JinxRake said:
Whatever you take away from the story of a Souls game depends largely on what you put into it. The game doesn't hold your hand on "Look at this and look at that and this shit is important and that shit is important and have a diary where it's all neatly laid out". It lets you draw your own conclusions from exploring the world, paying attention to the very subtle dialogues and whatever it decides to hide in the environment. That is, by all accounts, the quintessence of story telling through interaction and not exposition. You could play the whole damn thing and not take away a SINGLE thing from it...but it'd just be a damn shame. |
I might of liked that version of story telling more if the story itself in those games had more meat. I played some other games that told the story in a similar way and I liked it but not with the souls games. I like crawling around in every nook and cranny looking for hidden treasures/bits of story. The souls games were extremely thin on story and it's form of story telling didn't compliment it. I didn't mind that but I won't call something it's really not.