Ficool

Chapter 122 - Chapter 122: Players Who Doubt Life

Great news!

We hit the 200 Power Stone goal last week.

So this week, you'll get 3 daily chapters. And remember, for every 200 Power Stones we get this week, we'll add another extra chapter to the daily total for next week.

If you want to read ahead and help us reach these goals even faster, you can find over 150 advanced chapters on my Patreon right now.

patreon.com/iLikeeMikee

Thanks for your support!

- - - - -

Chapter 122: Players Who Doubt Life

Not only Tom, Mike, and Sarah; all the other players who had just entered Dark Souls felt bewildered. Some even wondered if there was a problem with the way the game was launched.

It was simply too malicious!

Players who experienced Dark Souls generally went through four distinct stages of emotional fluctuation. First, there was the excitement before entering the game, filled with the joy of passing on the so-called flame of hope and becoming a fire-bearer.

Then, they encountered the Crystal Lizards and Gundyr, the Judge of Cinder, being completely defeated and bewildered. After persevering and finally defeating Gundyr, players were filled with confidence and had new expectations for the future of their journey as fire-bearers.

Finally, they arrived at the Lothric Wall, where they completely questioned their lives.

After reaching the Lothric Wall, players fully understood the game's key point. With the exception of the Gem Crystal Grubs, affectionately nicknamed Porsches by players, any active enemy unit in the game could kill the player.

Although you can easily kill small monsters in the game (basically, three or four, or even four or five hits kill one), the same applies to them.

In the game, you feel as if you are made of glass, breaking at the slightest touch. Of course, wearing armor makes things a lot easier, as the glass is covered by a plastic bag.

In short, any monster in this game can be deadly.

Even the seemingly easiest zombies can be taken out simultaneously, but if you're not skilled and you face two or three at once, you can suffer a horrible death.

Additionally, players can fully experience the hostility of the game's level design. Just when you have defeated a small group of enemies and are happily moving forward, a zombie appears around the next corner, brandishing a dagger and charging at you.

Just when you realize there is only one monster ahead, you might start to think there are more monsters lurking around the corner, waiting to strike.

Furthermore, what countless players find even more outrageous is that the first treasure chest found inside the Lothric walls is actually a Mimic. It can be said that almost every player who runs into this creature loses their precious life.

And there are many similar moments in the game. There is the dragon that breathes fire on the bridge, the Lothric Knight in the hallway, the Man-Serpent on the rooftop, the Spearman in the room.

Finally, in a courtyard littered with corpses, a fat Winged Knight, armed with an axe, teaches players the meaning of cruelty.

Of course, the second wave of players is not so far behind, as the game has a warning system and bloodstains. Players can leave warnings in certain areas to warn future players. Additionally, bloodstains will appear on the ground where recent deaths have occurred, as a warning to those who follow.

Players who reach this point later in the treasure chest room will probably be wary of the blood-soaked ground. But new players, upon exploring new lands, are not so lucky. Everything they face is unknown.

Of course, veteran players will also take the initiative to give advice, although some are genuine and others are fake. For example, in a treasure chest room, players who have suffered losses will leave a reminder like "Beware of treasure chests." This reminder will make subsequent players wary of the treasure chests they contain.

However, some players can be more heartless and leave ambiguous reminders like "There's a great treasure in the treasure chest."

Although the tip system has a "like" and "dislike" function, it is sometimes not very effective. For these reminders, some impatient players who don't think too much will naturally follow in their predecessors' footsteps.

On the other hand, the tip system is also one of the main reasons why many players persist in Dark Souls. It lets them know that they are not the only ones suffering in this world.

This is also a human quality: suffering alone can considerably reduce your tolerance and make you feel lonely. But knowing that others are suffering with you, and that there are some who are worse off than you, can help you persevere.

Of course, in addition to providing comfort, it is also necessary to endure all the suffering you deserve.

In the game, you may believe you can defeat a monster, but you may not be able to. If you think you can't defeat it, you definitely can't.

