Unremarkable and Odd Places in Dark Souls

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  • เผยแพร่เมื่อ 27 เม.ย. 2024
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ความคิดเห็น • 542

  • @any_austin
    @any_austin หลายเดือนก่อน +414

    As soon as the scripted part was done I felt the video came together better. I think as I explore this format more I’m gonna try incorporating less movement in the footage, more ambient shots, keeping the camera still, etc etc. just an idea for you, but I definitely think there’s room to expand the format and the best way to do that is for more people to participate in it. Solid addition to the canon.
    Edit- I’m also going back and forth on the title. I appreciate that it might be part of why it performed reasonably well, but it could just confuse people for both of us in the long term! Food for thought. Good video.

    • @solarpellets
      @solarpellets  หลายเดือนก่อน +74

      I was wondering if you were going to end up seeing this, I'm glad to know it eventually reached your eyes. Initially I wanted to do something a lot more similar to your videos, with a bit of a twist talking about the art creation process and how it relates to my thoughts on art, tying it more into things I've made in the past, but the more I worked on it the more I strayed from that vision. If I do end up doing something like this again, I'll probably use a different title, but in the meantime I'm glad to have your blessing!

    • @CFronTV
      @CFronTV หลายเดือนก่อน +23

      yeah i don’t really like how the title is blatantly ripping off your titles i thought this was one of your videos at first

    • @lestermoe
      @lestermoe หลายเดือนก่อน +15

      Bro... Shut up...

    • @ackoonsgaming
      @ackoonsgaming หลายเดือนก่อน +15

      The title is fine

    • @statustasis-zw2ek
      @statustasis-zw2ek หลายเดือนก่อน +16

      Fine Bros moment

  • @VaultTecCitizens
    @VaultTecCitizens หลายเดือนก่อน +1394

    I liked finding places in Dark Souls 1 where I'd say "Yeah I could sit here for a hundred years being an undead merchant."

    • @bloomsux69
      @bloomsux69 หลายเดือนก่อน +61

      tbh it doesn't sound too bad, chillin in the wind as the eternal castle stands for centuries, and there you are. just hangin

    • @sebakisniesebakisnie6109
      @sebakisniesebakisnie6109 หลายเดือนก่อน +64

      ​@@bloomsux69 to me thats the biggest part of the allure for the atmosphere of dark souls. all the npcs just sort of hang around existing in this uncanny state of peace when the world around is crumbling.

    • @mergenocide
      @mergenocide หลายเดือนก่อน +56

      @@sebakisniesebakisnie6109 Then one day everything goes pitch black. "Guess that chosen fella decided to not link the flame...damn, there goes my sales."

    • @TasTheWatcher
      @TasTheWatcher หลายเดือนก่อน +12

      I think, being undead, you wouldn't really know how much time had passed

    • @dekatonkheir
      @dekatonkheir หลายเดือนก่อน +4

      Such a vibe tbh

  • @fatfurry
    @fatfurry หลายเดือนก่อน +353

    Dark Souls has so many random out of bounds spots with no purpose that are only reachable through strange jumps and in my opinion they all have the same kind of feeling

    • @oreodoesit
      @oreodoesit 17 วันที่ผ่านมา

      superb art!

  • @VileLasagna
    @VileLasagna หลายเดือนก่อน +297

    @ 9:30
    So those chest are actually really cool and clever. The DLC has 4 Dark Sorceries. One, Pursuers, is traded for the soul of Manus. The other 3 where unearthed or crafted by the people of Oolacile and used to be stored in that room. However, two of them were stolen/removed from that room. You get there and there's 2 dark sorcerers at once in that room, something that is a first and three chests. One of them contains Dark Orb, a dark sorcery. The other two have been looted already, hinting at two more spells you can find later on, the thieves having been hunted down by the dark sorcerers, one with Dark Fog in the big hall, who's been hanged from a chain, presumably as punishment, and the other with Dark Bead way down in the Chasm Of the Abyss, again with their assailants/pursuers still around their body

    • @volnutt333
      @volnutt333 หลายเดือนก่อน +25

      makes perfect sense! i always wondered if this room with empty chests (uncommon in the game) had any lore implication, thanks.

    • @matthewshafer9545
      @matthewshafer9545 29 วันที่ผ่านมา +4

      Edit: 4 sorceries ...I forgot pursuers .
      3 sorceries . All of which do magic and physical damage and get a parameter bonus from strength and intelligence . 1 pyromancy that is the same damage type as Kalameet "fire" attack (it does no fire damage, magic and physical) it might get a strength bonus but I don't know . There are 3 catalysts that use strength and intelligence . There is just the pyromancy flame and the ascended flame which have no parameter bonuses, but black flame cannot be absorbed by that amulet .

