Bonfire (Dark Souls)

Bonfire
Dark Souls franchise element
A bonfire as it appears in Dark Souls
PublisherFromSoftware
First appearanceDark Souls
Created byHidetaka Miyazaki
In-universe information
FunctionCheckpoint

The bonfire is a place of rest and form of in-game checkpoint for the player character in the Dark Souls series of action role-playing games created by Hidetaka Miyazaki and Japanese developers FromSoftware. Making its debut in the 2011 video game Dark Souls and reappearing in its sequels, Dark Souls II and Dark Souls III, bonfires take the appearance of a pile of ash and bones pierced by a coiled sword and emitting an orange flame. Bonfires, which are scattered across many areas, serve as both a means to save in-game progress and as a utility area for leveling up, repairing gear, and replenishing a player's health, magic, and healing items, or "Estus Flasks". Resting at a bonfire will respawn most enemies, and, upon their death, players will return to the last one they previously used. According to Miyazaki, it was meant not only to serve utilitarian purposes but also be an area to relax in an otherwise harsh fantasy world.

Since its debut, the bonfire has been the subject of positive reception by critics, who noted that it effectively served as a center of warmth and safety that players could grow attached to. It is considered one of the most iconic features of the Dark Souls series, and influenced the checkpoint mechanics of many other video games, as well as being placed as Easter eggs in games that may otherwise not use them.

Characteristics[edit]

Bonfires serve as the in-game checkpoints of the Dark Souls series, a game trilogy produced by FromSoftware starting with the 2011 video game Dark Souls.[1] The large fires are composed of bones plus ash and each contain a coiled sword in them.[2] They radiate a warm and orange color within their area in distinct contrast with the other color schemes of their surrounding areas.[3][4] When encountering a bonfire for the first time, the player can activate it and cause its flames to light up, leading them to save their progress in the area as a saved game.[3] In the Dark Souls series, many of them are scattered throughout different locations and range from close proximity to each other to far away as to be scattered throughout different locations.[5]

Upon use, bonfires also fully restore both health points and magic points. The limited supplies of "Estus Flasks," magical drinks that restore the player's health points when consumed, are also replenished. Upon death, the protagonist will respawn at the last bonfire they used without their accumulated souls, which serve as in-game experience points. The player must retrieve the souls in the area where they died, losing them permanently if they die again without recollecting them prior to death.[1] The use of bonfire will also cause most slain enemies to respawn at their respective locations - only bosses and minibosses will not respawn. The ability for the player character to infinitely respawn at bonfires is explained as them being afflicted with a curse called the "Darksign."[6][7]

The player can use bonfires to level up, upgrade in-game attributes, or repair their gear.[8][9][10][11] They may also warp between bonfires to travel to different previously visited locations. In Dark Souls, warping between bonfires must be unlocked, while in the sequels, the ability is inherent for the player.[8][12] In the first game, they can also obtain more Estus Flasks from bonfires by upgrading, or "kindling," them using items called "humanity." While the player is unable to kindle bonfires while in a "hollowed" state (an in-game mechanic that results from players lacking humanity pieces), they can reverse their hollowed state at bonfires.[8]

In 2011, the Dark Souls series creator Hidetaka Miyazaki revealed via the PlayStation Blog that his favorite addition to the 2011 game was the bonfire, as he felt that it was flexible in what it could represent. He referenced its gameplay utilities and wanted it to be a place where players can "gather together and communicate – not verbally communicate, but emotionally communicate" with each other. He intended for the bonfires to serve as the centers of relaxation for players, noting its "heartwarming" tone in the midst of a "dark fantasy world".[13][14]

Appearances[edit]

Bonfires first appear as in-game checkpoints in Dark Souls, and later appear in the sequels Dark Souls II and Dark Souls III.[12] The appearances of the checkpoints in the trilogy differ from those in the preceding FromSoftware soulslike game Demon's Souls and its 2020 remake, which take the form of "Archstones,"[15] and those in the subsequent games Bloodborne and Elden Ring, which take the forms of "Lamps" and "Sites of Grace," respectively.[16][17]

