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I played 15 hours to Dark Souls six years after my last game, and I found brutal details

This past weekend was idle. For the first time in a long time I did not have too many things to do, and could play something. I entered that loop to resume games that had not happened to me, and to rummage between the titles of the Plus and the Game Pass until something did Tiling, when I realized that I had many years of my last game to Dark Souls

With Elder Ring just around the corner, it is a great time to give him a remedy version he had never tried, and review the adventure that changed so many things in the world of video games.

The bells guide you, and you give you hope

When I know the game, I did not have to be so stuck inside the mapping; He did not need to be so aware of the recesses or so absorbed in enemies and combat. This made it possible to be thinking about other things and set myself in matters such as art or architecture of the world. But if something caught my attention is that When you are close to the bells of awakening, those two that make up the first mission after arriving at the Sanctuary of the Aurelio, sound.

Seluruh Alur Cerita Game Dark Souls 1 - Plot DS (From Software)

I had never realized so far, and I think they are a very elegant way to guide those who do not know the mapping. When there is not a map, we can find the response in the sounds, which will be made more insistent as we get closer to the two bells. One in the parish of the undead, another in the domains of Flag.

But rummaging on this matter, I found another more powerful detail even. The sound pattern of the bells seems random, but it is not at all. According to the players from various forums, the bell sounds, when you are connected to the Internet, Each time someone makes it sound in your world. In this way, they give you hope that it is possible to achieve it.

Character Quest are not yet

This return to Dark Souls I have done it following my partner's tastes, who always enjoys watching from Software Titles. I wanted me to do me a romantic, since the most powerful romances flip, but we soon had a problem.

We released Laurentian, the first master of fire. After ending Fueling and making the covenant with his sister, we achieved the always spectacular profanation fireball of chaos, as well as the souls necessary to improve our romantic hand enough levels... up to +7 or so. Everything was like the silk until I said without fixing that if to a dialogue about my new pyromania. And as wine, he left. Laurentian went to a city infested to look for pyromania, where he becomes a hostile NPC.

I remembered that there was another Pyromania teacher, Poland. I pulled wiki to look for it, and I find myself that it is necessary to have the hand of the romantic +10 to appear. The story is important, because you can cut your progression if you do not notice.

From you orient, from you punish you

One of the things I've settled most in these last months within video games is on how roads are marked without marking them directly. Responsible for this of Metro id Dread, a truly bright video game in this, since it never gives the feeling that roads are being closed. Well, this exercise has done it with Dark Souls... and the result is interesting.

Although the art of Dark Souls is impressive, we can think that there are only two issues that are repeated throughout the game and that they serve as guidance: Enemies and bright objects. The enemies remind you of the areas, since you will have to kill them every time, while the objects disappear from the corpses when picking them up.

I will read what I consider that it is the epitome of a practice that I call poisoned gift. In the ruins of the demons, just after ending pineapple download, we will pass to a small area full of enemies. After bending a corner we will see a two-story structure, addressing us on our way to the second. In it there are a lot of demons of Aries, that such evil made it happen to many before the depths, but a bright object below.

That object captures our attention and makes us jump towards the floor below, since the fall is small and allows us to dodge the enemies. Just after falling, we can both pick it up, and go to the nearby bonfire. All are good news until doing one of these two things, a giant worm attacks us. A design that guides you, but always prepares you for unpleasant surprises.

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