  • @illusorywall
    @illusorywall หลายเดือนก่อน +243

    This was a really fun watch! I love thinking about the weird little corners and nooks that don't have much purpose. I relate 1000% to the "strange feeling" these spaces can evoke when you stop to think about them. Occasionally, rarer mechanics will make use of these spaces, which is really cool. It shows the developers thinking about putting *something* there when they can. For example, the empty dead end behind the Balder Knight shown at 2:20 is actually the potential spawn location of an Evil Vagrant. At 6:20, a group of Gravelord Black Phantoms can spawn there as well, and in my video on Gravelording, I commented on how it was interesting to me that they put some extra enemies there specifically because of how it felt like they just wanted to make use of that space. Those enemies are far enough off to the side of the entrance to Artorias that it's unlikely they'll even see or aggro on you. Most extra enemies are there to make the game harder, but those are particularly easily avoidable, so to me it really felt like just "rounding out the map", if that makes any sense.
    And getting a Red Good Vagrant was awesome! At around 9:38 you can hear its insect-like sound effect and I immediately said "no way!" (I've spent too much time messing with them to not be extremely on-guard for that sort of thing). It's cool you caught a glimpse of it; The most cryptid-ass thing in a video game to exist, lol. I think it probably heard you and approached your location, they can be curious and want to investigate the source of the sound like other enemies. However, once it properly "sees" and "aggros" is when it'll actually run off and disappear. I believe the investigating the sound source can explain why sometimes they wander a little bit from their spawn locations, I've found one not at its spawn location in New Londo Ruins and the Undead Burg before as well.
    Sorry for the incoming dump of comments but I've also spent so much time wondering about these locations and have thoughts on some of them!
    At 16:56, I've always suspected this extra Darkwraith was here to overlook Beatrice's summon sign. Her sign is by the ledge and not back in that corner, but you do have to pass by this enemy's line of sight to reach it and forces you to engage it. Or maybe it's not intentional, but it's still a good interaction between two kind of oddly-placed things.
    22:50, this platform is an unused alternate entrance to The Depths! There's a video called "Secrets of the Sunlight Altar" by Diamond that goes into a lot of detail there. In the final game, there's still a set of breakable boards (a completely unique asset/object) in the ceiling above that platform in the Depths, leftover/ scrapped content on how you would've fallen in through the roof.
    23:50, I believe this is the remnants of an unused path, something I haven't covered/ shown yet in any of my videos. It's impossible to make sense of by just going out of bounds though, there's no collision back there, and from down here, the thing that helps indicate that it might be a cut path isn't rendered. I believe this path might've originally lead to a tall ladder that went up. There's no evidence of the ladder itself, but following the out of bounds curved path lines up to an unused path a lot higher above it.
    35:00, Lautrec's summon sign is placed here! It's so out of the way and easy to miss and I think a lot of players don't even realize that you can also summon him for the Gargoyles. On top of being in an obscure location, you'd have to free him and then meet him and talk to him in Firelink Shrine first anyways.
    43:20 On top of this beam is an invasion spawn location. I've wondered if those paths to be able to get back down there were somewhat intended in that if an invader could wind up there, that you should be able to get to that same location on foot as the host maybe?
    1:00:50 This weird side area is one of the spots where I'll drop items that can spawn Good Vagrants. I'm always on the lookout for weird nooks to drop Drift Items as to hide them from the players who receive them, and I feel like this is the place to do it in the Painted World!
    1:05:50

    • @solarpellets
      @solarpellets  หลายเดือนก่อน +40

      I knew about most of the red phantom and vagrant spawns thanks entirely to your videos, actually! It's crazy to wake up to one of my favorite TH-camrs commenting on my video. I had no idea vagrants even made noises until I saw that one in Oolacile, and definitely had no idea they wandered, that's crazy. I've seen people mention Beatrice's and Lautrec's summon sign, but it feels more like they were placed after the fact. Not that they were, but that these spaces that happened to be here were good places already, even if they were created with that express purpose. Honestly, same goes with the vagrant, red phantom, and invader spawn points, the places do still feel very odd to me. I'm glad you enjoyed, and thank you so much for watching!

    • @Sandmann629
      @Sandmann629 หลายเดือนก่อน +1

      hey if you like the vibe of these videos Any Austin came up with the title and has made a bunch of videos like this for different games

    • @lightinstinct707
      @lightinstinct707 หลายเดือนก่อน +3

      The legend himself, Illusory Wall 🥹

    • @megalinc
      @megalinc 27 วันที่ผ่านมา +2

      DARK SPIRIT ILLUSORY WALL HAS INVADED

    • @oreodoesit
      @oreodoesit 17 วันที่ผ่านมา

      yea. you wouldn't think, but take some time to think about it. experience it and you will see. you will.

  • @hypotrain
    @hypotrain หลายเดือนก่อน +122

    My favorite spot in the entire game has to be the short forest path you take from Anor Londo to the Duke's Archives. No enemies, no items, just this strangely real feeling little forest path that you are just supposed to walk through without thinking about it. They didn't have to have it there, they could've just have the tunnel somehow connect directly to both levels, but no there's just this little patch of summer forest that doesn't feel like it's part of either level

    • @rumblerock5620
      @rumblerock5620 หลายเดือนก่อน +5

      That is my favourite place too, Im surprised somebody else likes it as much as I do

    • @DivineBanana
      @DivineBanana หลายเดือนก่อน +4

      You know I never really thought about it much, but as soon as I read your comment I knew exactly where you were referring to so it must have stuck with me for a reason. Idk if it's necessarily relevant to the video though, because that is an intended path, and clearly something that the developers assumed the players would see and be drawn to. It's intentionally placed rather than just kind of spontaneous appearing as a result of other level geometry, which is the real topic of this video. I only bring this up because then it begs the question, what was the developers intention? I mean sure it draws the players attention, and makes it clear that this might be the start of a new area, but as a souls borne fan we must dig deeper and overanalyze everything!!

    • @solarpellets
      @solarpellets  หลายเดือนก่อน +13

      @DivineBanana I think it fits simply because you're not intended to linger there. You're supposed to pass through, it's a hallway, not a room on its own. Lingering there makes you see it outside of its normal context, and the space itself does feel pretty odd

    • @DivineBanana
      @DivineBanana หลายเดือนก่อน +2

      @@solarpellets I see, thanks for the context. I definitely spoke out of line there because honestly, I just started watching and I'm still not even 10 mins in. If it's something you put in the video then my comment doesn't make sense, because obviously that location is relevant to the video lol. And with your reply, I see how it still fits within my own (probably poorly) summarized definition of your video.
      Long story short, awesome video so far and I'll keep my mouth shut until I watch the whole video before I leave another comment that would likely get answered if I just watched the whole thing. Much to the dismay of others, I just get excited and like to hop into the discussion even if I don't know what's going on lol. Keep up the good work!

    • @solarpellets
      @solarpellets  หลายเดือนก่อน +3

      @@DivineBanana I don't think you spoke out of line at all, I love this sort of discussion! I just hope you enjoy the video :3

  • @BrianM_3rd
    @BrianM_3rd หลายเดือนก่อน +379

    I will never get tired of Dark Souls 1. It really is the forever game. Thanks for putting out so much great stuff recently.

    • @naldinhoostman7535
      @naldinhoostman7535 หลายเดือนก่อน +6

      Holy shit its Brian M from streets

    • @proggz39
      @proggz39 หลายเดือนก่อน +27

      It really is. My first and favorite. Got a couple friends that played 3 and Elden Ring but never bothered with 1 because it was too “slow & clunky”. To me, the atmosphere and feeling I get traversing Lordran is essentially unmatched by any other game

    • @tfuenke
      @tfuenke หลายเดือนก่อน

      Best map of any game​@@proggz39

    • @bramhelsing2697
      @bramhelsing2697 หลายเดือนก่อน +14

      It’s kinda transcended a video game for me with all the lore, breakdowns, commentaries, and random Dark Souls trivia I consume. It’s like taking solace in a work of art that is interactive and can be traversed in a 3D space. It’s honestly my favorite piece of media of all time.

