Chereads / We will start by healing the player / Chapter 125 - C125: Word of Mouth Reversal

Chapter 125 - C125: Word of Mouth Reversal

On the day and the day after Dark Souls went live, players who entered the game during this period mainly focused on how exaggerated the difficulty was and how malicious the settings seemed. These players also protested on Chen Xu's official blog and the official game platform. Although a few players defended the game, their numbers were still few, leading to a decline in the ratings.

However, now that two days have passed, although many new players who entered the game during this period were initially discouraged and quit, joining in various protests and criticisms, an increasing number of players are now defending Dark Souls. This shift can be most intuitively observed from the game's score. The player rating, which had dropped to 8.3 initially, has now climbed back to 8.5.

Normally, the ratings of most games tend to fall from high to low, but Dark Souls has reversed this trend. This clearly indicates one thing: many players who had initially given bad reviews have now changed their opinions.

At the same time, on the official game forum, numerous players who have been playing since the first day have shared their own experiences with the game. One of the long posts attracted thousands of replies and became a hot thread on the forum.

In this post, the player described their spritual journey of experiencing Dark Souls:

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"In the beginning, like most new players, I was beaten by the crystal lizards and discouraged by Ash Guda when I first entered the game. I was furious and gave it a 1-star rating on the spot. But now, I've changed my rating back to 9. I'm not sure if I'll continue to adjust this score, but as of now, I think Dark Souls fully deserves this rating."

"As Chen Xu said before, this is a unique ARPG game. What is the core of ARPG? The character's stats are improved, and the equipment gets better."

"Dark Soul also has such a setting, but Dark Soul is different. Attributes and equipment are only auxiliary; the real core is the players themselves."

"When I first faced Ash Gouda, I was constantly beaten and couldn't even get past his second form. At that time, I wondered how this monster could possibly be defeated."

"But after two or three attempts, I suddenly noticed that Ash Gouda's health was getting lower with each round. When I finally defeated him, the ultimate sense of accomplishment overwhelmed me. I never thought that defeating a novice village boss could make me feel so good."

"Looking back, I realized that Ash Gouda is just as I had first seen him, and my attributes and equipment hadn't changed. I had become stronger, but this strength didn't mean the character in the game was stronger—it meant I, as the player, had become stronger!"

"This is a feeling no ARPG has ever given me before."

"There's also the setting of the small map. At first, I found that there was no small map, and I was very confused, especially when I reached the Lothric High Wall and encountered the malicious trap layout."

"But after running through the map and dying a few times, I noticed that I remembered every corner of Lothric's high wall unknowingly. The whole map is interconnected, with special shortcuts provided. Moving forward and opening these shortcuts allowed me to quickly reach another area, which made me appreciate the subtlety of the maps in the game. Just think about it—how many maps in previous ARPG games can we remember clearly?"

"Conquering oneself and surpassing oneself—that is the charm I feel in Dark Souls."

"And when I think about it carefully, the map and level settings in Dark Souls aren't infinitely malicious. There are bonfire points where we can save the game, and what we need to do is to use the limited Estus Flask to reach the new bonfire, and then gradually make our way to the boss's room."

"I am deeply fascinated by sticking to the next campfire, defeating the seemingly invincible powerful boss, and surviving the siege of monsters."

"There's nothing in this world more fulfilling than surpassing oneself, and Dark Souls satisfies this!"

"This may not be a game that everyone can enjoy, but it is definitely not the garbage game that some claim it to be! Finally, I hope all players can calm down and experience this excellent game!"

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After the first batch of players arrived at the Lothric High Wall, and some players with a talent for action games almost figured out the relevant settings of Dark Souls, those who had fully awakened certain attributes soon lost control.

These players, who had already died in Dark Souls countless times and were still dying, started posting exhortations on forums and official blogs. More and more of these posts appeared, and they became increasingly detailed, with many even praising Dark Souls as a masterpiece.

As more players discussed what appealed to them about Dark Souls and what they enjoyed in the game, others began to re-evaluate and think more critically about it. After all, herd mentality often influences numerous people. It's not that everyone thought the game was fun simply because others said so, but at least it made players reflect more objectively and find their own voice.

This shift in perspective encouraged some players who were initially on the verge of giving up to continue persevering. After defeating Ash Gouda, they experienced firsthand the unique charm of Dark Souls.

It can be said that Dark Souls is a very special game. The game intuitively gives players the feeling that they are gradually becoming stronger. One of its core design concepts is the level-advanced progression.

The attack methods of the bosses in the game and the traps hidden within the map are traceable. For instance, when battling Ash Gouda and the swordsman, the raised hand before their attacks allows players to react accordingly. All the monsters in Dark Souls are designed with this level of predictability, which is why some refer to the game as a backboard game.

Unlike pure action games, where player response is more immediate, Dark Souls focuses less on fast reactions and more on familiarity with boss patterns and mechanics. Once players understand these mechanics, defeating the bosses becomes far easier.

This design allows players to feel a tangible improvement in the game. Initially, they might encounter a monster, only to be defeated in seconds without even landing a hit. But after repeated attempts, they realize they are now able to defeat the opponent.

This sense of growth is one of the core joys of playing Dark Souls.

After overcoming the trial presented by Teacher Ash Guda and surviving the Lothric High Wall, the vast world of Dark Souls begins to unfold before players. The undead dragon on the Fire Dragon Bridge makes countless players exclaim, "Fire!".

These elements continue to attract players, drawing them deeper into the game's lore and challenges.