Fear of the Red Phantom: Discovery, Refinement and Online Play In Dark Souls II
Gathered at the Dragon Shrine’s first bonfire during downtime, my friend and I are having the conversation everyone’s having around the time of Dark Souls II’s release: it just isn’t as good as the first one. It’s not as hard, and when it comes to Dark Souls, that’s damning. We talk about how its bosses are less memorable for their abundance, how the ease of co-op play skews the challenge of the series in favor of catering to fans’ desires. We agree on the game as a whole being less memorable, less important to gaming’s canon in the way so many “improved” sequels are, but my friend has trouble reconciling my assessment of its difficulty with my cowardice. How can I say the game as a whole is easier when I’m actively avoiding one of the game’s biggest features?
I’d starting actively avoiding phantoms whenever I played, quitting to the main menu immediately. Sometimes I’d just Alt+F4 entirely, taking the arrival of an enemy player as a sign I should stop playing for the night. I was afraid of these phantoms, but not because I couldn’t beat them; I’d slayed more than my fair share of fools looking to knock me off a cliff. But they were such a hassle, especially in zones custom-built for player-versus-player fights, like the Belfry Luna, where it was harder to escape. I kept saying Dark Souls II was easier, but I couldn’t be bothered to engage in one of the most changed features. Why?
I don’t have a good answer for him, because the answer I was looking for at the time was so trite: I avoid other players because online play wasn’t what Dark Souls was to me. But now, a year after its release, I realize running from these phantoms made me miss Dark Souls II’s defining feature.
For me, the Souls series is simultaneously about discovery and refinement. It’s about not knowing what’s around the next corner when you first enter an area, afraid that the next enemy you’ll see will be the one to make you spout your next expletive, and about running a gauntlet over and over to make it to the next checkpoint. It’s also about all the other minor things that make up its core—the experience of quick deaths, fighting tooth and nail to make progress, and reimagined corpse runs. It’s about not knowing and knowing all too well.
But every title in the series eventually becomes about the latter. Like with every notoriously difficult series, you can only have one first try. This shouldn’t be news to most Dark Souls players. But when it comes to this “lightning can only strike once” mentality, the Souls series has had the incredible luck of emerging not as a single, marketing-fueled blitzkrieg that swept the gaming consciousness with a single blow (as many other big-budget games do), but rather as a crescendo, building steadily from cult favorite to verified classic over the course of three games and six years.
To begin, Demon’s Souls seemingly came from nowhere, though we now know it as a spiritual successor to King’s Field. It was an eyebrow-raising curiosity when it was first released by Sony in Japan as a PlayStation 3 exclusive in ‘08, with no plans for an American release. Once the Japanese game-playing audience and importers go ahold of it, it gained its status as a cult hit, and an American version of the game (still PS3-exclusive), published by Atlus followed the year after. Because it wasn’t intended as a mass-market title, Atlus wasn’t Sony, and From Software was not a revered developer outside of a small following, the Souls series began in the U.S. as a critical darling, triumphant in a number of ways but limited at the time by many aspects of its release.
Dark Souls’ release was accompanied by anticipation due to its progenitor’s critical reception. It finally cemented the series’ place as a rarified classic. Whether they liked these games or not, most enthusiasts had to acknowledge the series as influential; similar games made in its wake had to learn from it to adapt to the market that it had nourished. Though Dark Souls hit the ground running, even it took a while to gather all its steam, propelled into true stardom, no doubt, by the concurrent rise of online streaming and Let’s Plays.
The staggered release of the Souls games—from Japanese oddity to console-exclusive, critical darling, genre-redefining classic—is important because it meant that new audiences were constantly “discovering” the game. These phases of popularity built on one another, new players followed by new players, and so the games always felt like something new to a significant slice of its audience. This added to the game’s aura of mystery and discovery. Despite its burgeoning popularity, it still felt like a cult game, like gaming’s worst-kept secret.
It helped that Demon’s Souls and Dark Souls, though in many ways similar, were different in clearly identifiable ways. Both were about discovering new areas, treading lightly to make progress, and backtracking to find new paths. Demon’s Souls emphasized the power of a single triumph through its level-oriented design. Dark Souls emphasized critical thinking by couching its discovery in a more interconnected world. This made Dark Souls feel far more “new” than most other sequels. The connected world felt like an entirely new experience of discovery.
Dark Souls II, pushed more heavily as the big-budget game the series had initially diverged from, was less apparently different. Its audience was ready to tear through its secrets, confident they’d find new twists to sink their teeth into. But in modifying a slew of its precursor’s features instead of inventing new ones, the sequel emphasized refinement far more than it did discovery. And as my friend, I, and many others noted, it simply wasn’t as hard, which meant fewer repetitions, and subsequently less refinement. More importantly, however, players sussed out its nuances more quickly, after creating a culture of collective discovery after the first two games. The game was less veiled in mystery. Less refinement, less discovery, less memorable. Lightning couldn’t strike a third time.