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Today, major studio games are more likely designed as services, updated via patch and downloadable content rather than remastered and re-released. The practice of remastering itself suggests a bygone era when games were considered standalone, discrete media objects.
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GAMES LIKE DARK SOULS FOR LOW END PCS SOFTWARE
With the 2018 remastered edition, From Software finally addressed many of the community’s longstanding complaints, upgrading the technical performance and overall appearance of an aging PlayStation 3 game to meet the expectations of current generation gamers.Įven so, re-releasing Dark Souls runs contrary to current trends in the gaming industry, which has in recent years “pivoted” away narrative-driven, primarily single-player games. Despite these limitations, Dark Souls attracted a significant, persistent player base and community, with over 300,000 subscribers to its subreddit at time of writing. Acclaimed by critics and players alike for a responsive combat system, unrelenting difficulty and compelling storytelling, Dark Souls suffered since launch from framerate dips, muddy textures and generally low resolution graphics, as well as inconsistent multiplayer connectivity. Keywords: Aesthetics, casual revolution, collective intelligence, Dark Souls, games-as-service, mastery, metagames, neoliberalism, ludic sublime, time Introductionįrom Software’s Dark Souls (v1.06, 2012) seems like the ideal candidate for a remastered edition. This paper argues for the importance of a poetics of play-in correspondence with or at least alongside a formalist poetics of games as such-as a way to preserve the possibility of creative play within neoliberalism and its drive towards ubiquitous productivity. Though Dark Souls embraces “jolly cooperation” and sharing in the community’s collective mastery can save players time, it can also foreclose the possibility of what Daniel Vella (2015) has called the “ludic sublime.” Revelatory experiences of gameplay require specific, historically situated playstyles, ones that play with and against gaming’s natural disposition toward objectivization. Moreover, many of the late stage Dark Souls “metagames” (Boluk and Lemieux, 2017) aim to reduce the game’s complexity in pursuit of greater efficiency. The overabundance of supplemental paratexts-increasingly typical of today’s culture of livestreaming-informing a late playthrough can transform the experience of Dark Souls from one of exploration to one of consumption, from discovery to affirmation.
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(Re)Mastering Dark Souls by Timothy Welsh Abstract