Just...plonky controls, substandard UI (to the point of being borderline awful), almost entirely text-only lore delivery which is...uh..."charming" for a game from this decade, abysmal immersion shattering voice acting...I could go on and on really. Dark Souls is a game where the whole is most certainly better than the sum of its parts.Rutabaga_swe said:Gyppy: some examples of the jankiness then, please?
I can agree that some of the bosses are bullshit, the capra demon and bed of chaos being good examples. Most of the other bosses give you either a chance to actually see the arena before entering (if you take your time to explore and look around, if you run around flailing your sword like a retard you'll get your ass handed to you) or give you plenty of time to play safely and observe the boss before trying to kill it. It's generally not a problem.
Also yes, you will dies. More than once while playing through the game. That is a given, but you can drastically take your number of deaths down by actually, you know learning from your mistakes. I think the big mistake that a lot of people make is that they figure the "prepare to die" tag line refers to trial and error until you win, where as i'd say it's more focused on learn what you can adjust in your style of play to avoid dying. Take it slow, play carefully and you will save yourself a LOT of trouble. It's the running blind, sword flailing, in to the unknown that kills you, not the game being full of bullshit. The game will punish you hard for being careless while exploring. Paying attention to details, looking ahead and almost sneaking around with your shield raised is rewarded.
For the most part conservative play and non-narcoleptic reflexes will prevent the vast majority of deaths in Dark Souls. You will, however, face-plant into some traps without ever having reason to understand that they're there, or know what they'll do, and a great many bosses have gimmick mechanics that usually take a death or two (or a VERY close call) before you know what's up. Given these deaths almost always involve laborious back tracking through previously cleared areas, I can totally understand why some people end up screaming "Why is this fun!?" at the screen. This kind of mechanic would almost never fly in another title. The fact the game has developed this whole hopeless/melancholy mise-en-scene and rolled the dying into it is why it seems almost more of an artistic flourish than bullshit game mechanic (it's both).