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Posted by Kotaku Nov 25 2012 20:00 GMT
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#screengrab Assuming three lives per quarter, you can die 720 times in Dark Souls before you'd have to spend more than its original retail price of $59.99. Yet, I think 720 deaths might be on the low side for most folks in this game. More »

Posted by Giant Bomb Oct 09 2012 14:00 GMT
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Dark Souls would not be a franchise without the rabid fans that embraced and championed Demon’s Souls, and Dark Souls for PC would not be the game it's become without the same dedicated fans.

When FromSoftware finally announced a PC version of Dark Souls, the world cheered. When FromSoftware started talking about the PC version of Dark Souls, the world was not quite as happy. A newcomer to PC development, FromSoftware was unusually (and refreshingly) forthcoming about its own lowered expectations for the upcoming port, and cautioned players from getting too excited.

The PC version also includes new content that's coming to consoles separately as DLC.

"To be completely honest, we're having a tough time doing it due to our lack of experience and knowledge in terms of porting to PC,” said producer Daisuke Uchiyama in a Eurogamer interview earlier this year. “First we thought it would be a breeze, but it's turned out not to be the case.”

If nothing else, players were hoping for a more technically proficient version of Dark Souls. The Xbox 360 and PlayStation 3 versions have infamous frame rate issues, but those were not addressed in the PC version, seemingly out of a fear of possibly breaking it.

The game released in August, and one big issue was a resolution restriction that wouldn’t allow the game to display higher than 720p (1280x720). Peter “Durante” Thoman made this a non-issue within 30 minutes of the game’s release, when he released a patch to nullify that, and he became a hero.

“I had made some claims in a public forum prior to the release,” said Thoman, “basically stating that it shouldn't take a single decent programmer more than a day or so to implement setting the rendering resolution for a 3D game on PC. I wanted to prove that.”

It’s not a hack he came up with 30 minutes after downloading it, though, an important detail lost in the celebratory cheers. He had been working on it for days. Thoman assumed the port would use Direct X 9, and created an “interceptor.” This would forcibly change the resolution of the game, even if the game didn't have an option for it.

The first version didn’t have many settings, and was understandably buggy, but was quickly coined “DSfix.” The modification is now at version 1.7, and includes multiple resolution options, the ability to modify the game’s depth-of-field, a screen shot toggle, and other welcomed options coming from Thoman's work and a collaboration with others.

When implemented, the difference it makes is rather staggering:

It’s hardly a surprise Thomas would target the game’s visual fidelity. His other work includes PtBi, a way of improving the visual quality of console games through a PC using post-processing. In the weeks since his name was enshrined in Dark Souls lore, he’s spent time mucking around with its code. He’s become pretty familiar with it, and I wondered whether he agreed with the popular notion that FromSoftware hadn't crafted a very good port.

“The best thing that can be said about the port is that it seems to be completely bug-free,” he said. “This is not often the case with RPGs, and needs to be recognized. Beyond that though, it is obvious that due to external or internal constraints, they went with the most easy to develop and test port possible."

The other huge problem was the game’s frame rate, which was locked at 30 frames-per-second. Clement “Nwks” Barnier became the second hero to the Dark Souls community with his own fix. Thomas was a huge Demon’s Souls fan who patiently waited for the petitioned PC version of the sequel. Barnier hadn’t touched the series before. He became interested after the petition worked, curious as to why so many people had rallied behind these games.

By nature, Barnier hates playing games at 30 frames-per-second. This bugged him about Dark Souls, but a running theory surmised FromSoftware had locked it for legitimate reasons. The idea was Dark Souls may have been designed like a fighting game, where the game logic and frame rendering are completely interwoven, and modifying the frame rate would be disastrous. As it turns out, that doesn't appear to be true.

As our consoles age, expectations for PC versions have risen. Those that aren't up to the task, like the original Borderlands, are often criticized.

“As I have some skills in assembly-language debugging,” he said, “I decided quite naturally to take a look in the guts of the game to find out if this lock was indeed justified.”

