![]() The Souls games aren't exactly known for their mirth - what with the shattered world full of wandering eidolons and all - but there's a vein of deeply weird humour that hums underneath the windswept cliff-faces and desolate settlements. ![]() It should be no surprise, then, that Scott "Grimrukh" Mooney's Daughters of Ash project for the PC version of Dark Souls gives us one of the all-time great examples of this dichotomy. ![]() Of course, mods can never truly complete even the most flawed games, at least if we hold the creator's original vision as the blueprint - the modder's own voice adds to the experience, editing and compensating and harmonising in a way that might be more pleasant than the original, but irrevocably changing the nature of the performance in the process. It's ironic it takes an ardent superfan to recognise the true flaws in a work, no matter how great - it's only by fully internalising where the brilliant design shines through that you can recognise the dusty corners that could use a bit more illumination. It might seem strange to frame it this way, but the act of modifying your favourite game is tantamount to admitting it could've been just a bit better: that maybe the developers should have taken a turkey baster to the gloopy Blood Soldiers of Un-Garth, that the instant-kill spike trap right before the save point was perhaps just a bit too punitive.
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