    • @Scharfster
      @Scharfster หลายเดือนก่อน +6

      @@proggz39 unfortunately I can see the issue from going back to DS1 from games like ER, DS3, and BB especially. It's like starting people at Resident Evil 4 and have them play RE1 remake as their next game, they would hate it. It's all context, that's why if I ever get into new series' I always start from game 1, even if it isn't the chronologically first in the story, like the Devil May Cry games.

  • @knight_lautrec
    @knight_lautrec หลายเดือนก่อน +188

    This is a certified Knight Laurec of Carim banger

    • @pinkydemongames5969
      @pinkydemongames5969 หลายเดือนก่อน +10

      keheheheheheheheheheh

    • @Black0utcs
      @Black0utcs หลายเดือนก่อน +2

      The armor is from the fire keeper in anor londo

    • @pinkydemongames5969
      @pinkydemongames5969 หลายเดือนก่อน +1

      @@Black0utcs no it's Lautrec

    • @Black0utcs
      @Black0utcs หลายเดือนก่อน +1

      @@pinkydemongames5969 isnt the helm is from the firekeeper man

    • @Black0utcs
      @Black0utcs หลายเดือนก่อน

      @@pinkydemongames5969 he is using the brass set, not the favor set. Just google it. Just the color match, but they're definitely different. Idk why people mistake the 2 set. They're completely different... u can check this on wiki souls for DS1

  • @yaboifed-ex9076
    @yaboifed-ex9076 หลายเดือนก่อน +32

    This is legit a relaxed rambling dark souls yap sesh and I’m not ashamed to say it felt like I was at a friends house listening to them talk about a game they enjoy and I fell asleep to it

  • @oomenacka
    @oomenacka หลายเดือนก่อน +68

    This video makes me so happy and validated because my approach to Ds1 has always been to take things slowly, and observe and linger in random places. My friends have never understood the appeal of me standing still above the waterfall in darkroot basin for 15 minutes and just contemplating. It doesn't have to be all about productive and optimal gameplay -- it almost feels like Ds1 with its liminal ambience and lack of soundtrack outside of boss rooms is specifically asking you to vibe.

    • @Dondillilochevrolet
      @Dondillilochevrolet หลายเดือนก่อน +4

      Hard agreeeeeeee

    • @luckylaurentfaith9649
      @luckylaurentfaith9649 หลายเดือนก่อน +2

      rare take massive w

    • @Slival_
      @Slival_ หลายเดือนก่อน +1

      The frog in that area is one of my favorite sounds in the entire series

  • @zZiL341yRj736
    @zZiL341yRj736 หลายเดือนก่อน +98

    Fromsoft: look at these huge architectures and impressive level designs.
    This guy: this little nook in the wall gave me many emotions!

    • @oreodoesit
      @oreodoesit 17 วันที่ผ่านมา +2

      not emotions. vibes.

  • @coolkid9967
    @coolkid9967 หลายเดือนก่อน +55

    “It’s Nostalgia for something you never knew” -Terence McKenna

  • @ztsb_koneko
    @ztsb_koneko หลายเดือนก่อน +67

    If you visit actual old castles, they have these same types of odd, impractical or useless spaces. DS1 nails that beautifully.

    • @mattjk5299
      @mattjk5299 12 วันที่ผ่านมา

      In fortifications or in structures that aren't perfectly planned out or had niche unusual uses that were relevant for the time but no longer are tho
      Ings we think about, you often end up with seemingly inexplicable spaces that have inappropriate accessibility or decoration (under or over) that exist out of necessity of architecture.
      In a house, you generally build for practicality and price with lighter materials, a fort or a castle balances these with heavier materials, thicker walls and foundations, limited entrances, and a limited footprint while also simultaneously housing staff, barracks, luxury dwellings, kitchens etc. lots of "weird spots" as someone who's looked around probably 100+ ruined intact castles and volunteered for a couple hermitage trusts. Castles are definitely weird. I wonder if military bunkers or large ships have similar strange spots.

  • @thetaleteller4692
    @thetaleteller4692 หลายเดือนก่อน +44

    The idea of good level design, especially towns and buildings is not just to build whats required for the player to do his journey but spaces with perception of past time. Rooms and walkways which once hat a purpose but lost it. Buildings who got extended, doorways shut, abandoned. Collapsed bridges which lost its purpose and kept broken. Statues stuffed away in a building for no one needs them anymore. This is why DS1 feels so much more "real" than DS2 with barren square rooms to home a bonfire and nothing else.

    • @solarpellets
      @solarpellets  หลายเดือนก่อน +18

      There are no barren square rooms that do nothing but house a bonfire in DS2. The closest thing I can think of is the bastille, but that's literally a cell, so it's diagetic. Most bonfires in DS2 are outside, on cliffsides, ruins, or in storage rooms. There are a couple in empty square rooms, but those are the primal bonfires, those rooms were built around the bonfire in the world, not by the devs. DS2's level design is on par with DS1, if not better at times. There are some exceptions, but generally DS2 is very good and feels very diagetic.

    • @derpi3438
      @derpi3438 หลายเดือนก่อน +5

      ​@@solarpelletsSoldier's Rest in FOFG, below Belfry Sol in Iron Keep, King's Gate in the castle and the one behind the hidden wall if that counts, not to mention the ones behind the hidden walls in Aldia's Keep and Earthen Peak and the one Dragon Shrine, and the second one in the Undead Crypt.
      That's just off the top of my head and not counting the DLCs nor vanilla, which would probably be worse here.
      I prefer DS2 over DS1 for my own reasons and have played it more than most if not all other games, but I think there is zero chance that DS2 is anywhere close to being as diagetic or "feeling real" as DS1. It always felt the most artificial to me by a strong margin.