There were issues early on. If the game dropped below 60 frames-per-second, it immediately swapped to 30 frames-per-second, which is jarring. Tweaks have made this modification more usable, and is fully integrated with DSfix. There is an ethical quandary though. DSfix doesn't interfere with the code, but the frame rate fix does, which violates the terms of Games For Windows Live.

At first, Thoman was wary about the potential consequences.

“The ‘potential consequences’ I'm talking about are mostly players being banned from GFWL,” he said. “Of course, sadly, there are already very direct ways to cheat out there, so I'm not sure if holding back on releasing the fix helps. Releasing it including source would also mean that MS could very easily break it if they wanted to.”

Rumors of users being banned for using the hack have been floated, but it doesn't appear to have become a huge problem. Thoman eventually relented, and the frame rate fix is now integrated into DSfix with a disclaimer.

Both Thoman and Barnier continue to iterate on their respective tweaks to FromSoftware’s release. Both cautioned that it’s unlikely Dark Souls will become a haven for mods, ala Grand Theft Auto IV. The prospect of creating new levels for the game from users, for example, seems radically difficult, and therefore pretty unlikely.

(Then again, who would have suspected Just Cause 2 would be modded to have 1000 players at once?)

Like Thoman, Barnier can appreciate what FromSoftware did accomplish with the port, lacking as it may be.

“The context of this port is very special: it was made in answer to a petition and, furthermore, by a company with no experience in PC games,” he said. “I suspect that it would not have been done without the similarities between the Xbox360 and PCs, including the common network architecture for XBL and GFWL. The fact that it even exists, all things considered, makes it a ‘good’ port for me.”

If you're looking to install these modifications and follow their development, Nexus has you covered.


Posted by IGN Sep 27 2012 20:35 GMT
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Check out the Dark Souls Easter Egg in Borderlands 2. Probably one of the coolest nods to one of the most difficult games ever.

Posted by Kotaku Sep 19 2012 08:30 GMT
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#darksouls Sharper visuals aren't the only bonus PC owners can enjoy while playing professional ass-kicker Dark Souls. There's also the opportunity for an abrupt change in tone. More »

Posted by IGN Sep 17 2012 17:35 GMT
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Having trouble prepping for the last fight in the Dark Souls' DLC? We've got you covered.

Posted by Kotaku Sep 08 2012 18:00 GMT
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#ruhroh The biggest thing Dark Souls (and spiritual ancestor Demon's Souls) has going for it is that it's hard as shit. Suffering through countless deaths to the end is a serious badge of honor. So when the series' director said earlier this week "I am thinking about whether I should prepare another difficulty that everyone can complete," plenty of people flipped the hell out at the idea of Dark Souls getting an "easy mode." More »

Posted by IGN Sep 05 2012 00:30 GMT
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How to beat the Sanctuary Garden boss.

Posted by IGN Sep 05 2012 00:29 GMT
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How to beat the Black Dragon Kalameet boss in the Royal Wood.

Posted by Kotaku Sep 04 2012 07:45 GMT
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#darksouls Dark Souls director Hidetaka Miyazaki is thinking seriously about adding an "easy" mode to the game. More »

Posted by Rock, Paper, Shotgun Aug 30 2012 15:00 GMT
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Demanded and then reprimanded, Dark Souls: Prepare To Die Edition is the most basic port of one of the most peculiar and powerful games of recent times. It’s unforgiving, mysterious, bizarre and thoroughly rewarding, but are there enough graphics to let the brilliance shine through and does the game deserve its reputation? Here’s wot I think.

(more…)


Posted by Rock, Paper, Shotgun Aug 25 2012 10:00 GMT
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I suppose, on some level, beggars can’t be choosers. We got our much-requested Dark Souls port, and early reports make it out to be quite the functional purveyor untimely, needlessly brutal death. So basically, exactly what we were all begging for. But – and I must briefly make sure there’s not a copy of the game in earshot; otherwise, it’ll totally kill me (no, really) for saying this – it’s not much of a looker. OK, scratch that: it’s a blurry, washed out mess. But wait, what’s that in the sky? Is it a bird? A plane? A… oh, wait, it was a bird. Anyway, here’s a mod for Dark Souls.

