Friday, July 7, 2017

Dark Souls' Descent - Changing Tone (Part 2)

Last week, I started the endeavor of analyzing the massive tonal shift that occurs in Dark Souls’ first half. Either because dissecting half of an entire game is too big of a feat to accomplish in one week or because I’m too wordy to be able to do anything concisely (hard to tell which), it ended up becoming a two part analysis. Earlier, I covered the mood the game sets up in its first act (which you can find here, if you missed it), and now we’ll be taking a look at the second act and how the tone changes considerably. Without any further ado, let’s dive in.

            Just as a recap, the first act of Dark Souls (from the start until the first Bell of Awakening), is all designed to make the player feel accomplished. You ascend through a series of easily navigated areas while fighting traditional fantasy themed enemies and meeting friendly faces. The bell you need to ring rests atop a giant tower where you can look down upon all you just conquered and feel accomplished. And so the analysis today picks up right after this big moment of achievement for the player.

            Now that you’ve finally accomplished half of your goal, it’s time for the long awaited change. One bell was up, and now the other is down, very far down. This is where things take a turn for the worse as your journey will now take you through treacherous and intense areas with brutal challenge and mental strain. It’s almost a test of sorts to see if you’re truly ready to take on the rest of the game. First, there’s the Lower Undead Burg, a small alley deep beneath the Undead Burg, the game’s first area. To reach it, you have to climb down a seemingly never-ending ladder, an ominous sign of the further descent ahead. The lower Burg is a lot less hospitable than its upper counterpart. Aggressively fast dogs greet you as you step down into a narrow alley full of piles of flaming trash. Traveling further, you find ambushes of thieves that can quickly wipe out an unprepared traveler, bursting out of closed doors. At the end lies the Capra Demon, a tricky boss infamous for how frustrating it can be. The lower Burg sets players up for what’s to come and instills a sense of dread. It sends a clear message that you’re travelling to a land full of immense danger and the constant ambushes and cramped, narrow atmosphere fosters a growing sense of anxiety in the player. Every corner could be a trap, every nook or seemingly closed door, and you must fearfully crawl inch-by-inch through the area to avoid death.

            Killing the Capra Demon gives you access to the Depths, the next area on your quest for the second bell, and gives you access to your final shortcut back to Firelink on this mad descent. It connects Firelink to the entrance of the Depths, but after that you’re on your own in the treacherous and frightening unknown, with nowhere to go but down. The Depths begins to introduce new frights that stray from your humanoid designs and fantasy tropes. No longer are things familiar, but instead alien and monstrous. There are slimes that drop from the ceiling, landing on your face to deal massive damage, weird frog creatures that shoot a gas capable of inflicting a debuff to half your max HP, and butchers who wield massive cleavers. All of these enemies are designed to unsettle the player in some way, preying on innate fears. Slimes hide almost invisible on the ceiling acting like mechanical jump scares, and the unnatural frog creatures prey on your mechanical fear of losing max health, and the butchers take advantage of a natural human fear of being sliced and diced up. While none of these enemies actually do anything gruesome, simply their association with things we fear is enough to make them inherently unsettling.

            The environment of the Depths is something to take note of too. While the lower Burg was a little cramped, the Depths are claustrophobic and arranged like a maze. To add to this feeling, once you’ve been ambushed by your first slime, the area becomes a nightmare of stress. The ceiling in every hallway must be checked, and double checked, for any slime that could be hiding on it, because they pose an immense threat. Strange, gross goo lines the walls, and the tight corridors often house hidden pits that can drop you into a confusing labyrinth below if you’re not paying attention.  The Depths have to be taken at a crawl, which makes them the tensest area yet. The worst part of all of this however, may be the lack of bonfires. In the Burg and Parish, you could find bonfires or shortcuts back to ones relatively plentifully. The entirety of the Depths has one bonfire in it, and in order to access it, you need to first defeat the giant rat miniboss that resides at the halfway point, find a nearby key, and then backtrack to a locked door to unlock the bonfire. This means one slip-up could void all the slow and stressful progress you’ve already made, furthering the already tense atmosphere. Truly deviously, however, this bonfire provides no real relief. It is at first relieving to find, but it’s not connected to any safe zones. It is smack in the middle of the Depths and trying to backtrack to get out will be just as hard as heading deeper. This deep and dark journey down is one where you’re stuck and have no choice but to press on.