    • @jessegauthier6985
      @jessegauthier6985 หลายเดือนก่อน +5

      @@solarpellets I have to agree with derpi on this one. The other side of the issue is with DS2s lack of attention to detail in many areas. In Dark Souls 1, you can often break the diagetic presentation of the world if you know where to look by finding big texture seams, poorly modelled distant landmarks that dont make sense, etc.
      But in DS2, you don't need to know where to look. So many areas just 'feel' like videogame levels, to the point where even going through them normally I find myself thinking of them as a collection of boxes floating in a void, rather then part of an actual consistent world. Some of the worst offenders are the Shaded Woods with the ridiculous and ugly trench-paths, Earthen peak with its awful ceilings (seriously, don't look up when you go through that area if you value your immersion), and Old Iron Keep with the huge boxey and abjectly purposeless areas.
      It's a really weird game, for that reason. I've always felt like DS2 kinda feels like a dream: the combination of the more traditionally told main story with that weird vagueness of that games deeper lore, and the nonsense world design make Drangleic feel so different to any other area in a Fromsoft game. Except Kings Field. Seriously, I don't know if you've played Kings Field IV or any of the older ones, but Dark Souls 2 has the visual atmosphere and vibe of a Kings Field game almost exactly. It's uncanny.
      Anyways, it'd be a great game for this sort of video. It has a LOT of weird small areas.

  • @returnosf5043
    @returnosf5043 หลายเดือนก่อน +25

    I'm so happy to hear someone else also gets that weird feeling in certain places in DS1! I think it's because the game does such a great job at making you feel like it's a real place, your subliminal mind feels like there MUST be stories and history attached to places that seem otherwise empty. For the places like the street beside Capra's arena, the world feels so fleshed out that it tricks you into being certain there's more to it, and that in turn causes that feeling of longing to go and explore more of the world. Even though we know there's nothing there really.

    • @returnosf5043
      @returnosf5043 หลายเดือนก่อน +2

      It's almost a feeling of frustration - a desperation to know more about the world while simultaneously knowing deep down there is no more. Great video that excellently showcases this, in any case

    • @theapexsurvivor9538
      @theapexsurvivor9538 หลายเดือนก่อน +2

      I think this, combined with how interconnected the world is, is why DS1 is so many people's favourite of the series from a level design perspective. It constantly finds ways to suck you in by mixing in places you Can't go with places you can (which may also be why DS2 is the least liked, as you can't see much of either). You can't ever be Certain that you can't go somewhere, so your desire to see if you can keeps you mapping out the world. And every little secret, every little hint of life and lore deepens that desire.
      It's also a large part of why Izalith and especially Tomb feel so rushed and unfinished, there's nothing you can see but can't go to, and all the history and lore is basically just surface level, despite their predecessors both being excellent levels for that sense of mystery.
      DS3 made some good use of this as well, but I think that the noisy, high resolution, gray-washed graphics took something away from the effect in places, though the view from Vordt is still great for getting you to Want to explore the next few areas (though the lack of areas you can't reach or aren't intended to reach does detract from it a little).

  • @Ashlevon
    @Ashlevon หลายเดือนก่อน +23

    In Dark Souls 3, between the Crystal Sage bonfire and the Cleansing Chapel bonfire, you can find the Cathedral of the Deep bonfire (with the Paladin's Ashes nearby). Look up towards the stairs and turn a bit to the left, towards the tree line. There is a small clearing up on a hill in that direction that is incredibly liminal. I've played DS3 on and off for some 6 years and only recently did I discover this place. But it wasn't forgotten by the devs, that place actually has a Titanite Shard!

    • @MarkHogan994
      @MarkHogan994 หลายเดือนก่อน +3

      I have been playing DS3 since release and have 400 hours in the game. Thought I had found everything. Then I read your comment and I just had to check out that spot you mentioned. Re-installed the game this evening, and was floored to find that indeed there is a wonderful little clearing that I have never found in my many playthroughs. It has now become one of my favorite spots in the game, just because it's so liminal and cozy. So thank you!

  • @Aquaticponies
    @Aquaticponies หลายเดือนก่อน +16

    I personally encounter bottomless pits pretty often in real life

  • @milesfp2001
    @milesfp2001 หลายเดือนก่อน +29

    17:10 that's where the witch's summon sign is if you're human and you used her in the butterfly fight.

  • @heartnet40
    @heartnet40 หลายเดือนก่อน +7

    Every Dark Souls playthrough for me always inevitably turns up the fantasy of "where is a mostly safe location my character could reasonably set-up camp in?" so this video concept is 200% up my alley.

  • @ChrisDaPancreas
    @ChrisDaPancreas หลายเดือนก่อน +30

    The Dark Souls of Any Austin videos

  • @Couragethecowarddog
    @Couragethecowarddog หลายเดือนก่อน +8

    People also seem to forget that the area in Lost Izalith with the Chaos Eaters is one of the final locations of Siegmeyer's quest, where he jumps down to fight them and you have to help him before they kill him. I will agree that it is an offputting area that fits well in this video though.

  • @AmericanNerdLife
    @AmericanNerdLife หลายเดือนก่อน +5

    10:37 those open chests indicate the 2 dark spells that were taken from them. Dark Bead and Dark Fog.

  • @Guttins
    @Guttins หลายเดือนก่อน +13

    The random ass vagrant was just the cherry on top lmao, great video.

  • @Geop_Chad
    @Geop_Chad หลายเดือนก่อน +18

    I have no idea why i watched this 1.5 hour video even though its so odd and unremarkable

  • @Enderception
    @Enderception หลายเดือนก่อน +4

    The platform around 7:00 is so common in Bloodborne. Yharnam has so many bits where it looks like you should be able to drop down, but once you step off the ledge the camera changes and you die haha. Lothric's High Wall and Castle have this, too
    It's kind of the same problem as 2d platformers that don't distinguish background and foreground objects from actual platforms, but in an immersive 3d environment

  • @noti7510
    @noti7510 หลายเดือนก่อน +19

    I didn't think I had anything unique to say when the post came out, but nost of these spaces resonated with me in that way, just I had half-forgotten them, having noted that there was no reason to visit them, and that made them feel weird, then never visiting them.
    the place I feel a feeling like this for most, though it's not the same feeling, is the sunlight altar area. it's my favourite bonfire, I like how private it feels sometimes, like, a lot of people won't find a way to get over there their first time, and even after opening the gate, there's little reason for anyone to come back through that gate. it's shady inside, but lovely outside. it's grassy, and that little nook with the bench is my favourite spot in the game. I don't really pay attention to the flat grass, maybe because I play in glorious 720p, but it's a really pleasant, sunny, and enclosed little nook with a bench, and I so wish I could sit there. it reminds me of a place at my old school behind the red brick music house, with a wooden bench, and viney seperating wall, making it really nice feeling to sit in that corner, like how you feel about the corner in the demon ruins I guess. there was also a corner in the outside courts, where there was just an apparently useless wall making a pretty large, but also pretty narrow relative to length, space with three wall. I never sat there, and it probably would have been cold to sit since there was no bench, just concrete, but it was usually sunny there and it did look nice. and the cricket cages which were similar, and probably would have been amazing for reading in if you got there at the right time of a sunny day, but for the fact that they were always closed. probably coulda gotten in alyway though . . . also the unused office which was open to access, and had a bunch of seats in it, and, for a glorious, sunny year, was largely uninhabited but for me and the biggest book in the school library . . . those places are why I love the nook with the bench at the sunlight altar

    • @Ograbem
      @Ograbem หลายเดือนก่อน +2

      bittersweet memories

  • @Propain_.
    @Propain_. หลายเดือนก่อน +8

    30:26 this honestly looks like a GODTIER reading spot.

