In fact, surviving the monsters encountered in Lothric, including bosses like the Egg Tree that fell into the deep pit, wasn't as daunting as it seemed. The battles with these bosses often felt easier than fighting certain mobs like the Black Knight.
Some elite monsters encountered along the way, such as the Ice Knight, Black Knight, or the Big Crab, could often be bypassed without engaging in combat. For ordinary mobs, the difficulty was slightly higher than previous monsters, but it hadn't reached an insurmountable level.
Understanding the attack patterns and mechanisms of these monsters was key. Once their routines became familiar, progressing wasn't too challenging. However, the core of the challenge lay in the price paid during the learning process—death.
It wasn't just the enemies that posed a challenge during battles. The terrain and environment of the maps often played a significant role. For example, in the Fortress, players were forced to decide whether to deal with the poison pools or the relentless yo-yo traps first. The combination of map hazards and monster placements made countless players cry in frustration.
Many players even felt that facing Shampoo in Fortress was more grueling than fighting bosses. Despite this, those who had made it this far did not direct their complaints toward Dark Soul. After experiencing earlier levels, players had a clear understanding of the kind of game Dark Soul was.
At the same time, the unique charm of the game shone through during this period. Players became increasingly focused on Chen Xu, recognizing him as the mastermind behind the experience.
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"I'm speechless. What kind of twisted genius could design a map like Farah Fortress?"
"Just look at my emoji-- it says everything about me!"
"One thing's for sure—Chen Xu's designs are pure nightmares!"
"Haha, I knew this about him ever since Escape. His reputation as a so-called warrior of love is a cover. He's really an evil mastermind!"
"Well said! But, brother above, I noticed your certified Neon Game Platform account. Why do you own every game by Chen Xu? And your Magic Mirror playtime—420.1 hours? Have you been glued to it for the past year?"
"Ahem, I was young and naive, and resources were limited... Let's not talk about that."
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Because of the map of Fortress, countless players have become active in the forum community.
However, at this juncture, Chen Xu surprised many by reposting a player's official blog complaining about the difficulty of Farah Fortress. Chen Xu even left a message below the repost.
The official blog's content was straightforward: The map of Farah Fortress is indeed difficult and ranks among the toughest.
This reply left countless players speechless.
Thank you for knowing that the design of this map is full of malice!
After venting their frustration, many players began to feel a spark of expectation.
Since the maliciousness of Farah Fortress is among the highest, gritting your teeth and pushing through it should lead to a bit of relief later, right?
Of course, not everyone was so optimistic. Some suspected that things would only get worse.
Their suspicions were confirmed once they managed to overcome the challenges of Farah Fortress. The next section revealed that while Farah Fortress is one of the most malicious maps, the difficulty beyond it doesn't necessarily ease up.
After defeating the Farah Undead Squad and unlocking the entrance to the underground cemetery, players found themselves experiencing a new level of love from the game.
In the underground cemetery, the torment continued. Skeleton warriors wielding massive blades and hordes of undead awaited every turn.
The scene was filled with traps that tested players' patience and reflexes.
Crossbow bolts would shoot out from hidden walls, blasting adventurers as they walked. A massive skull-shaped bone ball would drop from above, crushing anyone in its path. Innocuous bottles and jars, if disturbed, would release a mysterious mist, leaving many to once again stare at the words,
"You are dead."
For those who pushed through the underground cemetery, greater challenges awaited in the underground prison and the Capital of Sin. These areas brought more insidious traps and deeply unsettling visuals.
Timid players found themselves trembling, recalling the nerve-wracking atmosphere of Escape.
The eerie cries of giant-headed babies echoed through the halls. Maggot-infested creatures and human-shaped cages left players questioning their sanity. Corpses scattered across the ground would scream when approached.
Even the items dropped by defeated enemies added to the grotesque tone—rats and giants occasionally left behind what appeared to be excrement.
Seven red-iron-wielding prison guards formed a fearsome formation, the "Seven Slaughtering Guards," forcing players to endure intense battles. This trial alone gave rise to a shared understanding of the phrase: "roasted stock expert."
Many players who had pushed through earlier challenges—Ash Guda, the Lothric High Wall, the Undead Settlement, and the trials of Farah Fortress—found themselves demoralized here. The overwhelming difficulty left them hesitant to continue.
In a mixture of frustration and exhaustion, some players declared, "Let someone else pass on the fire. This journey ends here for me!"
Unlike others who simply stopped playing, these players were loud and unapologetic about their decision. This fire? Whoever wants it can take it!
The anchors of major platforms are experiencing a mix of suffering and joy.
The suffering comes from the game's inherent maliciousness and extreme difficulty, which seem nearly insurmountable. The joy, however, stems from the fact that players love watching these streams. For some, particularly those who have given up on the game themselves, there's a sense of empathy as they watch others struggle.
When the anchor fails, viewers often delight in sending a few teasing comments via the barrage. This blend of emotions has not only boosted the popularity of live streams and video platforms but also driven up game sales and popularity, bringing wave after wave of new players. After all, playing and watching are two entirely different experiences.
Many players initially think, "I definitely won't end up like this," after watching anchors face abuse and frustration. But upon purchasing the game, they quickly discover how wrong they were.
Players then respond to the challenge in various ways. Some simply ask for a refund. Others buy the game but never play it. Yet, a few persist, eventually awakening a special sense of determination, which allows them to appreciate the unique texture and charm of the Soul series.
While players endure this cycle of pain and triumph, Chen Xu sat in Neon Game's office with a smile, watching the steady increase in points. For Dark Souls, this emotional harvest seemed unstoppable.
At first, players contributed mostly resentment points. However, after defeating a formidable enemy or acquiring a powerful weapon, they experienced a different kind of satisfaction and happiness.
This duality is the essence of Dark Souls. It's not a game designed solely for torment. Alongside moments of frustration, players find joy in becoming stronger, outsmarting the producer's traps, and discovering clever new strategies.
Dark Souls is, without a doubt, an emotional rollercoaster. The game's ability to evoke intense feelings of both anger and euphoria makes it a masterful emotional harvester.
"The resentment meter is already overflowing!"
Chen Xu glanced at the golden props in the backpack, where four progress bars displayed different emotional levels. Among them, resentment was entirely full, almost overflowing.
Happiness still needed a bit more to reach its peak. Meanwhile, anger and sadness were about one-sixth of the way to completion. Based on the current trajectory, it was only a matter of time before those emotions reached their limits as well.
Leaning back in the office chair, Chen Xu enjoyed the fruits of this emotional investment. Just then, a knock sounded at the door, followed by the voice of Lin Rou, his assistant.