Not just Song Ren, Zhang Yi, and Wang Hanāother players who got their hands on Dark Souls immediately also felt utterly bewildered.
They even began questioning whether they had opened the game incorrectly.
Because it was simply too malicious!
Players experiencing Dark Souls generally went through four distinct emotional stages.
First, the excitement and joy before even starting the gameāeagerly anticipating passing the so-called fire of hope and becoming a Firelinker.
Then, encountering the Crystal Lizard and Gundyr the Ash, only to be easily defeated and left looking completely bewildered.
Choosing to persevere and finally defeating Gundyr the Ash, players regained confidence and renewed their hopes for the upcoming Firelinking journey.
Finally, arriving at the High Wall of Lothricāthis was when they truly began to doubt life itself.
Because upon reaching the High Wall of Lothric, players fully grasped the gameās underlying tone.
That wasāaside from the Gem Crystal Bug, affectionately nicknamed "Porsche" by players, any hostile unit in the game that could move had the potential to end the playerās life.
Although in the game you could easily kill mobs, usually taking only three to five hits to down one.
The same applied in reverseāmobs could kill you just as swiftly.
In this game, you felt as fragile as glassāshattering with a single touch.
Of course, if you wore full armor, things improved slightly.
It was like wrapping that layer of glass in a plastic bag.
In short, any monster in this game could take your life.
Even the seemingly weakest enemies, the Hollows.
Yet once faced with two or three simultaneously, an inexperienced player could easily meet a gruesome end.
Moreover, players could fully experience the gameās level design, brimming with malicious intent.
After barely defeating a squad of enemies and advancing with joy, around the next corner lurked a Hollow brandishing a short sword, charging straight at you.
When you thought the path ahead held only one enemy and thus seemed manageable, hidden in some corner were additional mobs lying in wait to ambush you.
Even more infuriating for countless players was the first treasure chest encountered within the High Wall of Lothricāit was actually a Mimic.
Virtually every player who encountered this creature lost their precious life to it.
And similar scenarios occurred numerous times throughout the game.
The wyvern spewing fire from the bridge, the Lothric Knight in the corridor, the Pus of Man on the rooftop, and the Spear Knight lurking within rooms.
Finally, in the courtyard littered with corpses, there awaited a fat Winged Knight wielding a great axe, teaching players what true cruelty meant.
Of course, players who started later had it slightly easier, thanks to the gameās in-game messages and bloodstains system.
Players could leave behind messages in certain areas to warn newcomers.
Additionally, the bloodstains of recently deceased players would appear on the ground, serving as warnings to those who followed.
Later players arriving at the treasure chest room, seeing the blood-soaked floor, would naturally become wary.
But for new players pioneering these areas, luck wasnāt so generous.
Everything they faced was unknown.
Still, these "veteran" players would actively leave behind messages.
Though sometimes, the truth was mixed with falsehood.
For instance, near the treasure chest room, a player who had previously suffered might leave a warning: [Beware of Treasure Chest]. Seeing this, subsequent players would naturally grow cautious of the chest inside.
Yet some mischievous players would leave ambiguous hints, such as [Treasure Chest contains a great treasure].
Although messages had like and dislike buttons, sometimes they proved of no use.
For such hints, impatient players who didnāt think too deeply would naturally follow in their predecessorsā footsteps.
On the other hand, the message system was also one of the main reasons many players persevered in Dark Souls.
Because through these messages, they realized they werenāt the only ones suffering.
This was a unique human traitāwhen you suffer alone, your endurance plummets, and loneliness sets in.
But when you know others are suffering alongside you, and some are even worse offā
Then you can somehow endure.
Of course, while this offered psychological solace, the hardships themselves were unavoidable.
In the game, enemies you thought you could defeat? You might still lose.
Enemies you thought you couldnāt beat? You definitely couldnāt.
Moreover, the most heartbreaking aspect for players was this:
Monsters you just barely managed to kill would respawn entirely after resting or teleporting at a bonfire.
And the souls you carriedāthe gameās currency and experienceā
In other ARPGs, these were valuable assets, but in Dark Souls, many players felt they had become a burden.
When you accumulated a substantial amount of souls, yet still fell short of leveling upā
It felt like a heavy burden.