  • @guybrushpiepwood
    @guybrushpiepwood หลายเดือนก่อน +15

    35:00 i totally get how you get that feeling here. But that spot does in fact have a purpose: after freeing lautrec and talking with him at firelink, you can summon him here to fight gargoyles.

  • @fatfurry
    @fatfurry หลายเดือนก่อน +36

    A lot of the places that you say "have no purpose" are places that you can jump down to from above, essentially they are platforms that help you traverse the area.

    • @grief_hammer
      @grief_hammer หลายเดือนก่อน +14

      Many others are NPC questline locations e.g. Lost Izalith pit and Ash Lake are both required for Seigmeyer's story.

    • @MarkHogan994
      @MarkHogan994 หลายเดือนก่อน +1

      @@grief_hammer Yeah I was thinking to myself : "dang, SolarPellets really never did Onion Bro's quest", lol. Kinda nuts for someone who loves this game so much.

    • @solarpellets
      @solarpellets  หลายเดือนก่อน +1

      I've done the quest several times, you need to do it at least once for a couple achievements. I don't know that I've gotten siegland, but I've seen people do the quest. Those places that you go for the quest were all recommended by other people and I never said they were purposeless like the areas I knew of beforehand.

    • @MarkHogan994
      @MarkHogan994 29 วันที่ผ่านมา

      @@solarpellets Fair enough, my bad!

  • @free_spirit1
    @free_spirit1 หลายเดือนก่อน +3

    A small number of games give me a weird feeling, something of a forgotten dream. Have I been in this place before?

  • @milesfp2001
    @milesfp2001 หลายเดือนก่อน +9

    30:05 I've heard people say that the lore of this spot is that there was a bridge there, someone tricked Havel into going across, then they destroyed the bridge trapping Havel in the tower.

  • @xpoiler6152
    @xpoiler6152 หลายเดือนก่อน +26

    i get the same feeling with cod zombies barricades, i always wanted to go behind them so bad even though i knew nothing was there and it's out of bounds, hard to explain 😂

    • @solarpellets
      @solarpellets  หลายเดือนก่อน +3

      I haven't played much cod, but I had the same experience the couple times I watched friends play or whatever. There's no reason for me to go out there, I just kinda want to lol

  • @hunni3243
    @hunni3243 หลายเดือนก่อน +5

    Wow im os glad this was recommended to me! Just an hour and a half of talking about niche dark souls things with your soothing voice narrating it all.

  • @whateverusername
    @whateverusername หลายเดือนก่อน +3

    Chaos Eaters (the yellow enemies that spawn in Lost Izalith) give me this feeling even more intensely than anything else in the game. Everything up to that point has been something somewhat recognizable, dragons, humanoids, demons, etc. but then out of nowhere you have these cup-shaped monstrosities with a sickly yellow body and bulging black eyes that dart around in random directions. You wouldn't expect an enemy like this to be in Lost Izalith, considering everything else there is a demon or some other enemy you've seen before, so you go up to it already on edge. Then it grabs you, throws you up into the air, and catches you in its mouth(?) full of a thousand teeth and fucking *blends you like a goddamn smoothie* out of nowhere. What the hell is this enemy? Why are there so few of them in the game, and why does nothing else look like them? And why do they kill you in a way that's so much more gruesome than anything else in the game? They're just so interesting and it baffles me how such a cool and horrific enemy design was so underutilized and never appeared in any sequels, but I guess it's just another consequence of the game being rushed

    • @satanmanning9827
      @satanmanning9827 4 วันที่ผ่านมา +1

      the chaos eaters have always stuck with me for the same reasons, such a freakish design for an enemy that has no real business being in this game. they look like a child's drawing come to life

  • @stenysful
    @stenysful หลายเดือนก่อน +2

    the Duke's Archives forest section gave me the feeling i was looking at a like, mid-tier japanese game on the ps2, mixed with Quest 64. The repeating floor textures, the artifically natural tree placement, the fog off in the distance, the desolation and ability to just kind of walk through, and the haphazard enemy placement mostly along the edges combine to produce a very off location. there's no animals, no music, no noise... its my favorite spot in the video for evoking the 'liminal' feeling so strongly.

  • @Enderception
    @Enderception หลายเดือนก่อน +3

    I think the reason the spot at 20:30 is so compelling is because it uses every bit of the language of videogames and particularly games like dark souls that tells you that is a "place" you can be. It is mostly surrounded by walls textured like the rest of the place, is directly connected to the actual walkable level and has a fully flat surface that looks in a weird way "solid". Most of the game isn't spent on such flat surfaces, but instead you start to get a sense of when a surface is too slanted or too busy to be a part of the level instead of just scenery. A fully flat surface like that just seems so... sure, like you'd be certain you can be there. It's like a hidden calculation your brain has grown accustomed to doing and in this case reaches the wrong conclusion.
    Edit: I guess this could be applied to most of the video too

  • @fatfurry
    @fatfurry หลายเดือนก่อน +5

    There's a lot of spots in Dark Souls that you have to go out of your way to get to and contain random items, usually souls. I find new stuff all the time, even after many playthroughs. They all remind me of this

  • @sensitivegangster162
    @sensitivegangster162 หลายเดือนก่อน +6

    Pleasant uncannyness is the best term I can think of to describe the common yet distinct feelings the many different things you talk about in this vid

  • @pseudofossil7338
    @pseudofossil7338 หลายเดือนก่อน +4

    For me, Demon's Souls through Dark Souls II in particular hit me really hard in this regard a lot. The graphics, especially lighting, are such that a lot of stuff feels like it takes place in some far away dream place, where the weather is overcast and it just finished raining not too long ago (which I associate a lot with my childhood home town). Not to say the later games don't have this at all, but something about the first three games hits harder in this regard. The sheer amount of weird little crevasses everywhere make it seem like you could keep exploring and always find one more illusory wall that takes you somewhere noone has ever been to before. There's a certain tranquil stillness that seems very intentional and it really adds to the feeling that you could drop off a ledge in Undead Burg, get lost in an old forgotten part of the world for eternity, and when you finally make your way back after forever has passed, it'll all still be as you left it.
    Also, if you do one of these for Dark Souls II, I recommend checking out the upper cliff area in No Man's Warf where you can see the obvious two dimensional buildings behind all the rocks, just out of reach for your character to get over and see the area below.

