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Tag: Top 10

My Top 10 Favorite Games (Part 2) – Dark Souls

Posted on September 2, 2021 by Malykris

Delving into the deep recesses of dread can take a toll on someone, especially when they reside in its depths a long period of time. It makes them angry, they make mistakes and over time, grow to become as dark as the depths they’ve plunged themselves into. This is a general idea of what it was like playing Dark Souls, my ninth entry on my top ten list of all time favorite games.

What originally attracted me to the game in 2015 was not the difficulty it’s so well known for, but the inspiration behind the art of the game. It’s been stated that the areas, creatures, and tone of the game are heavily inspired by Berserk, one of my favorite manga/anime of all time. Back in 2015, there was no easily accessible way to play a game that would invoke the feeling of playing the Berserk story. For me, the next best thing was Dark Souls – the spiritual homage to Berserk.

I can’t truly talk about the plot of Dark Souls because it’s not the point of the game. The developers hid the lore and the story within item descriptions and NPC backstories as a means of putting focus on the experience of playing the game.

Upon starting the game, you awake alone in a dark cell. There is no music. There are only small moans. You are left to leave your cell, finding the messages of those who came before you and met their demise. This sense of being alone in a world out to take your life never goes away. In fact, it hones in on that feeling as you progress through the game. Most of the world is set in a level of darkness. Whether it’s the overcast at the Firelink Shrine, the barely candle lit Blighttown, or the endless depths of the Abyss, the game’s darkness feels oppressive as you try to make it to the next bonfire, which provides a momentary respite before continuing further. After that, all you have are the sounds of your footsteps and whatever is skulking in the shadows.

I always felt that the loneliness and the oppressive darkness is what the Black Swordsman and the Lost Children arcs of Berserk encompassed. During these story arcs, while not completely alone as he had Puck the fairy, Guts had been fighting demons for quite awhile and became skilled enough to take down the greatest of foes. These victories did not have Guts come out unscathed. They left him with terrible wounds and scars that no normal human could survive. He felt like he was fighting alone, unable to rest, in this world where he was both the hunter and the hunted. This is what it is like travelling through the world of Dark Souls.

The combat for Dark Souls on a mechanical level is an action RPG. It requires the player to take the souls they’ve acquired from defeating enemies and put them into various attributes to become stronger. Like any RPG, the weapons, armor, and magic are all pieces for the player to put together to craft a character that fits their style of combat. For me, I used this system to craft my own Guts, to wield a two-handed sword that was greater than my character in size. To swing a blade that no human could ever hope to swing. To depend on myself and only myself in this world of despair. And that’s exactly what I succeeded in.

Among the various resources you’ll use to keep yourself alive and make yourself stronger, one notable resource is that of humanity. In Dark Souls, humanity has various beneficial effects as the amount you have increases and can be obtained by defeating powerful enemies, maintaining your humanity as you defeat countless enemies, and as a consumable item on some poor dead adventurer. However, it can leave you susceptible to other players invading your game and attempting to kill you, robbing you of your humanity and leaving you to attempt to retrieve it from where you died before you die once more and lose it all forever. Because of this risk, it’s as if the game is having the player make the choice of either struggling to keep your humanity or choose to not have it at all for an easier and safer journey. Additionally, there is another item called “The Darksign”, which is fashioned to look like the symbol of the Dark Soul. Its effect is that it brings you to the safety of a bonfire at the cost of your humanity and souls.

The more I played, the greater my skill became. Every excursion brought me deeper in the game’s world, drawing me closer to fighting greater and monstrous enemies. I could not help myself from continuing, despite death after death, failure after failure, the ever so creeping sludge of black I’d feel as I’d fight and fight and fight and fight. Eventually, I felt it – the moment where I became just as monstrous as the creatures I fought. No different than Guts, I was this unstoppable force. A monster among monsters. I could get through the game without dying for a long period of time, only needing to move forward. I could land every swing and dodge every attack.

However, I found that this experience was both emotionally powerful and draining for me. It was a game that evoked such darkness from prolonged play, and as I recognized this, I would end up putting down the game when I felt that it was affecting my emotional state too much. The experience of playing Dark Souls was exactly what I wanted, but in a much more powerful way that I could’ve hoped. It didn’t just let me pretend to play a Berserk game – it evoked that darkness that pervades the story after it’s cruelest moment.

Dark Souls has music designed to break the silence of the game in some way. It is rarely a song of rest, like what plays in the Firelink Shrine. Instead, it’s commonly used to escalate the terror of boss fights. It blasts these orchestrated tracks, with bellowing choirs to strike deep into the core of your heart. No boss gave me quarter as they leaped to end my life again and again. Yet I would come back every time to one day defeat them and continue my journey forward, all the way to the end.