            The grotesque cherry on top of the unsavory fruitcake that is the Depths is the area’s boss. The Gaping Dragon is the one thing in Dark Souls that goes beyond just being unsettling and can be a little nightmare fuel. It’s a massive monstrosity that’s designed once again with a human fear in mind, and crafted to not be reminiscent of anything a player might be familiar with. It’s a dragon so convoluted by hunger that its entire ribcage morphed into a giant mouth, with rows and rows of (somehow squirming) teeth. Even though the boss is one of the easiest in the game, it still fulfills its purpose of being disturbing. The entire thing is so large that your sprint barely outruns its slow walk. The beast’s primary attack is it slamming down its gaping maw before charging. No one would want to get caught in its convoluted mouth when it slams down, giving the whole battle this feeling of dread as you run to avoid being crushed. A creature composed almost entirely of a mouth is something naturally frightening to us as humans, things that very much do not want to be eaten. And here, we must fight one in the bottom of a claustrophobic, stressful, and unsettling sewer.

            Once the dragon has been felled, new players may be expecting to find their next bell here. After all, they have traveled far, and they had beaten two bosses now, the same number it took to get the first bell. Not to mention, they did just reach the bottom of an area called “the Depths”, which certainly must be the deepest and darkest part of the map. But nope. After defeating the Gaping Dragon, all you receive is a “Key to Blighttown.” Just now you’re reaching the area that you were told contains the bell. And when you open the door to Blighttown, all you see is a giant well in the ground, with a ladder leading further down.

            Blighttown is an area almost universally hated by players, and while at first on console it was plagued by terrible framerate issues, I believe it’s more the design of the area itself that makes players hate it, and I also believe that’s exactly what the developers wanted. Blighttown is where all hope truly comes to die, where players get lost so far down under the surface they have no hope of coming back the way they came, and where everything familiar is thrown out the window.

            To start, the entire top half of the area takes place on rickety wooden platforms over a bottomless drop with a death plane. You fall off, and that’s it, whatever progress you had made, it’s now gone. Cleverly, the developers made it so no wood platform is perfectly flat. All of them exist on some slightly off angle. None of this affects player movement, but the feeling of offness and instability that comes when none of the ground you’re on is truly flat is amazing. Just about every man-made structure that exists now is based off 90 degree angles, and an entire area that lacks any kind of perpendicular angle feels surprisingly wrong. The area is also arranged like a vertical maze where, surprise, your goal is to go down, but you’re just as likely to find your way following the main path as you are by jumping down to nearby platforms that look safe. The journey is grueling too, with the upper half only having one bonfire midway down. And with the previous bonfire being in the middle of the Depths, you have a long slog to make it back to where you left off if you die, making the stakes incredibly high.

            The area is full of unsettling and dangerous enemies to fight to boot, and all of them new and very different from what you’ve been fighting before. There are massive, sluggish barbarian brutes who swing at you with high damage clubs and risk knocking off to instant death. They aren’t plentiful, but their scarcity makes each encounter with them feel like a serious risk. There are fast deformed humanoids who wield a variety of trash pieces as a weapon. They’re inherently frightening with their fast speed which works well with their tendency to ambush. Not to mention the entire area is dark and shadowy, making it even harder to tell what could be waiting just ahead. Most cruel of all however, are the toxic dart shooters. They’re snipers who pelt you with darts that build up the toxic status effect, which is a much deadlier version of the poison effect that was introduced earlier in the game. It can easily remove your entire health bar or use your entire supply of healing items if you don’t have an ample supply of the rare item that cures toxic. Luckily they stay dead once killed and don’t respawn ever, but they once again are a threat that can end a player rapidly, and so you must move through the area slowly, tensely, and carefully to deal with them.

            The bonfire in the middle of upper Blighttown may seem like a blessing, but it serves as a real reminder of how far lost you are. With this are your spawn point, even if you die you are still stuck deep in Blighttown. If you want to get even to the Depths, you’ll have to backtrack through the maze-like nightmare you just descended. Level design back in the upper world made it so you could access all different parts of areas pretty quickly with shortcuts so it all felt like one interconnected block. But the utter lack of shortcuts down below makes it feel like one long trek with no escape. Beyond the bonfire lies a slew of even more dangerous enemies: fire-breathing dogs, infinitely spawning mosquitos, and crab-spider-fly amalgamations that breath fire. These new enemies further add to this unsettling and frightening environment, with the spider monsters being that combination of familiar-but-not-quite-right to make you feel slightly disturbed, and the mosquitos that never stop spawning just make you annoyed, further adding to the terribly bleak atmosphere.