Because upon death, youād lose them all. And if you died again on the way back? Everything was gone!
After suffering brutal physical and emotional blows in Lothric, many players would return to Firelink Shrine to admire the stunningly beautiful Fire Keeper, fantasizing about the breathtaking face hidden beneath her metal mask.
Listening to the Fire Keeperās gentle lines in-game, their motivation to Link the Fire surged once more.
The only thing that annoyed players? The Uchigatana Guyā"Old Wang Next Door"ālurking outside Firelink Shrine.
And inside the shrine, there was the Crestfallen Warrior, crouched by the stairs, constantly spreading negative energy.
So when some players, emotionally shattered from being tormented, saw the Crestfallen Warrior still spewing negativity, they lunged forward with two slashes.
If Iām not going to Link the Fire, why do you keep spreading such negativity?!
I canāt beat Old Wang outside with his uchigatana, but I canāt take you down, Crestfallen Warrior?!
Three slashes later, the enemy entered a hostile stateāand players realized, damn it, they actually couldnāt beat him.
Rolling, drinking Estus Flasks, Perfect Guardāhe was proficient in everything.
Looking at the bewildered player, the Crestfallen Warrior revealed a sinister grin: "Heard you call me Crestfallen Warrior, huh? Today, Iāll show you another interpretation of that name!"
And once hostility was triggered, players had no chance to repent. The moment they appeared in Firelink Shrine, they were hunted down.
What? You say it was a misunderstanding?
Once could be a hand slip, twice could be mischievous handsābut slashing three times? You call that a misunderstanding?
Come on! Letās dance street dance together!
Besides, even if you attacked the Blacksmith or the old lady vendor, they wouldnāt turn hostile and would respawn later.
But the Uncle Blacksmith would outright refuse to serve the player. Kill the old lady once, and sheād still sell to youābut the prices? Wellā¦
Though you could later atone using souls in the sewers of a subsequent map,
Current players had absolutely no idea about this.
And even if they did, it wouldnāt help much. Besides whether they could even reach there, the souls required for atonement were a painful topic they couldnāt bear.
Many players, driven to despair, deleted their save files.
At the beginning, this was undoubtedly a quit-inducing setting.
But for players who had already defeated Ash Judgment Gundyr and reached Firelink Shrine, a certain attribute had quietly awakened.
Though filled with despair, it gave them a strangely exhilarating sensation.
After all, being able to attack NPCs and trigger subsequent reactionsāsuch mechanics were truly rare in other games.
Besides players who had "awakened" this trait, many others, full of hope and ready to Link the Fire, were instead taught a harsh lesson and quit the game, venting their anger in forum communities.
"Damn it, damn it! Chen Xu is clearly retaliating against the world! The malicious difficulty in Dark Souls is simply unbelievable!"
"+1! Donāt buy this if you donāt enjoy masochismāIām completely broken!"
"I thought it was a hack-and-slash gameāand I was right! Except itās the monsters hacking and slashing me!"
"Itās an old meme, but I have to say itāāWarrior of Loveā heheheheā¦"
Numerous players, tormented and quitting, voiced warnings to those who hadnāt purchased yet.
Yet some players rebutted these claims.
Their logic was simpleājust like with Outlast, they hoped more people would get into the game and experience the suffering they endured.
Of course, not all were merely fooling around or tricking people.
These players, whose unique traits had been awakened by the game, were genuinely attracted to Dark Soulsā art design, mysterious world-building, and intense, thrilling BOSS battles.
"Honestly, the tags on Nebula Games Platform clearly state high difficulty. Compared to typical ARPGs, itās just a bit more hardcoreābut donāt exaggerate so much, okay?"
"Exactly! When did Mr. Chen ever claim this was a hack-and-slash game? Isnāt it up to the player?"
"+1. Action gameāI say, those who know, know. Those who donāt, canāt understand."
"Strongly recommend players to experience itāthe Fire Keeper in Firelink Shrine is so beautiful! I solemnly declare: sheās my wife now!"
"Bro upstairs, your wife is awesome!"
But for now, players who grumbled and disparaged still made up the majority.
(Today, no more begging with a broken bowlāthis is a robbery! Hand over your Monthly Pass and recommendation votes!)
(End of Chapter) <