There are some things that only videogames can do. For me, Dark Souls ' predecessor Demon's Souls was emblematic of all of them. Where most games do their best to be something else – to tell a story like a novel, to impress with cinematic techniques like a film – Demon's Souls is pure game, a complete and darkly fascinating vision that makes no concessions to the modern conception of how games should be. Instead, it was an exploration of how games could be; how bleak, how twisted, how focused and – most famously – how challenging. Most developers take pains to protect you from failure. FROM Software turns it into an artform.

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You will die, a lot. You will die on the end of a sword, on the edge of an axe, crushed by a boulder, impaled on fangs; you will be poisoned, eaten, stabbed, assassinated and pushed off cliffs. Death is everything in Dark Souls. It's education, it's progress, it's the recurring stylistic and thematic motif that runs through all of its spectacularly varied, decaying and depraved environments. The first thing that you have to understand about this game is that survival is in itself a tremendous accomplishment. It can be punishing, cruel, sadistic and uncompromising. It can also be the purest, most thrilling adrenaline rush in gaming – it can take over your life and reward you like nothing else can. Exactly because your chances of success are so slim, each victory feels monumental.The open-world structure is the biggest change since Demon's Souls. Beginning in a rotting asylum for the undead, you move through a vast, connected world comprised of fetid swamps, grandly dilapidated towns and castles, magma-carved caves and tunnels deep within the earth, trap-filled dungeons and much else. Some are reminiscent of Demon's Souls' environments, like the rickety, swampy, disease-ridden Blighttown, whilst others are entirely new; austere marble palaces, murky forests, ashen lakes.The further you get in Demon's Souls, the more hideous and creative the monsters and environments become. Thirty hours in, stuck in an underground poisonous swamp, you'll feel like you'd give anything to see the sun again. Dark Souls' design is so consistently twisted that it actually starts to encroach on your mental well-being after extended play – it never wavers for a second from its singular stylistic vision.There's no central hub, no safe haven for you to run back to and recuperate. Instead, there are bonfires strategically placed around the world. Bonfires are your checkpoints, the place where you can hunker down to replenish your health flasks, spend the souls of vanquished enemies on leveling up, repair your equipment, and meditate on your doomed existence. Resting at a bonfire ensures that you'll spawn there the next time you're dispatched, but resting also respawns all the enemies in an area (except bosses). Deciding when and where to rest, then, becomes a major part of your strategy. You can go through the same areas again and again, collecting souls and learning enemy attack patterns to make yourself stronger, or you can push onwards towards the next bonfire, risking the unknown.Online, you'll frequently see the ghosts of other players huddled around the bonfires, giving you a sense of togetherness and camaraderie in situations that would otherwise feel depressingly hopeless. Dark Souls' world is (for the most part) exquisitely designed around these checkpoints – shortcuts and secret passages open up that let you access more and more of the map from a single resting point, so making your way around a world that at first seems intimidatingly huge quickly becomes second nature.When you die in Dark Souls, you become Hollowed, and lose any souls that you've collected. Make it back to your bloodstain before dying again, and you can get them back – but you usually run straight into the clawed arms of whatever horrendous thing dispatched you the first time. Souls can be spent on leveling yourself up, buying an extra sliver of health or stamina or magical capability. Humanity, on the other hand, is much more precious resource; you can only get it from items or by beating bosses, whether in your own game or as a helpful Phantom in someone else's. It can be used to kindle bonfires, giving yourself extra health flasks, and to revive yourself to Human, which lets you summon other players to help you in your game.The combat system is the beating black heart at the center of Dark Souls. Given the sheer variety of demons after your blood – serpent-warriors, evil butchers, skinless undead, cat-alligators, skeletal swordsmen and much, much else – your survival depends greatly on how you adapt to changing situations. You can switch between armored tank and nimble thief just by switching around your weapons and armor. To be a mage or a healer, all you need to do is find a sorcerer's catalyst or a talisman. The game never forces you into a certain playstyle. There's no limit to what you can carry, for instance, so you can hold on to any dagger or bow or interesting spell in case it comes in handy hours later.The way that magic works has changed since Demon's Souls, making it much more difficult to rely on it as an easy way out and forcing you to engage with the heart-in-mouth, up-close melee combat. Instead of a magic bar, you get a certain number of casts for each spell each time you rest at a bonfire – powerful Pyromancy or life-saving Miracles will usually be limited to just a few uses. Magic is as relevant to the game as ever, but it's no longer a cheap-and-easy, rechargeable long-range option. Sooner or later, especially in the boss battles, you're going to have to wade on in there with an axe and risk your hide up close.This is one of many reasons that Dark Souls is considerably harder than Demon's Souls. (For context, I played through Demon's Souls about four times, and nothing in that game gave me the same trouble – and the same rush – as some of Dark Souls' crueler moments.) It appears to be FROM's mission to send you into harrowing spirals of despondency and self-pity at every opportunity. Levels and enemies alike are designed to be especially lethal. Like its predecessor, the game starts off borderline impossible and becomes more manageable the longer you play as you get together some half-decent equipment and build up your stats, but Dark Souls discourages grinding.