Furthermore, the most frustrating thing about the game is that the monsters you just killed with great difficulty will reappear as soon as you teleport or rest near the bonfire.

Then there are the souls, also known as currency and experience. Although valuable in other RPGs, many Dark Souls players feel them as a burden. When you have a significant amount of souls but do not meet the requirements to level up, it becomes a heavy burden. They are all lost upon death, and dying again can be a total loss!

After suffering devastating physical and emotional wear and tear in Lothric, many players return to the Firelink Shrine to admire its figure and fantasize about the stunning beauty behind its metal mask. Hearing her kind dialogue in the game instantly fuels their desire to continue with the Flame.

The only real problem that irritates players is the presence of a nearby swordsman outside the Firelink Shrine. Additionally, there is a man called "Desperate" who crouches near the stairs, constantly spreading negativity. Some players, overwhelmed by frustration, attack the Desperate, who continues to spread negativity.

"I will not continue with the Flame, why are you constantly spreading negativity?" You can't handle the neighbor with the katana, so how are you, Brother Desperate, going to handle him?

Three slashes and he will become hostile. Players are realizing that this guy is truly unstoppable. Rolling, drinking healing talismans, shield parrying... this Brother Desperate is a master at everything.

Looking at the bewildered players, the Desperate cracked a sinister smile: "I heard you calling me Brother Desperate, right? Today I'll show you that Brother Desperate has another meaning!"

And once you become hostile, players don't even have a chance to regret it. As soon as you appear at the Firelink Shrine, you will be pursued.

"What? You say it's a misunderstanding?"

"Once, you made a slip-up, twice, it was just a mistake. Three slashes in a row, and you call it a misunderstanding? Come on! Dance with me!"

Additionally, although the blacksmith will not become hostile after a confrontation with the old female vendor and will reappear later, he flatly refuses to serve you. Killing the old woman once will allow you to sell items, but at that price... You can atone for your sins in the sewers later in the map with souls.

But current players have no idea. Of course, even if they knew, it would be useless. Not to mention whether they can get past it now, the souls they need to atone for their sins are a pain that they can't even mention.

Many players have deleted their files in despair because of this. If it were at the beginning, it would undoubtedly be a setting that would discourage them from playing.

But for players who have already defeated Gundyr, the Judge of Cinder, and reach the Firelink Shrine, a specific attribute has been silently awakened.

Although desperate, it gives them a wonderful feeling. After all, being able to attack NPCs and provoke subsequent reactions is a very uncommon setting in other games.

Of course, in addition to players who have awakened certain attributes, there are also many players full of expectations and on the verge of going over the edge, but then they realized it and quit the game, venting their anger on the forum community.

"F***, f***, Alex is taking revenge on the world! Dark Souls' difficulty is ridiculous!"

"+1, players who don't like being tortured should definitely not buy this, I'm devastated!"

"I thought it was a mowing game, and it was! It's just the monsters that are killing me!"

"It's a cliché, but I still have to say: 'Love Warrior', hehehe..."

Many players who quit after being tortured have raised their voices and warned those who have not yet bought it.

However, some players refute these comments. These players simply want more people to join the game and experience the pain they suffered, just like with Outlast.

Of course, some players are not just playing or trying to fool people. These players, who have developed a special quality, are truly attracted by Dark Souls' art design, its mysterious world, and its thrilling boss battles.

"Let's be honest. Dark Souls' Nebula platform indicates that it is difficult. It is a bit more intense than an average ARPG, but don't exaggerate, okay?"

"Exactly. When did Alex say it was a mowing game? Didn't he say it was all about the player?"

"+1. Action games. I can only say that those who understand, will understand, and those who don't, will not be able to help."

"I highly recommend players try it. The Fire Keeper of the Shrine is so beautiful. I solemnly declare that she is my wife!"

"Hey, man, your wife is amazing!"

However, for now, most players are still complaining and belittling it.

 

More Chapters