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  • The Japanese software company From Software was founded in 1986 with the intent of developing

  • practical office software. And for the first couple of years, that's exactly what they

  • did. However, by the early 1990s the focus of the company slowly shifted towards video

  • game development. In late December of 1994, the company released their first title known

  • as King's Field. It was released exclusively in Japan on the Playstation only 13 days after

  • the console itself had been released. Just like most titles developed by From Software

  • today, the gameplay of King's Field was extremely difficult and unforgiving. Due to how well

  • the game was received in Japan, the company released a sequel in 1995 to an international

  • audience. The game was yet again met with overall positive reviews. From Software would go on to build an

  • immense catalog with many different types of titles with varying success and with the release of

  • Armored Core in 1997, they delved into the massive-robots-smashing-other-massive-robots

  • genre that is oh so popular in Japan. Also known as mecha. It wasn't until 2009 that

  • From Software truly returned to their roots and released Demon's Souls. In many ways,

  • Demon's Souls is the spiritual successor to King's Field with the most obvious difference

  • being the new third-person perspective. Upon release, the game was well received by critics

  • and was praised for its tense and ruthless gameplay as well as the unique integration

  • of its online multiplayer mechanics. In 2011, the company released Dark Souls. Some believed

  • the game to be a direct sequel to Demon's Souls but as game director Hidetaka Miyazaki

  • later explained, this is not the case. Just like Demon's Souls is the spiritual successor

  • to King's Field, Dark Souls is the spiritual successor to Demon's Souls. Dark Souls was

  • a huge success and was again praised for its brutal difficulty. In 2014 it spawned a sequel

  • in the form of Dark Souls II and on the 12th of April, 2016, the world was introduced to Dark Souls III.

  • In the first Dark Souls most players will encounter a blacksmith known as Andre of Astora.

  • He is a fairly unremarkable and minor character and while he was absent from Dark Souls II

  • he does make a return in the third installment. But there is one thing that makes him quite unique.

  • He is one of the very few human characters in the entire franchise to actually move their mouth while they speak.

  • So first of all, what's with the phobia for animated lips?

  • Well, like most things in the Souls franchise, no one truly knows. Despite creative

  • fan theories like undead telepathy, the lack of operational face-cavities is most likely

  • a very deliberate decision made by From Software to save time and resources. Okay, but what

  • makes Andre so special then? Well, what we do know is that he initially served a far

  • more important role in the story of the first game. He was supposed to be a descendant of

  • Gwyn, possibly his son, whose task it was to protect a passage hidden behind the goddess

  • statue in Firelink Shrine. The cutscene for the statue being moved is still hidden within

  • the game files. But as development progressed he was eventually downgraded to a simple blacksmith.

  • The various blacksmith statues dispersed across the game world are actually the surviving

  • remnants of this alternate storyline. So it's possible that, much like the statues, Andre's

  • vocalized activity is merely a vestige of a tale that was never told.

  • In an interview with a Japanese gaming website, game director Hidetake Miyazaki explained

  • that their initial intention was to make a direct sequel to Demon's Souls simply called

  • Demon's Soul's II but that "various things" prevented that from happening. So they decided

  • to name the new game Dark Race. However, two days prior to the unveiling at the Tokyo Games Show in 2010,

  • they realized that the name could have certain racial connotations.

  • So the game was publicly revealed as Project Dark. The next idea was to name it Dark Lord

  • but trademarking proved to be an issue so they settled for Dark Ring instead. No trademarking issues,

  • no racial connotations, everything seemed to be in order. But then someone discovered that in the UK

  • dark ring is also slang for anus. So they eventually ended up naming the game Dark Souls.

  • In Dark Souls II there's a character known as Laddersmith Gilligan. As his name

  • would suggest, he is a character that specializes in building and selling ladders. Now he does

  • make a return in Dark Souls III but, this time around, he is a lot more dead.

  • And to truly solidify the connection, his body is also surrounded by a large amount of broken ladders.

  • The Giant Blacksmith from the first game also makes a return.

  • He can be found in the exact same location in Dark Souls III.

  • But just like Laddersmith, he is now long gone.

  • Rest in piece old friend. Rest in piece.

  • Soon after the release of Dark Souls III it was discovered that there's an unusual

  • amount of, what appears to be, completely finished and functional content

  • that is for whatever reason not available in the final game.

  • Entire armor sets with finalized menu icons, descriptions, stats, and everything

  • are completely unused. Some examples are the armor set worn by Yhorm the Giant,

  • the mask worn by the Fire Keeper, the armor set worn by the Man-Serpent Summoner,

  • a white dress worn by the Company Captain Yorshka, a plow used by the scarecrows in the first game

  • and a lot more. It's possible that these items where cut due to balancing issues or

  • perhaps they plan to activate them in an upcoming DLC.

  • Before the release of Dark Souls, From Software announced a "Shield Design Contest" which

  • allowed fans to submit their very own shield designs to be featured in the game. The company

  • received thousands of submission but only four were included in the final release.

  • The Effigy Shield, the Sanctus, the Bloodshield, and the Black Iron Greatshield.