During my travels in the world, I would fill the silence with music from the 1997 Berserk anime instead of sitting in it and found it extremely fitting. Susumu Hirasawa’s work either helped calm my head or allowed me to fight harder. My progression through the game lead me to discover that Hirasawa made music for the Berserk games I would never be able to play, adding those tracks into my Dark Souls playlist. My favorite track became Forces 2, from the Berserk Dreamcast game and the sequel track to the song Forces from the 97’ anime. Unlike the optimistic march of the first Forces song, Forces 2 fit the idea of marching forward in this land of darkness.

The final boss of the game is Gwyn, Lord of Cinder. While an important figure to the game’s lore, I never saw him as what he was supposed to be to the game’s story. He was my reward for defeating the four I needed to defeat to get to him. My final challenge. The end of my journey. But the fight was not like any other in the game. Gwyn was no monster. He was a man. A human. He used similar tactics to that of players, with the added touch of flying towards you with a giant flaming sword. There was no grand entrance for him. No large cutscene to emphasize any power he may have had. It began like any boss fight, except for one thing – his boss theme. It was not terrifying or loud. It had no choir like the other songs. Instead, it was this lone and tragic piano.

The game presented me with a choice at the end of my journey. I was to either light the final bonfire and sacrifice my life to become one with the flame as Gwyn did, banishing the curse of undeath, or to let the flame die and begin the age of man, becoming the first Dark Lord. I chose to light the flame. I felt that for my character, after everything he’s been through, after this dark journey, he should have his soul be granted light.

In some strange way, what I left behind is what the game gave me as well. What I was given was The Dark Soul, the embodiment of the monstrous despair this game had made me experience as I played it to it’s hard-earned end. Despite how hard and cruel it is to move forward, no matter how much you get pushed down, you can keep going. You learn to fight in this cruel world, to endure it, to survive it. But I did not want to keep the Dark Soul. This game was a cautionary tale of what can happen when you stay too long in the depths of the dark heart of the world. Like Guts in Berserk, you may become a monster among monsters. And so, instead of placing it in my metaphorical room, I instead left the Dark Soul in the final bonfire. Even if living in the world is harder for it, I would still choose to keep my humanity.

Posted in CommentaryTagged Berserk, Dark Souls, Metaphorical Room, Top 102 Comments

My Top 10 Favorite Games (Part 1) – Castlevania: Lament of Innocence

Posted on August 18, 2021 by Malykris

I have created a list of my top ten favorite games of all time. This list is one of the most important lists I will make as it represents much of who I am as a gamer. To me, this is an extremely daunting list to create since, according to my excel spreadsheet, I’ve played an ongoing total of 338 games, having finished 176 of those games. This would mean that out of the 338 games, I would need to choose only ten of them. In order to cut down the number, create a varied list, and best depict what my favorite games of all time are, I will be setting out three rules for this list. Keep in mind, this is a personal list and it does not mean my list is better than anyone else’s.

The first rule is that I must have finished the game. While there are games I’ve played and haven’t finished that I think highly of, I don’t believe I should include them on my list. I feel that for my personal journey with a game to be complete, I need to finish the journey. The exception to this rule is if the game has no ending or is designed to never end.

The second rule is that I can only choose one game per series. This ensures I don’t have the entirety of this list consist of games from one series, mainly that of Final Fantasy and Zelda games. I want to best depict my relationship with the series, showing what is my favorite game of that series and how I view it.

The final rule is that series spin-offs would be considered part of that series if it’s close to its source material. However, if the spin-off is far removed from the main series, that game (or games, if there are multiple) would then be considered its own series of games. This is more of an organizational rule, both combining those spin-offs that are close to their source series and separating the spin-offs that gained their own identity.

Having laid out all the rules, I’d like to begin this series of posts with the tenth game on my list – Castlevania: Lament of Innocence. This is an action-adventure game where the player controls Leon Belmont, the very first Belmont in the main Castlevania timeline. Leon’s goal is to venture into a castle ruled by a vampire and rescue his fiancé, Sara. The game takes you through the events of how the Belmont clan came to have their generational battle against Dracula, how Dracula came to be, and how the legendary whip, the Vampire Killer, was created.

While not the first Castlevania game I played, it was the first that I beat and had gotten me into the series. I was too young to understand the plot, but I was drawn in by the gothic horror themed setting and the castle that housed the trials that Leon would face to save his beloved. I was equally drawn to Leon, the righteous protagonist of the story. He seemed to have no fear in the face of the terrors in the vampire’s castle. In fact, he would face them head on and defeat them all on his own.

