It's like negative Buddhism. Reality is illusion, only darkness is real, the illusion is cyclical, runs strong for a while but eventually the darkness starts to creep back in, your choice in the end is to renew the illusion or shatter it once and for all.
I tried Dark Souls (1) and quickly gave up for a couple of reasons. First I couldn't care less about a world that appears to be dead & dark
everywhere, the "living humans" NPCs are all shallow, spent and "flat" (and with horrible voiceovers), and the existence of things like a merchant in the middle of a ruined city and surrounded by deadly demons and whatever else was just over the top illogical. Secondly, you really only ever fight (and explore) in the game, and you explore so you could fight more and more; I felt like there is no "real world" there, just an elaborate arena with enemies and bosses to kill; the fact that gigantic demons jump from around the corner was just tiring. Am I supposed to be impressed by the huge creature that is also an HP sponge? I'm sure it is a very good game for people who like to fight ceaselessly in a grim/dark world, but I just couldn't care less.
Now, if what you say of its story is true, then wow what a retarded idea.
I understand your point. There is only so many times you can visit a dead, decaying gameworld whose best days are long past and only item descriptions remain to describe more interesting events. You’re essentially fighting in a junkyard.
I think the issue is that From revisits that idea a lot. There really isn’t a living world in their games. Even Deracine was largely about an area frozen in time. This keeps From games from advancing because there really isn’t a story besides kill this and keep going.
My theory is that part of the design philosophy From taps into is from an older era of games where you are dropped in a stage and keep going forward with minimal dramatic weight or character development. Whereas there is quite a leap between Zeldas 1, 2, & 3 into making the world feel like a living, organic thing, From is still stuck at a Zelda 1 era of design for no reason.
I would really like to see them give as much weight to non-combat adventurous activities like pure exploration or social puzzles to enhance their game world.
Ironically, I think this is why so many of us keep replaying DaS1. That formula was rough, but fresh. But after two sequels and different franchises with similar gameplay and themes, it is now stale and repetitive. Booting up DaS3 and playing through the first through levels is a boring chore compared to the execution of DaS1’s interlinked opening areas.
I hope they branch out a bit and explore new design ideas more. And hire a proper writer to pull the disparate cutscenes, dialogue, and item descriptions into a single, unified game versus action-adventure with some cutscene elements.
As I study these games, storytelling, and game design, it becomes interesting how these design philosophies percolate into other areas of the game. Non-warriors like Astraea and Rhaea don’t do anything because how could they have any agency in that type of game world if all meaningful interaction is via weapons?
Keep in mind, these weaknesses don’t make a bad game. But they do impose limitations. As someone else pointed out, being undead removes the need for your character to have human traits, but it is those human traits and overcoming them that makes a hero and elevates disconnected episodes to the level of an epic adventure.