Skip to main content

Dark Souls


Dark Souls is about how death is not the end and being dead is the only way to make in through the demon infested dungeons of this game. Your character in Dark Souls begins the game without a soul, but, as you move through the game, you build up your soul energy.  You will die countless times on your trap-filled quests in order to convalesce the items in which the rulers draw their power, the King's Crowns. There is also the possibility to use the online feature to visit the worlds of other players where you can learn from their mistakes so the same fate won't befall you. You can also use the Beacon Fires to leave tips and warnings for other players on their journey.

At the start menu, you select your character, and this is where I chose a female sorceress for mine. Your character starts out in a dungeon where the dead are housed until the end of the world. Once you find the dungeon key to escape, you then have to journey through the Northern Asylum of the Undead.  As you make your way through the game, you finish off other undead creatures by inhaling their souls into you.  Right off the bat, Dark Soulsreminds me of my RPG days of playing games like Dungeon Siege and Baldur’s Gate.  Only minutes into the game, you come across a very large dragon and prepare for battle, and this is why reading the messages around the dungeon is so important. As I died many times, I decided I would finally read all these so called scrawlings on the dreary walls. Instead of trying to defeat the dragon, you’re supposed to merely avoid it for now and continue your journey.  I have been playing first-person shooters for so long that it made it rather difficult to memorize all the buttons and commands for battles, thus reminding me why I do not play as many RPGs as I use to. 

I found myself bored only mere minutes into the game from continuously knocking down the undead, consuming their essence and trying to find doors that weren’t locked. Also, I have not missed the pity stories of other characters you come across and how they talk in riddles. I mean come on just spit it out. Doesn’t it suck bad enough I am an undead sorceress without a soul but having to solve these ridiculous riddles as well to continue my journey. Alas, what the hell is my quest to begin with?  

As you go about, you find blood stains, that once touched, show you the reenactments of what happened in the area. This was a really cool detail to add into the game. There are also many gruesome effects in the battle mechanics, and there are tons of blood and gore for you horror fans.  One minor detail I’d like to point out is how a skeleton, that is nothing but bones, can splatter blood all over the place is beyond me.  You will find that you will die a lot in this game, and, once you do, you have to battle the same enemies over and over again which got old really fast. Also, certain corridors will lead you right back to the beginning to the large dragon that you started out against, and thus there is 90% likelihood that you will die. So yes, here we go again having to beat all the same enemies once more.  You also have to find a catalyst before you can even attempt to use your black magic spells. And, if you think healing at bonfires to regain health is a good idea, be forewarned that this also revives all of the enemies you have killed so far. This game was terrible in my opinion and not fun at all. It may be because my tastes in particular games and genres has changed over time, but, for the most part, I think it was poorly executed, and the storyline will bore you to tears.

Release Date 10/3/2011
Publisher Namco
Platform Xbox 360
Genre RPG
Number of Players 1
Online Players 4
Online Enabled Yes

Review by Mistress Barbie

Popular posts from this blog

Huntsville Comic & Pop Culture Expo 2026 Wrap-Up

Another year, another packed weekend of fandom in the Rocket City The 2026 Huntsville Comic & Pop Culture Expo has officially wrapped, closing out three energetic days at the Von Braun Center and once again proving why it’s considered Alabama’s largest celebration of geek culture. From April 17–19, fans from across the region gathered for a weekend that blended celebrity encounters, gaming, cosplay, and community into one sprawling pop culture showcase. A Weekend That Delivered for Fans This year’s event marked the 11th edition of the expo, and it leaned fully into its reputation as a destination convention. With a diverse crowd and programming that spanned all corners of fandom, the show floor stayed busy from opening Friday afternoon through Sunday’s final hours. Attendees explored a massive lineup that included over 200 vendors, artist and author alleys, panel discussions, and dedicated gaming spaces. Whether fans came for collectibles, comics, anime, or tabletop sessions, t...

Water for Elephants: An Immersive Circus Journey (Event Preview)

Step into a traveling circus brought vividly to life on stage. This fresh musical transforms the bestselling novel into a tactile, immersive experience. The rumble of tracks, the sway of ropes, the flash of lights… all come alive as the stage shifts beneath the performers’ feet! A young man leaps onto a moving train and discovers a new life with a traveling circus. An older version of him narrates, weaving memories through the unfolding events. The story remains clear even as the stage bursts with energy and movement. The music pulses through every scene, thanks to PigPen Theatre Co. Their sound hits with power, then pulls back to let the silence speak. Drums and brass slice through the energy, while softer moments find space to breathe and resonate. Jessica Stone directs with confident, sweeping movements and a calm, steady presence. Rick Elice’s script holds the emotional core tightly, making every moment resonate. The show feels authentic… worn hands, weary smiles, and subtle action...

Letter Lost: Postmarked Secrets - A cozy post office that hides rules and a deeper mystery. (Demo Preview)

Letter Lost drops you into the Kharnym Isle Post Office as its sole employee, tasked with the deceptively simple work of stamping, sorting, and dispatching the island’s mail. On the surface it’s a cozy workplace sim; polite locals, daily pay, and mandatory room and board that removes the hassle of commuting, but the office’s cheery routine is threaded with odd rules and quiet contradictions that quickly make the ordinary feel off‑kilter. What begins as a satisfying loop of weighing parcels and matching stamps soon becomes a game of attention: letters hide hints, patrons’ small talk slips into unsettling confessions, and management’s insistence that you never leave the premises reads less like policy and more like a warning. The demo covers your first four days on the job, teaching the systems while nudging you toward choices, obey protocol and keep the peace, or pry at the seams and uncover the post office’s darker purpose. Either way, those first shifts are a careful, uncanny invitat...