The Mission – updated

So I had a look at my old plans and it was glaringly obvious why I was drifting, rudderless. Apart from learning to drive and buying a car, and taking the next step in my counselling journey, I'd ticked off everything that was possible to tick off. And even then, there are plans in place to complete those objectives. A…

A new beginning.

I think it's time to stop thinking about it, and just start doing it. There are loads of things I want to do, loads of things I want to create, but I'm crippled by indecision and the molehill of things I want to do looms over me like a mountain. I just don't know where to start. Forever tweaking things…

Three years ago, today

Or yesterday, I forget. Whichever day it was, three years ago I was going to kill myself. I've come a long way, baby. Far enough? Not yet. We still have a ways to go. But still, considering the progress that I have made, it's unreal. Compare the person I was back then to the person I am now and I…
Dark Souls = mature Zelda

Dark Souls = mature Zelda

This was originally posted on the now-defunct Random Fury! videogame blog.

While the credits were rolling in the last of my Dark Souls videos, I mentioned that Dark Souls was like a mature Zelda. I did have a whole host of other things to talk about related to that topic, but as I was not expecting that video to be the final one, I was not prepared. Well, I am prepared now, so start reading.

When you are a child, life is black and white. It’s the good guys versus the bad guys. It’s full of definites and absolutes. As you get older, more mature, life becomes grey. Several shades of grey. Definites become maybes. Absolutes become wishy-washy possibilities. And this is how I see Dark Souls in relation to the Legend of Zelda series. It is not just the obvious visual elements that I observe as being more mature in Dark Souls. Sure, the visuals are more child-like and cartoony in Zelda, and they are more visceral and realistic in Dark Souls, but it goes deeper than that.

It all stemmed from an observation I made when trying to battle my way through skeletons in a graveyard, an area which is a mere stones throw from the starting area in the game. Well, here’s the first analogy, actually. In life, when you are young you do as you are told, you follow the path. Similarly, in Zelda you tackle areas in the order prescribed by the developers. As an adult you have choices. In Dark Souls you have choices. You can take the easy road, up towards the castle-like structure with relatively easy enemies to fight and bumper rewards, or go into the graveyard and fight unforgivingly fast skeletons who don’t take turns in attacking you, and give up next to nothing when killed. Or even better/harder, go down into the dank, dark and flooded ruins of an old city, with slippery, narrow walkways and full of ghostly enemies that under normal circumstances you can’t even hit. Choices.

So these skeletons were tough, and not rewarding me much upon their death. But I persevered, and went deeper, into The Catacombs. Now, down here the skeletons don’t perish once you’ve hacked their health bars to zero – if the necromancer that controls them is still alive, then they re-animate. You could, in theory, soldier on through the seemingly infinite skeleton hordes and kill the necromancers (you do, of course, have choices), and eventually succeed. Or, you could find a certain ember (which is a magical artefact that blacksmiths in this world use to create powerful weapons), which adds a Holy attribute to a weapon of your choice. What does this Holy attribute do? Well, it stops necromancers from reviving their skeletons. You can see why that helps.