    • @solarpellets
      @solarpellets  หลายเดือนก่อน +1

      I'm already working on DS2, I'll add that spot to my list!
      I'm also planning on doing Demon's Souls at some point, but I don't know that one very well lol

    • @pseudofossil7338
      @pseudofossil7338 หลายเดือนก่อน

      @@solarpellets I think there's a lot of spots in the shaded woods that do this for me, too. Lots of the little paths and dead ends forking off and connecting the more major landmarks fit this idea well, I think. That always made it one of my favorite areas in that game.

  • @smallkidneyjoe4046
    @smallkidneyjoe4046 หลายเดือนก่อน +7

    This video has helped me conceptualize what exactly about dark souls 1 is so enchanting. The other 2 games have things I can specifically point to for why I like them so much, but for a while dark souls 1 has just kinda been the one I still hold in high regard without being sure why. Taking a look at the less traveled parts of this game reminds me what made it great in the first place.

    • @BellXllebMusic
      @BellXllebMusic หลายเดือนก่อน +2

      Yeah I feel the same. There's a comfortable liminal spacey feeling to DS1

    • @yurifairy2969
      @yurifairy2969 หลายเดือนก่อน

      The metroidvania style progression system necessitated a lot of strange in-between spaces, I think that's why none of the other Fromsoft games give off the exact same vibe. The world had to make logical sense so that people knew where to go.

  • @eanfran
    @eanfran หลายเดือนก่อน +5

    I think the point of the bridge in Sen's is to show you the part of the game that is upcoming, the giant loading the ball (so you understand you can kill it to stop the ball). Not every room has to serve a material purpose.

  • @mrtoxicwasteland
    @mrtoxicwasteland หลายเดือนก่อน +12

    6:00 there are 3 black phantoms there in ng+ if youve been gravelorded

  • @Couragethecowarddog
    @Couragethecowarddog หลายเดือนก่อน +4

    The forest you showcased at 1:21:50 is the exact place I thought about when I saw this video. As you mentioned, you're usually just supposed to run down the ladder and head straight for the crystal caves, so it is often overlooked. It's a cozy little place between the behemoth that is the archives and the alluring crystal caves, and it gives me that weird nostalgic feeling you pointed out earlier in the video.

  • @schmecklez
    @schmecklez หลายเดือนก่อน +2

    2:26 one thing to consider for the souls games is that the world has a PVE and PVP function.
    Regarding PVP: There are many areas that are built for people to evade, hide, or trap other players.
    Regarding PVE: That bridge may be empty in now, but there are things that change areas in the game. Either an NPC quest, for people to go back here and check back, or in a later NG+ there might be an item there.
    However, I do agree that they could decorate the end of that bridge to communicate more clearly "hey you've fully explored this for now"

  • @borbitol
    @borbitol หลายเดือนก่อน +8

    Wow, that's actually a cool topic to discuss. I never consciously thought about this feeling, but it feels familiar.
    Also, your voice is so sweet and soothing. It's just nice listening to you.

  • @watfunstu9086
    @watfunstu9086 หลายเดือนก่อน +3

    40:36 you actually can go there, you can drop down from the iron golem arena with fall control

  • @grief_hammer
    @grief_hammer หลายเดือนก่อน +4

    You *can* reach the lower Oolacile platform by jumping onto the railing (you may notice player messages appear on it regularly) and rolling off. It has no collision though, you fall through and then subsequently die.

  • @patti6879
    @patti6879 หลายเดือนก่อน +1

    Whenever I find these spots I always feel so cozy standing there for some reason

  • @THExRISER
    @THExRISER หลายเดือนก่อน +3

    10:26 YES, the feeling I get from looking at those already opened chests is the same one I get looking at a picture of the backrooms or some of the other early liminal photos, just like some of those pictures made no sense architecturally, this room makes no sense from a design stand point, like, who constructed it that way, and why?

  • @Vordb666
    @Vordb666 หลายเดือนก่อน +7

    The stuff you said in the beginning of the video about how the weird liminal/nostalgic feelings that Dark Souls’ weird spots is evokes in you is different than the lore-related sentiments evoked from that one comment you read makes complete sense to me and it’s why I love From Software’s games so much in the first place - you can appreciate the game-ness of the little details of the world design, weapons, bosses etc while also appreciating the attention to detail From Software puts in their world design and shit to build up the game world and lore.

    • @theapexsurvivor9538
      @theapexsurvivor9538 หลายเดือนก่อน +1

      If fact, I'd say they help feed into each other, the very fact that there IS so much detail and lore makes the small cracks that show the development blind spots all the more fascinating. The fact that there are blind spots makes you think about what the lore to explain those cracks could be. Why was that little hallway in Firelink built? Was it just a game contrivance, or was did it serve some purpose before it fell to ruins? Both hold their own intrigues.

    • @Vordb666
      @Vordb666 หลายเดือนก่อน

      @@theapexsurvivor9538 I’m glad you understand

  • @jzuck24
    @jzuck24 หลายเดือนก่อน +1

    this video has held my complete and undivided attention for the past hour and a half, absolutely loved it

  • @jordans92169
    @jordans92169 24 วันที่ผ่านมา +1

    Thanks dude. Loved your unique but relatable experience you had with DS

  • @LeBronKK
    @LeBronKK หลายเดือนก่อน +2

    I understand this feeling. I remember as a child playing Pokemon Red, I was still able to fully, completely immerse my self in the worlds of games. I did not consider that games were "just" programming. I thought there were actual places, towns, points of interest, etc. beyond the boundaries of the game (those bollards/stones alongside paths or like the trees). I wanted to go beyond those boundaries so bad.

