
Image copyright From Software and Namco Bandai
There’s a lot to say, about combat, so as a warning, this one is going to be long.
Combat in Dark Souls does a lot of things right, and not just because that’s most of what the game is. There are a lot of combat games that don’t really grasp the nuance of how to make combat as good as Dark Souls does it, because there is no singular reason for it being so good. Dark Souls combat is not only greater than the sum of its parts, its parts are pretty damn good to begin with, and it makes sure those parts are polished to a keen shine.
For the purposes of this article, I’m going to focus on combat as a whole. I could use any of the bosses as a demonstration, Hell, I could write a whole article on each boss, but that would be time consuming and I have other things to write, and I haven’t had dinner yet. The one thing I’m not going to go in depth too much about, however, is difficulty. Dark Souls is hard, but it’s difficulty is based on something other than just the combat, and I don’t feel it’s appropriate to discuss it here.
So, one thing that elevates Dark Souls over every other action RPG is its game feel. Game feel is a semi tactile feeling of playing the game (it has nothing to do with the emotional “feel”), specifically about how much the game feels, or handles, like it’s supposed to. Game feel, according to the author who coined the term, is made up of real-time control, simulated space and polish. The idea is that the game needs to respond correctly, work how it looks like it should, and it should do those things well. It’s a combination of controls, hitboxes, graphics, character models/sprites and just about every other thing. It’s not just about making sure when the sword hits the enemy it does damage, but that the attack has weight and that the damage is properly communicated to the player. Dark Souls has really, really great game feel.
First, Dark Souls has mostly clear hitboxes. There are invincibility frames while dodging, but these are pretty clear when they appear, since the frames appear like the weapon and the dodging model are not connecting. The second part is that when the attack connects, both mechanically and visually, it looks like damage is done. Imagine fighting a Hollow. When doing damage, a sword swing connecting won’t just hit, but it will have a nice, visceral squish sound and have the Hollow be physically moved by the blow with a nice spray of blood, which allows for a follow up attack. Bigger enemies take more damage to stagger, but they have the weight and power to look like they need more. This use of hitbox and animation also play into the actual mechanics themselves, since an enemy that looks like it’s been staggered by a player’s blow (or another player, or the player themselves) can be hit with a follow up.
Compare this to another action RPG, like, Witcher III. Witcher III is great, but the combat lacks the tactile response that Dark Souls has. Geralt’s sword swings don’t feel terrible, they have good impact and clear hit detection, but they lack the sheer polish of Dark Souls. It doesn’t have the squish of the sword tearing through flesh, the knockback and blood spray when an enemy is staggered, nor do the animations have the same weight and power of the blow. Sure, Geralt is built for grace instead of strength, but even using the Dancer’s Curved Swords has the blades looking more like they’re going to slice right through flesh more than anything Geralt has in his arsenal.
Game feel isn’t everything, however. There are lots of games with great game feel, but if they don’t have the means of making it work, it doesn’t matter how good the game is. Combat in this game has some of the most epic fights in any action RPG. It captures the feeling of it just being, as Dan from Game Grumps said, “you versus an entire army of undead.” It’s not just bosses that make the game’s combat good, it’s that each different enemy has its own tactics and abilities and each encounter requires more than just plowing through with the best attacks.

Image copyright From Software and Bandi Namco. Still, those boss fights are epic as fuck.
First, one of the best parts of the game, is that each encounter can be tackled in more than one way. Sure, there are optimal solutions, and unfortunately, some builds are better than others, or require more work than others, but each encounter can be won with pretty much any weapon, style or spell based on how the player reacts to the attacks and abilities of the opponents. Second, most of the encounters through the game are extremely well built, requiring the player to combine knowledge with actual game skill in order to beat them. Yes, there are perhaps too many ambushes in the game, but outside of Archdragon Peak (which is just bullshit), this isn’t too much of an issue throughout the game.
By having a wide variety of options in combat that are effective, if perhaps not the most optimal, this means that the game is going to have a wide variety of combat encounters throughout the game. Just because all of the Hollow enemies in the High Wall of Lothric fight the same as the ones in Lothric Castle, doesn’t mean Lothric Castle is a retread of the first zone of the game. Since Lothric Castle is the end of the game (well, supposed to be), it places the enemies in places where they can cause more devastation to the player, and requires them to use different tactics than they would on the High Wall.
Sound design is something that gets overlooked in a lot of games, at least in importance, but not in Dark Souls. Sound design is imperative to the game. First, of course, are the great sounds the game makes when something is struck by an attack. It makes it feel like damage is actually being done. Plus, Dark Souls III adds in new sounds for critical hits, with a nice, thumping bass, which sounds in between the sicking slice of guts being torn open and the crash and thud of a visceral attack. The game also uses audio cues from the enemies to train the player when to avoid damage. Each attack has a slightly different sound to them, thus helping the player know how to respond. This is much more pronounced with bosses than it is with regular foes, but it’s still there.
However, the best part of the sound design is the music. As in, there isn’t any. As a means of adding to the surreal, apocalyptic atmosphere, music only plays when in Firelink Shrine, or when fighting a boss. There’s a mechanical reason to it too. Since music doesn’t show up until the boss, it’s there to teach the player about the sound cues, and so the player can listen for the enemies and know where they’re coming from. It also helps keep the adrenaline up, too, since it adds to the uncertainty of the world, thus making sure the player is never quite at rest, so when they do get into a fight, they won’t be murdered as easily.
Filed under: Game Anatomy, Video Games | Tagged: Action Games, Dark Souls, Dark Souls III, Roleplaying Games, The Witcher III: The Wild Hunt, Video Games | Leave a comment »

