Well Played 2.0: Video Games, Value and Meaning - OpenLibra
Well Played 2.0: Video Games, Value and Meaning - OpenLibra
Well Played 2.0: Video Games, Value and Meaning - OpenLibra
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obviously no mistake. I think, rather, they are designed more for reflection<br />
than challenge. The Dragon God seems scary… until you realize he<br />
is basically chained up in a cave, with two gigantic spears forever aimed<br />
at his throat. After you use them—which involves simply flipping some<br />
switches—the “god” is so wounded all he can do is lay his head on the<br />
ground <strong>and</strong> gasp. I expected him to make one last attack, but no. He is<br />
just helpless <strong>and</strong> dying, <strong>and</strong> in the end it’s not a fair fight at all. The same<br />
goes for Lady Astraea <strong>and</strong> her lover, whom you kill after fighting your<br />
way through what appears to be a massive leper colony. After battling<br />
hoards of deformed, diseased people you arrive at a small cave in which<br />
you find Astraea, the fallen maiden of The Church. Earlier in the game<br />
you hear rumors from Saint Urbain (a member of The Church) that<br />
Astraea turned against God <strong>and</strong> now sides with the demons. In the dank<br />
mud you come upon her, expecting a “boss”. But she just sits there,<br />
lamenting the fact that you killed her lover to reach her. She holds a<br />
glowing demon soul in her h<strong>and</strong>. She confesses that she turned away<br />
from The Church because she was moved by the suffering of the sick in<br />
the valley, whom The Church had forsaken. She stayed to help them <strong>and</strong><br />
was br<strong>and</strong>ed a heretic. Now that her lover is dead, she can’t go on. She<br />
scorns you for wanting the demon soul she holds, spitting “this is what<br />
you want, isn’t it?” She gives it to you <strong>and</strong> kills herself. There is no fight.<br />
There is only her suicide… or her murder, if you are<br />
feeling impatient.<br />
Demon’s Souls is a brutally difficult game that follows many familiar<br />
game conventions, but what’s great about it is these conventions always<br />
serve its rich fictional world… <strong>and</strong> it isn’t afraid to deviate from convention<br />
to enhance the experience. Expecting a boss <strong>and</strong> not getting it, ending<br />
this epic journey—one of the most difficult of my lifetime—with an<br />
introspective whimper rather than a spectacular bang speaks to the developer’s<br />
willingness to follow the logic of the world they’ve created to<br />
the bitter end. Such coherence really makes the game feel like it’s about<br />
something other than its genre, that some organizing force different from<br />
other games is at work, shaping your experience around contours that<br />
are fresh <strong>and</strong> unexpected at exactly the right moments.<br />
Even though I suspect the same sort of experience with the same sort<br />
of richness might have been achievable in a shorter game, I am so thankful<br />
to Demon’s Souls just for being so textured <strong>and</strong> interesting that any<br />
frustrations I had over my 100 hour play-through simply melt away<br />
upon reflection. My lingering impression is that it’s one of the most<br />
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