    • @zechibeats13
      @zechibeats13 หลายเดือนก่อน +1

      i remember reaching the borders of skyrim and running into an invisible wall as a kid and just feeling absolutely defeated

  • @spiritofdarkness9839
    @spiritofdarkness9839 วันที่ผ่านมา

    This video feels like when you used to go over to a friend’s house to play games together but he only had one controller so you had to take turns

  • @mez.bastian
    @mez.bastian หลายเดือนก่อน +1

    When I was playing Dark Souls 3, this feeling I almost didn't feel it. There's a lot of rooms that or corridors that doesn't make sense. Onfe of these is the palace where the White Wyvern is in the Lothric Castle, there's no normal way to reach that place if you're not falling, there's no door that connect that room or corridors (even if they're decoration only). It's like the architechts that make that castle make it only possible to reach that room by falling (+15 mts)

  • @prodkwop
    @prodkwop หลายเดือนก่อน +1

    Honestly the entirety of dark souls 1 gives me the vibe you're describing with a lot of these places. The game just has a super weird, nostalgic, slightly creepy vibe. It's super hard to pinpoint.

  • @Xseleon
    @Xseleon หลายเดือนก่อน +2

    I knew the inspiration as soon as I saw the title, excellent stuff!

  • @KH-lk9rn
    @KH-lk9rn หลายเดือนก่อน +2

    This video explains some of the feelings I find when the chaotic and dangerous world is devoid of enemies. It is odd just strolling around, as if I could just walk into the frame. I really like this idea, I hope you do more observational videos like this.

  • @xavierg808
    @xavierg808 หลายเดือนก่อน +1

    The spot you said might be contested is the one of the few spots I do remember coming across as odd in my play throughs

  • @therealdoge6893
    @therealdoge6893 25 วันที่ผ่านมา

    I couldn't be happier to find this video. I've always felt the exact same way even upon my first playthrough of ds1 it felt oddly nostalgic and unerving especially in those odd corners, I would spend an extra 5 minutes combing over them unable to believe they really were just empty.

  • @Dragoon2425
    @Dragoon2425 หลายเดือนก่อน

    I don't ever comment on videos, but I wanted to say that I thoroughly enjoyed this! I definitely understand that nostalgia you described. This was a very soothing and contemplative experience to revisit these areas. Thank you so much for making this!

  • @ztsb_koneko
    @ztsb_koneko หลายเดือนก่อน +2

    I think the Anor Londo entry area feels especially "remote" because when you think about it, it's more like at the edge of the city. This is not a real "entrance", it's more like an area built just for housing the statues and a high-ground watch tower. Plus the pathway to the Duke's that feels like it probably wasn't regularly visited, where the recluse lord resides. It definitely feels like that kind of an unused space, and it looks the part too.

  • @glimmerkepu
    @glimmerkepu 15 วันที่ผ่านมา

    I've had this feeling a lot in MMOs, when most of the attention is put to the starting and end-game areas there's a ton of odd, unfinished and/or forgotten corners left in the middle of the progression.

  • @ursaminor2732
    @ursaminor2732 17 ชั่วโมงที่ผ่านมา

    great video to have on in the back ground. very soothing.

  • @LoveFor298Yen
    @LoveFor298Yen หลายเดือนก่อน +1

    I have not watched the full video yet but I must commend the quality of the introduction; great flow and connections to the video while maintaining the topic of game design.
    The feelings you describe a bit further in I experienced with Halo. Countless hours were spent walking around multiplayer maps in hopes of being the first to uncover a hidden secret. The serene vistas complimented with expertly crafted background ambience, uncovered in the absence of player gunfire, evoke the warmth of nostalgia.

  • @samditto
    @samditto หลายเดือนก่อน +1

    Dudes doing a mental boundry-break

    • @samditto
      @samditto หลายเดือนก่อน

      And i 1000% agree with this video

  • @alessandrocolombo991
    @alessandrocolombo991 หลายเดือนก่อน

    You just gave life to all my thoughts that I have every time I play DS1, and only DS1 can give me this type of experience. And sometimes I start to create a background story or tale for certain places, even admiring the horizon next to Solaire sometimes, wondering what other cities, dungeons and places could have been discovered.

  • @witchwaist
    @witchwaist หลายเดือนก่อน +2

    you have a nice voice. this video feels like taking a soothing, relaxed tour through lordran with a friend. it's lovely

  • @Slival_
    @Slival_ หลายเดือนก่อน

    One of my all time favorite experiences was running this game on an item randomizer. It led me to SOOOO many places shown in this video because I just wasn't ever sure where items would be. I knew where the important stuff was, but when it's randomized I ended up wandering into the most random corners hoping something was there. I do this more now when I play a game for the first time, but no game feels like ds1 does in these odd areas

  • @EthanIsADork
    @EthanIsADork หลายเดือนก่อน

    This video is exactly what I needed

  • @YindigoYangMonk
    @YindigoYangMonk 19 วันที่ผ่านมา

    Your video is so ASMR. it made this tour quite... relaxing lol

  • @burn1none
    @burn1none 24 วันที่ผ่านมา

    ash lake and the garbage disposal area of Izalith are specifically remarkable because the onion knights quest leads you to both spots. surprised you didn't mention that. great video I really enjoyed it. some of my favorite spots too.

  • @peasant502
    @peasant502 23 วันที่ผ่านมา +1

    Hey, so that weird rocky outcropping in the black dragon kalmeet boss arena is actially there because that whole area becomes darkroot basin, and in darkroot garden, you can reach that weird ledge thingy overviewing the basin

  • @watfunstu9086
    @watfunstu9086 หลายเดือนก่อน +2

    You missed some of the best spots - that one balcony that you can reach from the new londo elevator is a personal favourite, also there are a lot of cool distant little corners with nothing in them in places like blighttown, demon ruins, lost izalith, darkroot etc.
    The big walkways in the kiln of the first flame also give me this feeling
    Also dark souls 2 is a goldmine for these places lol
    In dark souls 3, i especially this for smouldering lake, it just feels so out of the way and not that significant
    I’d also love to see you do one of these for bloodborne and elden ring

  • @ryanhudson5824
    @ryanhudson5824 หลายเดือนก่อน +3

    "the hallway that has no reason to be there". Does anyone remember playing NES Metroid and finding the dead end of Kraid's Hideout? Or the dead end in the poison forest in Simon's Quest? The memory of how I felt then is very important to me today. I used to wish I could live in those places somehow. There was a little nook in the north mountains of BotW, looking south, that fit your descriptions of these places in DS. I would stand in that little nook and just sort of bliss out. I wonder if there is a word that fits this personal phenomenon.