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Posted by Giant Bomb Aug 24 2012 18:12 GMT
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Dark Souls on PC no longer has a fixed resolution, all thanks to a skilled fan on NeoGAF.

NeoGAF user “Durante” managed to release the fix in less than 30 minutes, though it comes with come caveats.

“People really shouldn't order the game and expect to play the whole thing at high res just yet,” he warned players. “Again: No one knows yet how well (or if at all) this works for the entire game!”

The difference is impressive, though. Check it out:

The celebration around FromSoftware’s decision to bring Dark Souls to PC was followed by grumbling over limitations of the port that From Software outlined as development continued.

"To be completely honest, we're having a tough time doing it due to our lack of experience and knowledge in terms of porting to PC,” said producer Daisuke Uchiyama to Eurogamer earlier this year. “First we thought it would be a breeze, but it's turned out not to be the case. We're still developing right now--we're crunching right now.”

Namco Bandai hasn’t responded to my request for comment yet. Specifically, whether Namco Bandai and FromSoftware intends to patch out Durante’s resolution workaround in a future update for Dark Souls on PC.


Posted by Kotaku Aug 24 2012 03:00 GMT
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#darksouls I thought I was ready for it, as ready as I was to smash my keyboard into pieces within the first day's play, but nothing could have prepared me for just how hideous the PC version of Dark Souls really is. More »

Posted by Kotaku Aug 23 2012 10:40 GMT
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#art Artist and fellow Texan Kyle Fewell crossed Dark Souls with Studio Ghibli for this wonderful illustration for Fangamer Versus Attract Mode. More »

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Posted by Kotaku Aug 15 2012 09:20 GMT
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#pc So Dark Souls on PC probably isn't going to be the greatest port of all time. But your PC can run it! That's a good thing. Just tell that to yourself over and over as you watch the PC port's latest trailer. More »

Posted by Rock, Paper, Shotgun Aug 09 2012 11:02 GMT
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This was never part of the plan. Dark Souls is coming to PC because so many people asked for it, just as Demons’ Souls only travelled West because an unexpected demand arose. There have been worrying signs that the port will be less than optimal and, having now played the Prepare to Die edition, it’s my sad duty to report that the experience is far from smooth. It’s still Dark Souls though, with more content than on console, and, framerate issues or not, there’s nothing else quite like it.

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Posted by Kotaku Jun 22 2012 04:30 GMT
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#pc So, Dark Souls on PC isn't exactly shaping up as the greatest port of all time. Not to matter, so long as the game is playable, you can play it, and still squeeze drops of enjoyment from all that death and frustration that the series is famous for. More »

Posted by Kotaku Jun 22 2012 00:30 GMT
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#mixtape Some game composers are absolute workhorses. They'll be so prolific in such a short span of time, that you'll almost forget that they did entire soundtracks. Motoi Sakuraba is just such a composer. More »

Posted by Rock, Paper, Shotgun Jun 07 2012 09:30 GMT
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So what’s happening with Dark Souls: Prepare To Die? After a spirited campaign convinced From Software and Namco Bandai to port the game across to PC, we’ve heard some troubling stories about how they aren’t going to be optimising it too much for the madness of a mouse and keyboard, and for some insane reason are choosing to cripple it with GFWL, and now Eurogamer are reporting that they’re having trouble getting the port to run smoothly. Concerning, but hey, they’re putting a ton of effort into this it seems.

(more…)


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Posted by Kotaku Jun 07 2012 03:30 GMT
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#darksouls I don't mean that headline to be accusatory. I'm not having to accuse From Software of anything, because they're the ones admitting it. Which...is nice, I guess, we appreciate the honesty, but it still means the PC version of Dark Souls won't be as awesome as you may have been hoping for. More »

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Posted by Giant Bomb Jun 06 2012 00:26 GMT
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Dark Souls is coming to PC with the "Prepare to Die" Edition.

