When Chen Xu began developing the follow-up model, the overseas version of Dark Souls was finally released in various countries after a period of promotion and anticipation.
The game's pricing varied by region. In Europe, it costs 49 euros, In North America 49 dollars, and In the United Kingdom 49 pounds.
This made it about 5 dollars cheaper than most major titles on the market. However, the overseas pricing was still significantly higher compared to the domestic version.
As a developing country, lower pricing is the norm.
Once Dark Souls went live, many overseas players who had been following the game closely purchased it immediately. They were curious about this game that had earned high scores from media outlets like Game Spot.
For those hesitant about the game's authenticity, the availability of a refund option eased their concerns.
Upon entering the game, players quickly confirmed one thing: this was no marketing gimmick. The actual gameplay closely mirrored the promotional content.
With time, players worldwide began to experience the unique allure of Dark Souls.
[You Are Dead].... (You Died).... * the gamer population * [1/13] * 99
In the Cemetery of Ash, Guda, who had been nicknamed The first teacher by Chinese players, reclaimed his dominance overseas. The halberd-wielding boss demonstrated its terror once more, defeating players in different countries and humbling countless Ashen Ones.
The intricately designed death animations left a strong impression.
Foreign players not only marveled at how naturally and creatively they could die in the game but also picked up some Chinese characters during the process.
When they finally conquered Guda, they reached the Fire link Shrine and progressed to the Lothric High Wall. Just like domestic players, the new challenges left them battered, bewildered, and thoroughly enthralled.
An Insidious Monster Layout, a Cunning, Sinister Trap. For those who have experienced Dark Souls, the reaction was unanimous: stunned disbelief.
How could a game be this unforgiving?
Game media like Game Spot had already mentioned terms like malicious and difficult in their reviews, but few players took them seriously. After all, no matter how tough a game claimed to be, could it truly be impossible to conquer?
Now they know: yes, it can.
In online forums and gaming communities, overseas players echoed the same sentiments as their earlier domestic counterparts. The discussions were all about the brutal difficulty of Dark Souls.
However, unlike domestic players, who initially plunged into the game blind and unprepared, many overseas players had some prior knowledge. Game Spot and even the developers themselves had been upfront about the challenge during promotions. Yet no one expected this level of difficulty.
Adding to the experience, various gameplay guides and strategy videos from China had already begun circulating online. While these guides didn't cover every detail, they offered insights into gameplay styles and tactics.
Some foreign players searched Chinese platforms for these strategies and analysis videos.
Broadcasters on overseas live-streaming platforms also showcased level-by-level strategies for Dark Souls.
This exchange of information helped overseas players to some extent, sparing them from the completely blind trial-and-error phase that domestic players endured.
Still, the help only went so far—success in Dark Souls required grit and determination.
__________________
"My God, Dark Souls is so difficult. Before playing this, I couldn't imagine a game daring to push players like this!"
"Right? And the kicker is, that there's no option to choose a difficulty level. You either accept the challenge or quit altogether."
"I have to admit, that's really bold. This company did what most developers shy away from. I respect them—and the designer behind this game—even more for it."
"Do they have other works? I'd love to explore more from this team!"
"You can check it out on YouTube. This is the first major game developed by this company. Previously, they focused solely on independent games, but their work in that field was equally remarkable."
"Really? I wonder when it will be released here. I'd love to learn more about their other projects!"
With the overseas launch of Dark Souls, its popularity has been steadily growing.
__________________
Domestically, the game naturally benefits from a large population, but the overseas market—encompassing Asia, Europe, and North America—is equally significant and impressive.
While interest continued to build, the first week of overseas sales for Dark Souls brought promising results. On the first day alone, global sales reached 220,000 copies. Though not exceptionally high, this figure is noteworthy given Neon Games' limited influence overseas.
The game's publisher, Target Software, lacked significant international recognition or backing. Awareness relied heavily on reviews from gaming media like Game Spot and online advertising.
Many players initially adopted a wait-and-see approach, but sales surged on the second day. By the end of the first week, overseas sales had climbed to 1.6 million copies.
The current momentum suggests this is just the beginning. Monthly overseas sales are projected to surpass 4 million copies—a target that seems easily achievable.
The game's success mirrors the reception from domestic players. As players progress through the storyline, they uncover the gripping narrative of Dark Souls, drawing overseas players into its intricate and despair-filled plot.
Collaborations with prominent video bloggers have further amplified the game's reach.
These influencers shared engaging content, including videos analyzing the story and lore of Dark Souls. This approach has significantly boosted the game's reputation, driving even higher sales figures.
With combined domestic and overseas sales, it's clear that Dark Souls will soon enter the prestigious 10-million sales club.
Regarding revenue, foreign income involves additional processes such as tax returns, so it may take some time for the funds to appear in the company's accounts.