The combination of the setting and Leon’s conviction are what made me love this game and all other Castlevania games I’d play afterwards. It’s that there were these horrible monsters of all kinds, from the Medusa to werewolves, from abominations of flesh to demons, and yet Leon would not hesitate to take them on all by himself just to save the love of his life. This fearlessness would carry over into every Belmont after him. The more time I spent with Leon, the more I grew fond of him. I wanted him to defeat the vampire and save Sara. I enjoyed the vistas of the castle and fighting the monsters of the castle. Despite there being very few human-like characters in the game, the castle was the greatest character this game had to offer.

As a game, this played a bit on the simple side. Its combat plays like a hack-and-slash game, except with very little depth. Leon’s primary weapon was a whip, with sub-weapons used as a consumable resource. The sub-weapons could change how they function based off the orbs Leon acquired after defeating the boss of an area within the castle. The game presented non-linear progression, allowing the player to tackle the five areas of the castle in any order they wanted to. Exploration of these areas would be rewarded with magical relics, armor, and elemental based whips. Once the bosses of these areas were defeated, the player could then take on the final area of the castle to face off against the vampire. Despite this being quite an easy and simple game, it proved a challenge to a young inexperienced Malykris.

The plot is extremely simple and minimalistic. You could go through the entirety of this game’s cutscenes in less than an hour. But I see the game’s journey not in its story, but in the experience of facing the trials of the castle – that experience is the story of both Leon and the player. However, there is one part of the game’s plot that is integral to why I love Leon’s story – the creation of the Vampire Killer, the signature weapon of the Belmont clan.

Leon’s story is not one of heroic victory, but of tragedy. In his attempt to save Sara, the vampire had bitten her. She was doomed to turn into a vampire. Wanting to use the last moments of her humanity to do something good, with the assistance of the alchemist Rinaldo, she implored Leon to use her life to create a weapon powerful enough to defeat the vampire, something Leon couldn’t do with his current whip. At the end, Sara’s soul was used to create the Vampire Killer. The very person Leon had saved, that he loved enough to face the hordes of hell, was no more. All that was left was to kill the vampire responsible. As a kid, I was faced with watching the hero fail in his quest for the first time.

One thing I left out of my initial description of the premise is Leon’s best friend Mathias, who was bedridden with depression after the death of his wife and was the one who told Leon about the vampire when Sara was kidnapped. After the defeat of the vampire, death appears and takes the vampire’s soul, offering it to Mathias, who orchestrated everything, from the vampire’s source of power to Sara’s kidnapping, to take revenge on God for taking the life of his wife. Upon taking the vampire’s soul, Mathias becomes a vampire and eventually becomes Dracula. Mathias then offers Leon the chance to join him and become immortal.

Leon’s response to Mathias is what stuck with me the most. There was deep emotion in his response that resonated with me, even to this day. He questioned Mathias’ flawed reasoning for becoming immortal. Mathias then asked if Leon killed the vampire out of hatred, just as Mathias became a vampire with hate in his heart. Leon confirmed that he truly did fight and kill the vampire with hatred. He didn’t hesitate or try to hide it; he accepted the fact that he had the sin of wrath within him. However, it was not hatred that drove him to kill the vampire – it was proving his love to Sara by ensuring no one else goes through what they went through. That was what solidified Leon as my favorite Belmont. This quest he thrust himself on was never about saving the world or ridding the world of evil or doing the right thing. This was about his love for Sara. It was always about Sara, even to the very end of the journey. Leon’s last line in his monologue is what hit the hardest. “An eternity without her would be nothing but emptiness.” Had she lived, maybe he would have answered differently. That sorrow is perfectly encapsulated in Leon’s musical theme.

I can recognize that the simple plot and gameplay of this tenth entry can be seen as enough to call this game mediocre. But to me, this is a game that holds a place in my heart because of Leon’s unending love for Sara and how despite everything, he would always fight for her. Deep down, I wanted to love someone with that same level of love and I admired him for finding someone who he could love with such power. That was the hopeless romantic side of me from back then.

As mentioned in my last post, I said I would indicate what item represents what I’ve taken away with me from a game that’s impacted me. However, I want to add one more part to this. I will be mentioning what I left behind in the game as that’s half of what my philosophy about games is all about.

What I left behind is the idea that the hero will always succeed because they are doing something noble, especially in the case of love. I was shown that, especially in real life, you could fight your hardest for the best things and still fail – that is part of the cruelty of life.

What I took with me and placed inside my metaphorical room is the Vampire Killer. Looking at the Vampire Killer, I think of Leon’s undying love for Sara and the sorrow that’s been inside it for ages. I’m aware that I am capable of loving someone so greatly and because of that, just as capable of the same deep sorrow the whip carries. It can be terrifying to think of such pain. I’d like to believe that the existence of that sorrow is a result of love continuing to persist even past the eternal life of Dracula.

Posted in CommentaryTagged Castlevania, Lament of Innocence, Metaphorical Room, Top 10

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