            What waits at the bottom of Blighttown isn’t very friendly either, however. The bottom of the area is a massive poison swamp with giant dead trees emerging out the middle. The swamp houses a bonfire that gives you safety and saves your progress to the end of the area, but once again cements the fact there is no going back. Whether you like it or not, you’re stuck down in this poisonous hole. Simply travelling the swamp is a chore as it slows your movement speed to a halt and turns your rolls into a clunky mess, and the mosquitos keep spawning to bother you, plus the swamp builds up a poison status effect which slowly drains your health long after you have left. Not as bad as wooden platform mazes of instant death, sure, but even at the end of your journey there is still no hospitable place to stay, a large contrast to the blacksmith tower at the end of the Undead Parish.

            In the vast swamp, there is one landmark that will likely catch your eye: a large white mound built into the side of one wall. Upon closer inspection, it turns out to be made entirely of spider webs. Just when you thought things couldn’t get any worse, humanity’s worst fear is brought into play: spiders. Luckily there are no spider enemies to be found in the short tunnel that leads to the boss inside this webby compound, but finding a giant den of spiders nestled deep underground will make almost anyone hesitant of what may come next. The boss, Quelagg, is a half-woman half-spider hybrid who, while strange, is nothing like the disturbing abomination that was the gaping dragon. Once bested, the player is able to progress and at long last ring the second bell of awakening. Unlike the first bell, the second one is in a cramped little cavern, you don’t get the satisfaction of looking back over all you conquered the first bell gave you. But at least the terrible descent is at last, over.

            Or is it? Many players after ringing the second bell think they have to travel still further down. Even though the ringing of the second bell shows a cutscene of fortress gate in a previous area being opened, there is still a path leading down from the second bell and some players think they must still travel further. What lies below is a massive lake of lava titled the “Demon Ruins”, with a nearby boss that looks like a misshapen, deformed giant humanoid made from magma. And at this point in the game, the only three “demons” you have faced have been two of the most treacherous bosses you have faced up until this point. So an area with the word “demon” in the title, this must be a truly terrible area if it is the home of demons. But an insane difficulty wall with the boss, and the intense difficulty of enemies past the boss should prevent players from heading down this path. What it does do, however, is show players that there’s even more treachery waiting beyond, and below, Blighttown, and that someday you will have to return back down here.

            After ringing your second bell, and realizing you are finally free from this land, you get a massive sense of relief... for a moment. Then you realize to get back to the hub of Firelink and to proceed, you have to find your way out of the depths of the world. Which most likely means backtracking through the massively long nightmare you progressed through to reach this place. Luckily, there is another way. Giant waterwheels across from the boss area can take you up high to a new path at the top of Blighttown, where you climb a whole horde of ladders, anticipating perhaps nearby freedom. Fighting (or running past) three final barbarian brutes leads you to the outdoors. And there a nearby path leads you to an eventual shortcut back to Firelink. At this point, having finally conquered both bells, making your way through the bleakest depths of the world, and finally reaching freedom and the outside after hours of being confined in tense darkness, it is a major moment. Not only is the feeling of relief immense, but you feel triumphant. At this point you should be ready for the rest of the game. You went to the nightmarish bottom of the world and back, you’re ready to take on whatever is to come.

            That is how the dramatic shift in tone from the first bell to the second prepare players for the rest of the game. Once you’ve conquered Blighttown, you should be able to take on the rest of the game. Even though it will be way harder, it proves you can conquer whatever curveballs will come your way. And even without the sense of triumph that comes from it, the immense change in tone is a game design feat worth examining anyways. The developers use everything, from level design, to area geometry, to shortcuts, to enemy design, to ambushes, to verticality to make the descent down through the Depths and into Blighttown incredibly tense and bleak. I hope after all of this, you have a better sense of the subconscious things games can do to manipulate our emotions.

Key Takeaways:
  • Travelling up subconsciously makes a player feel accomplishment, while travelling down subconsciously makes them feel dread
  • An interconnected level with shortcuts and easy access to safe points can make a player feel safe and in control, but a disconnected level without shortcuts or ways out make a player feel frightened and lost
  • If you want a player to be tense and scared, make them fear every wall, corner, ceiling, and floor with the potential of hidden traps that can only be thwarted by careful observation
  • The key to designing enemies that truly disturb is to take something people fear, like being eaten, and design the enemy around that, or making something in the uncanny valley, that falls close to what they are familiar with, but feels slightly off
  • Geometry that doesn’t follow the typical 90 degree angles we are used to works wonders in making an environment feel off.
  • Areas that are treacherous, bleak, and stressful must have some kind of payoff. If you just torture your player relentlessly, they won’t want to continue on. The moment of triumphantly obtaining freedom from the long prison of descent is the payoff that makes the entire lower Burg to Depths to Blighttown journey worth it.

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