The Best Dark Souls Locales Based Purely on Vibes

When it comes to From Software’s venerable Souls games there’s a natural impulse to rank areas. Pitting Toxic Swamp against Toxic Swamp to decide Toxic Swamp Supremacy. Which Blighttown is the Best Town? Is Lothric really classier than Drangleic? The Top 10 Precipitous Walkways Where Miyazaki Failed Us as Gamers. We rank their boss runs, we rank them by length, we rank them by an arbitrary, generalized “best and worst.” With so many different games, each with its unique (or not) spins on catacombs and cathedrals, it’s a natural impulse to stack them against one another and turn it into a bloodsport on the internet…
Which is good, normal, and completely healthy.
But I’m tired of secrets and lore-specificity, of linearity and loop-back. Who cares if a toxic swamp isn’t toxic enough or doesn’t impede movement (Hi, Valley of Defilement)? Is that boss run really too long, or are you just a stressed out OL with not enough time at the end of a long day? None of that matters to me. I’m only here for the vibes.
Altar of Storms, 4-3 (Demon’s Souls)
One of my favorite memories is when my mom first took me to the Baltimore Aquarium, and I got to see the stingray tank. It was my first time seeing them up close. They were so beautiful and alien gliding in wide arcs through the clear water, occasionally flapping their wings. Later, manta rays would take over my interests, with their giant wings crashing up through the water and then back down again, gliding like stealth bombers of the deep.
Now imagine you’re on a jagged, craggy beach. One of those cold stormy rocky beaches. Rain comes down in torrents and through the clouds that’s when you see it: The Storm King. A terrible giant demonic manta ray… flying through the fucking air. And then he unleashes a half dozen smaller (but still huge) demonic rays from his back. These ones are furious and frenzied and they swarm like sharks with blood in the water.
Shaded Woods (Dark Souls II)
We begin our journey into the misty woods with an exasperated, half-dressed, formerly-petrified brunette blocking our path. Rosabeth of Melfia is our introduction to our first vibe-laden locale of the second Dark Souls, and from this wear-anything Pyromancer, it only gets more exotic, lush, and mystical. The aptly named Shaded Woods is a retreat from the amber and grey murk of cave and castle. There’s no bleak and bleary lighting of a never-setting-never-rising sun like in Majula. It’s damp and green and diffusely lit with a persistent fog that hangs in the air, intensifying in a grove filled with ghostly, assassin apparitions. But that just adds to the ambiance. This forested trail littered with ruin and rock is teeming with a myriad of exotic denizens you’ll just be dying to meet—from grotesque toxic goblins to the lion-headed warriors of a far-off and long-forgotten kingdom. And if humid verdant luxury is not to your fancy, try visiting the ruins of a sandy arena; I guarantee you’ll either make a lifelong friend or die horribly to Turk, the clinically depressed Manscorpion! The Shaded Woods is truly an adventurer’s idea of the ultimate nature retreat. But don’t take my word for it, just ask the famed heroic sellsword who finally found piece in the beloved grove, nestled in a cozy hovel of fractured granite:
“Now I watch the days go by, and gaze at the night sky, thinking of finer things, far removed from war.” — Vengarl, the Head of
Chasm of the Abyss (Dark Souls)
It is a cave filled with Humanity. And it’s one of the most terrifying and incredible spaces in all of Dark Souls. There’s GIANT Humanity. It’s the damnedest thing. This whole space is like an inverse of the kodama in the trees from Princess Mononoke: Dark and barren, full of just weird spooky special remnants of humanity. The last of us, drawn to becoming bigger and bigger accumulations in the dark. God, it’s so creepy and good.
Prison of Hope, 3-1 (Demon’s Souls)
Sure, smash the carceral state. But first let’s appreciate that this is the real fucking Bastille.
From Software has tried prisons before, and they have tried prisons after, but none is as frightful, malodorous, and the best kind of miserable as the first level of the Tower of Latria. Once described as an ivory tower, now not-legally-actionable Mind Flayers patrol the hallways.
The Prison of Hope is fundamentally a massive stairwell flanked on all sides by prison cells. To navigate it is to traverse up, down, and across, ferrying keys from one locked door to the next. It’s very quiet, except for the persistent white noise chittering of insects. This is crucial, because it heightens the patter of your footsteps and the soul-wrenching groans of others. The lone, plaintive voice of a former royal sings beautifully from her cell in the eerie green and disquieting gold.
One simply has to wonder, if Latria was such a learned and benevolent land before…why was there need for such a nightmare prison at all?