Posted by IGN May 31 2012 07:11 GMT
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Have you conquered every enemy and collected every powerful item in Dark Souls? Well, sometime this winter, you'll have the opportunity to get repeatedly murdered by all-new merciless monsters regardless of which version you own...

Posted by Giant Bomb Apr 27 2012 23:58 GMT
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For someone who writes about games for a living, I don’t read much writing about them. The pieces that do filter into my free time get shared here, and are often far from traditional review and preview pieces. It’s not a slight against my colleagues, but a realization that I only have so much time, and that time should be spent with outside perspectives.

That’s why I’ve highlighted a piece from GQ about PAX East, that’s why I featured Chris Dahlen’s dive into Dark Souls, and that’s why you shouldn’t be surprised if most articles here aren’t from traditional sources. I can't play everything, and even when I do, I'm not an expert. I need others to those gaps, and help broaden my understanding.

8-4 Play is the only other gaming-related podcast that I regularly listen to, and while it’s nice that my friends are the hosts, my real interest comes from learning anything I can about the Japanese gaming market. The rest of my iPhone is filled up with podcasts about politics, economics, sports, and anywhere that’s telling interesting stories (see: Radiolab, This American Life). It’s nice whenever those places do a piece on games, but that’s not very often, and I think it’s important to listen to how reporters present stories on other subjects, and see if it it can inform my own.

If you’re curious, here are all the podcasts I’m currently listening to:

  • Brainy Gamer
  • Chicago Football Talk
  • The B.S. Report
  • Idle Thumbs
  • Irrational Podcasts (Irrational Interviews/Irrational Behavior)
  • Mysterious Universe
  • New Yorker: Out Loud
  • New Yorker: The Political Scene
  • NPR: It’s All Politics
  • NPR: Planet Money
  • NPR: Snap Judgement
  • On the Media
  • The Rich Eisen Podcast
  • Slate’s Political Gabfest
  • Talk of the Nation
  • This American Life
  • WNYC’s Radiolab
  • 8-4 Play

Onward!

Hey, You Should Play This:

  • Pretentious Game by keybol for the Ludum Dare

You think you know where this is going, but you don’t. I’ll remain purposely vague to maintain the surprise, and I’ll admit I’m getting a little tired of "minimalism" (and, uh, piano soundtracks) as a means of emotionally connecting with the player. It feels a little cheap, and so many other games have used the same trick. I say this while also claiming that Pretentious Game does it pretty well, which perhaps says more about my inability to avoid getting suckered into piano soundtracks. Pretentious Game comes from the most recent Ludum Dare, and the theme this year was “Tiny World.” If you’ve found any other worthwhile Ludum Dare entries, leave a note in the comments or PM me.

And You Should Also Read These:

  • Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form by Anna Anthropy

One of the arguments Anna Anthropy lays out in Rise of the Videogame Zinesters is how we need more games made by people who’ve never thought about making games before. Those without the ability to understand programming languages need to have the tools to make a video game. Have you seen Valve’s level design tool for Portal 2? That’s a step in the right direction. Toolset expansion is not the only point Anthropy makes, but it is the one that feels like it’s gaining real traction. Secret Dad was a Molyjam game made by a wanna be designer who used Game Salad, a piece of software squarely focused as non-programmers. It’s fascinating to play games that feel like they were authored by a single person, and maybe more of that would be possible if more outsiders could join the party.

As game storytellers, we are not directing static stories take-by-take but rather arranging the scenes that will comprise the shape of our story. We can begin to think of the player as someone performing a role we've written rather than as an audience who experiences our story without any input as to its outcome. We allow room for improvisation, room for the player to make a role her own. The audience of a game can be more usefully compared to the audience for a play than the audience in the movie theater. In videogames, the audience is there, live, with the actors -- or as the actors -- experiencing a single performance that is unique, despite the story having been performed and continuing to be performed many times.
  • “Get Him to the Geek” by Dennis Tang for GQ

It’s fascinating when publications assign writers who don’t know much about games to write about games. When you’re used to talking about games with people who know everything about them, it’s dangerously easy to lose perspective. The audience at PAX encompasses some of the best parts of the gaming community, and the event's a safe place to enjoy your niche. But it's still a gaming convention, and have you thought about how this looks to the outside world? The author of the GQ piece isn’t exactly new to games, but he hasn’t touched them in ages, and his real-time reaction results in some not particularly kind commentary. It hurts because it's kind of true.