  • @chlumsy
    @chlumsy หลายเดือนก่อน +5

    I‘m not sure, but could it be the case that you want to climb up the cliff at 4:30 even more because the kalameet arena is the past version of the hydra-area in the base game? If I‘m not mistaken that‘s the corner in which you find the long ladder leading up to the rolling cats and Sif, right?

    • @burn1none
      @burn1none 24 วันที่ผ่านมา

      yep thats right

  • @whiteflame7771
    @whiteflame7771 หลายเดือนก่อน +33

    I would love to see you do something like this for the zelda series

    • @solarpellets
      @solarpellets  หลายเดือนก่อน +7

      Any Austin has already done that for OoT, MM, TP, and BotW, maybe others

  • @gorrack10281987
    @gorrack10281987 หลายเดือนก่อน +2

    10:49 you can drop down from above to kill the sorceress easier. I couldn't manage to do it from the stairs. Glad I noticed it in my playthrough 😅

  • @jarredhodge6381
    @jarredhodge6381 หลายเดือนก่อน

    Bro your description of the rock wall by the cliff face....i feel the exact same way. Cant quite explain it properly. Good video and interesting observations.

  • @MarzaButTube
    @MarzaButTube หลายเดือนก่อน

    I watched this yesterday and now I can't stop seeing these kinds of things while playing ds3

  • @glimmerkepu
    @glimmerkepu 15 วันที่ผ่านมา

    A good thing about the empty spaces that From Soft probably didn't plan for is that they're good places to fight invaders without mobs getting in the way, whether you knew it was a dead end or not.

  • @squphaver
    @squphaver 12 วันที่ผ่านมา +1

    this is my favourite dark souls video ever

  • @mateusgreenwood1096
    @mateusgreenwood1096 20 วันที่ผ่านมา

    The whole video is "i don't know how to express this feeling".

  • @CarlWidegrip
    @CarlWidegrip หลายเดือนก่อน +1

    Alternative title: ledges I like to stand on in Dark Souls

  • @cheeseman1123
    @cheeseman1123 หลายเดือนก่อน +2

    thank you for making this video. Dark Souls is my favorite game right now and this video captures exactly what i love about it

  • @erratic5021
    @erratic5021 หลายเดือนก่อน

    This is an incredible video, it captures feelings I couldn’t put into words perfectly :)

  • @astrifer777
    @astrifer777 14 วันที่ผ่านมา

    At around 12 minutes this video showed me a whole new way to get to undead asylum, and tried it before

  • @dasher2287
    @dasher2287 29 วันที่ผ่านมา

    One of the best videos about Dark Souls. I know that there's not that much you can create with dark souls, but I got really tired of any challenge runs, I just want to look at the game from different angles. Great video, those hour and a half past very quickly

  • @hashtags_YT
    @hashtags_YT หลายเดือนก่อน

    8 minutes in, and when you talked about that weird oval area below Oolacile, it's like I knew exactly that feeling you were talking about, deep nostalgia and the desire to "be there".
    It's this old, nostalgic vibe that DS1 really captured in a bottle. Despite being my first, I always felt like it was special in a way no other FS game was. This feeling of nostalgia in an old and strange world, both naratively and graphically, wasn't present when I played DS3. It's just so fascinating.

  • @yeahdonaldgaming3348
    @yeahdonaldgaming3348 หลายเดือนก่อน

    This was a very interesting video. Super deep and creative.

  • @cryptwalker2439
    @cryptwalker2439 หลายเดือนก่อน +1

    i immediately thought of patrick's dream when you were talking about the abyss it's so cool you thought of that too!!

  • @Neiigex
    @Neiigex หลายเดือนก่อน

    This was very interesting, I've never thought of it this way. I find these spaces in games to be extremely frustrating for a few reasons. I think I may need to revisit them with a new perspective

  • @josephjarosch8739
    @josephjarosch8739 หลายเดือนก่อน

    This is a weirdly cozy little video. Thanks.

  • @MarzaButTube
    @MarzaButTube หลายเดือนก่อน

    Man i completely forgot about those extra floors in the tower after the gargoyles, first few times i saw that they stuck out to me, like i didnt really process that they were empty small rooms and assumed there was some way to get there. So ig you can say they do their job pretty well if you dont stop and look at them for too long

  • @Level100Jigglypuff
    @Level100Jigglypuff 6 วันที่ผ่านมา

    I got this same feeling in Halo 2 exploring the outside of Cairo Station and the rooftops in Outskirts.

  • @ToastyFresh1
    @ToastyFresh1 หลายเดือนก่อน

    The prison tower in Ds3 where you find the chime is weird. You go invisible bridge and drop down to see it’s the church bonfire then you instantly forget about it after killing yorshka because it does nothing

  • @buttovelli9198
    @buttovelli9198 หลายเดือนก่อน

    Your voice and the way you talk about things is so relaxing

  • @xylonus
    @xylonus 26 วันที่ผ่านมา

    Try shoot photos of these liminal places with some freecam and put an odd music over it. The emptiness and isolation of Dark Souls, with the context of a dying accursed monster filled world is just so depressing and dream like

  • @LordZeebee
    @LordZeebee 17 วันที่ผ่านมา

    IIRC the ledge just before the Gargoyls is where you get Lautrec's summon sign if you freed him before the boss

  • @ummmmmmmmmmmnmmmm
    @ummmmmmmmmmmnmmmm 6 วันที่ผ่านมา

    The reason I consider the great hollow odd and unremarkable is because of the funky collision. After getting through two separate illusory walls, you're faced with an area with seemingly no enemies and just platforming. As you travel down a winding branch, you're stopped by collision more than you're stopped by the actual physical branches so to me it really feels like an area that you're never supposed to enter. Like you had to get out of bounds to get there in the first place and all you can hear while you explore is your own footsteps and the loud crunching of the branches you break through. When I experienced it for the first time, I wasn't sure if it'd be possible to get all the way down or if I'd be stopped by weird collision. If I did get down, I didn't know if I'd be able to get back up or if it led to another area, I highly doubted that I'd be a high enough level to face the enemies in said area so there's just so much uncertainty. Not to mention its geography is really weird. I already descended blight town and i witnessed the demon ruins so it's very strange to be going even lower.
    Obviously most of these issues are resolved once you know about ashe lake but on a blind playthrough, it really feels like you're not supposed to be there.