Hacker Cinema
Poster for Dark Souls

Dark Souls

Mørke sjeler

2010 · Film · 95 min

Directed by César Ducasse, Mathieu Peteul

HorrorThriller

A young girl, Johanna, is attacked and seemingly murdered. Her father receives a phone call from the police pronouncing her dead as he sees her walk in the front door of their house. Strange things begin to happen to Johanna; she is disorientated and becomes pale and unresponsive. Similar attacks begin to happen, and Johanna’s father takes it on himself to find out the truth. He embarks on a dark thrill ride of lost memories, conspiracy, and zombie-like symptoms. Finding the mysterious darkness within is the source of the bizarre world he has uncovered.

3 neutralfrom 3 commenters

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3 comments on Hacker News

  1. NeutralsamrusSep 9, 2025

    I disagree with the author saying silksong breaks the definition of a game because what it offers is challenge instead of "fun"

    Thats like saying shawshank redemption isnt really a movie because its not fun like the original charlie chaplain films

    I think the vast majority of games are meant to be digital toys, the way early movies were mostly cheap entertainment. But just like movies evolved as an art and artists began to become more comfortable with the medium, games will also become more artistic and less like toys.

    The interactive nature of games is so innovative in the art world that it hasnt really caught on how to use it. But its evolving. Dark souls, the spiritual ancestor to silksong and pther soulslikes, is harder and that was a response to games like call of duty which felt like they were just trying to get the player through the level with as little friction as possible, with the pakyers actions being an inconvenience the game has to overcome so as to give them their dopamine hit. Dark souls responded to that by respecting the player and trusting them with a challenge they can be proud of solving.

    This idea of one peice responding to another is exactly how art works. And the fact that the interactivity of the medium is what is being played with in these peices is a sign that we are moving towards art evolving to embrace interactivity like it did video

    Another example is DDLC. That game did amazing things with making the narrative meta that non interactive media simply cant do. A character in a movie turning to face tue camera and addressing the viewer is trippy for sure, but a character telling you your steam username is way fucking trippier, and sells the meta aspect way better

    Games arent just toys, they can be art. Art just hasnt evolved enough yet, but its on its way

  2. NeutralMithalduFeb 25, 2015

    While the tremor thing might be a factor, it's by far not the main reasons why games need higher framerate.

    Games are fundamentally different from films for a simple fact:

    Games show reactions to your input, films are only consumed passively.

    This means for games it's not only important how the stuff on the screen looks and moves, but how much time passes between you pressing a button, and a thing moving. At 60 FPS that time is ~16 ms, which is almost unnoticable. At 30 FPS that time is ~32 ms, twice as long, and for people used to 60 FPS extremely noticable as a form of sluggishness on the controls. (Although for some games that have the gameplay with some inbuilt sluggishness that effect disappears, Dark Souls for example.)

  3. NeutralkrisdolDec 17, 2013

    Dark Souls 2 is a sequel to Dark Souls, which is a semi-sequel to Demon Souls. All of them are "trial by death", so to speak, and you can pick up Dark Souls on Steam today if you want a taste of it-- though I'd recommend just watching some youtube videos of the game, as the PC version requires third party tweaks to actually work (and uses the terrible Games for Windows Live DRM scheme). It is by far my favorite game of this 'generation', and it is a true challenge.

    It is not an MMO, however. The world is both offline and online at the same time. You are the hero of your world, but other souls drift in and out of your world, whether to obstruct your passage (ie, they invite themselves), or to help you (you request their assistance).