The DNA of Dark Souls: What made the games great
Editor's Note: With the recent release of more Dark Soul's 2 details, David Craddock dissects From Software's Souls series to find what made the first two games great, and what the upcoming sequel needs to do to follow in the lofty footsteps of its predecessors. Part one of the two-part series looks at game mechanics of the series.
In 2010, From Software announced Dark Souls, a spiritual sequel to 2009's Demon's Souls. Tension was high. As rewarding as it was punishing, Demon's Souls was heralded as the savior of hardcore gaming among legions of dedicated players who had grown tired of casual game tropes such as heavy-handed tutorials and adventures more linear and directed than a moving sidewalk. Our fears were unfounded. Dark Souls left fans broken, bleeding, but grinning as they gasped out, "Thank you, ma'am, may I have another?"
Late last year, From Software responded with the announcement of Dark Souls 2, due out not nearly soon enough. Excitement for the game is high, but once again, uncertainty dogs it. Series director Hidetaka Miyazaki is trading his director's chair for a supervisor role, turning the reins over to newcomers Tomohiro Shibuya and Yui Tanimura. The dual directors have stated their preference for directness over subtlety, which has some fans apprehensive. Do these guys have any idea what made Demon's and Dark Souls so great? We do, so let's help them out.



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