Cosplay is short for "costume play." Good cosplayers get photographed here a lot. It's a common courtesy extended by everyone who comes here in costume, and probably a substantial reason they dressed up in the first place. When it comes to the scantily-clad female costumers, it's customary put your arm around them without actually touching them, thus the comically hands-off "hover arm" that's a bit of a sexually frustrated geek trope in itself. There's a lot of hover arm going on right in front of me, in fact, as a tall, gawky guy having his photo taken with Catherine is treating the girl's pale bare shoulders like the surface of the sun. Female objectification and titillation is a fact of life here, pretty much guaranteed by the decreasingly so but still predominantly male audience that gaming draws. The weird, anesthetized sexualization that persists here often goes unmentioned. Many female characters in gaming are strong figures, after all, even if they have to navigate their bare midriffs and enormous, heaving chest plates while fighting the forces of darkness. One woman, who'd in fact been paid to show by the maker of the game she was cosplaying, was asked to leave the exhibition grounds, on account of her character's outfit being a jumpsuit that opened at her cleavage and closed just short of the wrong hairline. Of course, when you consider that the game's main character is named Lollipop Chainshaw, the problem begins long before a paid performer and her choice of source-material-faithful dress. Who knows if that is something that can be helped in an industry that, while it grows broader, older, and more female by the day, would still probably call the ten-percent female attendance at PAX (just eyeballing) a healthy turnout.

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Posted by Giant Bomb Apr 17 2012 18:31 GMT
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After the gaping dragon, Games for Windows Live and 30 frames a second ought to be a cakewalk, right?

Posted by Rock, Paper, Shotgun Apr 17 2012 18:00 GMT
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VG247 has just run a slightly dispiriting dev interview/feature on the subject of brutal RPG Dark Souls’ community-demanded PC version and… well, while we remain the lightest of souls about the fact it’s happening at all, the news isn’t quite what we’d hoped for. As well as the exasperating, bewildering matter of it including Microsoft e’er-temperamental Games For Windows Live matchmaking/copy-protection, it sounds as if this will be a straight source without many, if any, PC-standard bells and whistles applied. Details, plus screens’n'vid, are below IF YOU DARE.(more…)


Posted by Kotaku Apr 16 2012 19:00 GMT
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#darksouls Close to 19,000 people have signed an Internet petition demanding that publisher Namco-Bandai release the upcoming PC version of Dark Souls without Games for Windows Live. More »

Posted by Kotaku Apr 11 2012 18:20 GMT
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#darksouls The action-role-playing game Dark Souls will be available on August 24 for PC, publisher Namco Bandai said today at a Las Vegas event. More »

Posted by Kotaku Apr 07 2012 12:30 GMT
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#rumor There are reports circulating that the latest issue of German mag PC Action contains not only confirmation that hardcore death simulator Dark Souls is headed to the PC, but that it features "new bosses". More »

Posted by Rock, Paper, Shotgun Apr 07 2012 11:32 GMT
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A thread over on NeoGAF has spotted that the German magazine PC Action is previewing Dark Souls for PC, unofficially confirming the release of Namco’s hardcore melee RPG on the PC. There will apparently be new bosses for PC, but with everything else having parity with the console version. A release in August.


Posted by Rock, Paper, Shotgun Mar 21 2012 11:06 GMT
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Namco are busy teasing a Dark Souls announcement on their Facebook page, and it looks like it could be confirmation for the heavily petitioned-for PC version. That is not clue enough on its own, of course, but it seems that Australian PC mag PC Power Play are teasing their next month’s edition with a page reading “You Died”. HmmMMMMmmmmMMMMmmmmm!