advice system includes a like-and-click function to indicate helpfulness, its usefulness can be limited. Impatient players, or those who fail to think critically, often follow the hints left by others without question.

This advice system is one of the main reasons many players persist in Dark Souls. It reminds them they're not alone in their struggles. Humans tend to endure hardships better when they know others are facing similar challenges—or even worse ones. This shared sense of suffering provides a strange kind of comfort.

Still, shared misery doesn't erase the challenges. A player may think they can defeat a particular enemy, only to be proven wrong. Conversely, they might feel incapable of succeeding and give up before truly trying.

One of the game's most infamous features is the way slain enemies respawn whenever players teleport or rest at a campfire. Another frustration lies in the game's core mechanic: souls, which act as both currency and experience points. In many action RPGs, collecting resources feels rewarding, but in Dark Souls, it can feel like a burden.

When players accumulate a significant number of souls but don't have enough to level up, the tension builds. If they die, all their souls are dropped. If they die again before retrieving them, the souls are lost forever. This system subjects players to both physical and emotional stress.

After enduring grueling battles in Lothric, some players retreat to the Fire link Shrine, drawn by the attractive presence of the Fire Keeper. They find solace in her gentle voice and often imagine the face behind her mask.

Her words reignite their motivation to continue spreading the fire.

However, the shrine is not without its irritations. Nearby, a despondent figure known as the Crestfallen Warrior sits by the stairs, spreading negativity with every word. His constant pessimism can push emotionally fragile players over the edge. Some, in their frustration, lash out and attack him.

This act of aggression turns him hostile, revealing his true nature. The Crestfallen Warrior proves surprisingly skilled in combat—rolling, drinking Estus, and shielding with finesse. His grim smile seems to mock the players: "You dared to call me Crestfallen? I'll show you what that truly means!"

Once hostility is triggered, there's no turning back. He will relentlessly pursue players whenever they return to the Fire link Shrine, leaving no chance for reconciliation.

Misunderstanding or not, players who choose to attack the Crestfallen Warrior often regret it.

Once when you were slippery, twice when you were cheap, and slashed three times in a row—are you really calling this a misunderstanding?

Come on! Hip-hop with me!

Additionally, the blacksmith doesn't remain hostile even after you attack the old woman who sells items; the situation resets later on. However, the blacksmith himself refuses to serve players after such actions. Interestingly, if you kill the old woman, she'll still offer to sell you items. It is that the price of forgiveness is too high!

While it's possible to atone for your sins later using souls in the sewers of the subsequent map, most players have no idea about this at the time. Even if they did, it wouldn't help much—they'd still be unable to proceed, and the soul cost for redemption would feel unbearable.

Many players, overwhelmed with frustration, have resorted to deleting their saved files entirely.

At the start of the game, such moments might seem like settings meant to persuade players to tread carefully. But by the time you've fought Ash Judge Guda and reached the Fire link Shrine, certain attributes within you have likely awakened.

Although desperation sets in, it often comes with a strange sense of satisfaction. After all, the ability to attack NPCs and trigger unique reactions is a rare mechanic in most games.

That said, not everyone reacts the same way. Some players embrace these challenges, driven by the game's allure, while others vent their frustrations on online forums:

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"F***, Chen Xu is really out for revenge on the world! The dark Soul is pure malice!"

"+1. If you hate being abused, don't buy it. I'm done with this!"

"I thought this was a lawn-mowing game, but no—it's just a player chopping game!"

"It's an old meme, but still: The Warrior of Love. Hehehehe…"

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Many disheartened players have taken to warning others not to buy the game. However, some players are actively encouraging others to jump into the pit, just so they can share the pain.

Not all of them are trolling, though. For a few, the game's art, mysterious world-building, and thrilling boss battles are captivating enough to endure the suffering.

To be fair, the Nebula game platform clearly labeled Dark Soul as a difficult game. Compared to typical ARPGs, it's definitely more hardcore. But let's not exaggerate, alright?

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"Exactly! When did Chen Xu ever say this was a lawn-mowing game? He specifically said it depends on the player's skill!"

"+1. Action games are what they are. If you get it, you get it. If not, well, tough luck."

"I highly recommend this game. The Fire Keeper at Fire link Shrine is absolutely stunning. She's officially my wife now!"

"Bro, your wife is awesome! I have a dark soul too. She is my first wife too!"

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For now, though, the complaints and criticisms still seem to outweigh the praises.