  • The same type of contest was announced before the release of Dark Souls II with the six winning designs

  • being the Phoenix Parma, the Sunlight Parma, the Watchdragon Parma, the Wicked Eye Greatshield,

  • the Rebel's Greatshield, and the Blossom Kite Shield.

  • The Dark Souls franchise is set in a sort of midevial fantasy universe so you would

  • never expect to see any modern items in these games. However soon after the release of Dark Souls II

  • observant players discovered a quite severe anachronism. In the Grave of Saints

  • you can find this puddle of what is supposed to look like toxic waste. But if we zoom in,

  • it's actually just a texture of a pile of recycled cans with one particular Heineken

  • beer can clearly visible. Good luck fitting that into the lore. It's obviously a mistake

  • though and it was later corrected in the updated version known as Dark Souls II: Scholar of the First Sin.

  • There's another texture applied to the pillars in The Gutter which seems to

  • contain a modern day rubber tire. However, upon closer inspection of the texture itself,

  • it appears to be part of some sort of larger metal structure hidden underneath the surrounding

  • rubble so it's likely nothing strange at all. Nevertheless, this texture was later corrected as well.

  • In the DLC Crown of the Old Iron King for Dark Souls II it's possible to encounter a

  • boss known as Sir Alonne. His appearance takes inspiration from the traditional armor worn

  • by Japanese samurai and he's wielding an excessively large katana. What's interesting about this

  • is that if you manage to defeat him without taking any damage a unique death animation

  • will be initiated which is very much in line with his samurai inspired appearance.

  • By driving his sword into his abdomen he committed a ritual form of suicide known as seppuku.

  • It was originally used by samurai to avoid being captured by enemies, as punishment for

  • committing a serious offense, or because they had brought shame upon themselves. In other

  • words, after being defeated so effortlessly, Sir Alonne must have felt so ashamed that

  • to restore his honor he had to commit suicide.

  • In all the Dark Souls games there's a stat known as Poise. The stat determines the character's

  • ability to withstand enemy attacks without staggering. Being staggered in this case means

  • that you're momentarily defenseless after taking a hit. In the first game it was very simple.

  • The higher the Poise the less you would stagger. In the second game the function

  • of Poise was slightly altered. It functions normally while performing an action

  • like dodging or attacking. But if you take a hit while standing still or moving around you

  • would get sort of semi-staggered in that your movement speed would be reduced while still

  • being able to perform any usual action. There are so many other related aspects like

  • Hyper Armor Frames, Poise Damage, Regeneration, Breakpoints, etc. but in the interest of time

  • this is the essential difference. There's been an ongoing debate over which system is

  • better and what system should be used in the third installment. So now that Dark Souls III

  • has been released, how does the Poise system work? Well, it is certainty not

  • the same system used in the first game but as many players have reported, it's almost

  • as if the Poise stat has no effect at all. Some are even claiming that they have found

  • a specific value in the game files that seem to suggest that the Poise system is indeed

  • deactivated. When this value is toggled from 0 to 1 a Poise system, similar to that of

  • the first game, is supposedly reactivated. But as the specific files and values has yet

  • to be revealed, and thus nothing can be confirmed, these claims should at least be taken with

  • grain of salt. Nevertheless, Poise has definitely been toned down as evident by just playing

  • the game for yourself. I mean, in previous games, one of the major benefits of heavy armor sets

  • was the increase in Poise. But in the latest game you seem to get staggered regardless.

  • Who knows maybe Poise is the new pendant?

  • We can only hope that From Software themselves comes out with an official explanation.

  • Dark Souls is mostly known for it's brutal and unforgiving gameplay. It's also known

  • for its hopelessly vague and cryptic lore. There's no real narrative but instead everything is

  • ambiguously revealed through cinematic cutscenes, in-game messages, and character dialog.

  • These tidbits of information are then puzzled together by loyal fans to create the most comprehensive

  • interpretations possible. But even so, there's so much we do not and can not know.

  • Miyazaki had this to say in an interview: "There are a huge number of things that while present

  • in the game, we make no attempt to explain to the player, and many more that they simply

  • have no way of finding out." But I guess that's part of Dark Souls charm. Much like real world

  • historians can never truly know what happened in the distant past, players can never truly

  • know the complete story of the Dark Souls universe. As everything is passed down through

  • legends and tales, it only makes sense for the mythology to be this fragmented. In preparation

  • for the release of Dark Souls III, publisher Bandai Namco announced a contest in which

  • you had to make a video explaining the story of the first two games. The contest was aimed

  • at players who had no prior experience with the Souls franchise and the winner received $10,000.

  • You know a story is hard to follow when people are awarded money just to explain it.

  • If you do want to gain a better understanding of the lore I highly recommend that you check

  • out a channel called VaaiVidya. He is somewhat of an expert on the Souls franchise and has

  • an extensive catalog of videos uncovering the many mysteries and secrets of the Dark Souls universe.

  • Did you also know that Firelink Shrine was initially going to be a water temple and that

  • the iconic "Praise the Sun" gesture almost didn't make it into the game? For even more

  • facts about Dark Souls you should head over to DidYouKnowGaming by clicking the annotation

  • on the screen right now or the link in the description.

The Japanese software company From Software was founded in 1986 with the intent of developing

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