In 2017, YouTuber Sanadst uploaded an analysis video revealing leftover animations from Dark Souls III of the player character kneeling then using their weapon to grab into the ground. He theorized the animations were for a scrapped bonfire creation process based on the scrapped "Sacrifice Ceremonies" mechanic, which purportedly involved the player using an enemy's corpse to create a bonfire.[5] This theory was followed by YouTuber Lance McDonald, who revealed the scrapped creation process of "cult bonfires" from enemy corpses via the "Cult Death" system. A cut bonfire variant involved a similar flame ignition process from an enemy sword but with the coiled "Ceremony Swords," allowing players to transform their worlds into "eclipsed states" enabling other players to invade for player vs. player interactions.[10]

Bonfires play a major role as respawning centers in Dark Souls – The Board Game.[18] Bonfires have also been featured as official merchandise in the form of a collector's statue with LED lighting that was sold under the Japanese brand Gecco.[2][19]

Reception[edit]

Since appearing in Dark Souls, the bonfire has been the subject of largely positive receptions. Rock Paper Shotgun editor Alice O'Connor called it memorable and cool, feeling that it served as a temporary haven for the player. She also discussed how it made her nervous due to knowing that she was about to head into an unknown area.[20] Electronic Gaming Monthly writer Nic Reuben complimented the "ephemeral beauty" of the bonfire, claiming that its existence as "a hybrid between the ritualistic, somber yet Saturnalian bonfire, and the weary traveler’s respite represented by a campfire" is resonant with the greater themes of life and death in the Dark Souls series.[21] Edwin Evans-Thirlwell of Eurogamer praised the tone of hospitality offered by the presence of bonfires, noting that he was able to recall "that strange, airy, undulating note, more like the hum of a machine than the crackle of a blaze". Despite having noted the "chill" vibes of the bonfires, he also said that they still invoked the common in-game theme of the flame "as creator and destroyer".[22] The "image of a knight sitting cross-legged in front of a lonely fire" from Dark Souls was highlighted by VG247 writer Kat Bailey as "one of the iconic images of the series, and arguably gaming as a whole". She said that Dark Souls subverts common literary tropes of fires by making its bonfire "a signifier of solitude rather than companionship" while providing "warmth and safety" for the player. Bailey expressed her sentiment that the popularity of campfires or similar imagery in later games was correlated with the influence of Dark Souls and referenced instances in which Yacht Club Games, the studio behind Shovel Knight, denied that its developers borrowed bonfire imagery from the 2011 game.[14]

Joe Donnolly of Vice called bonfires a central component of Dark Souls, emphasizing them as being like "receiving a badge of honor—the reason you're able to rest here is testament to what you've previously overcome."[23] On the other hand, bonfires were visually downplayed by another Vice writer Patrick Klepek as merely "fancy checkpoints," but he highlighted their importance in the game's pressure to the player to try to save their progress unlike in most other modern games. He criticized Dark Souls 3 for its imbalanced "back-to-back" bonfire placements that he felt did not follow the "ebb and flow" rhythm of bonfire placements in the previous games, where tension and surprise are generated through the player's need for bonfires and unexpected encounters of them.[5] Kotaku writer Robert Zak praised the lack of teleportation method for much of the first Dark Souls game, stressing that they were "symbolic Point[s] of No Return in Dark Souls" where the player faces increased tension for each bonfire they progress through, "eventually taking you to breaking point as you desperately wonder when the game will finally relent". In contrast to the execution of the bonfire mechanics in Dark Souls, he criticized the inherent presence of the warp method in the sequels for creating "uncomplex" feelings of "comfort without caveat, a complete break from the immersion and perils of a given area".[12]

Authors of multiple gaming publications have noted the parallels between the checkpoints of many video games outside of FromSoftware and bonfires from the Dark Souls series, referencing the similar abilities to save the game and/or upgrade in-game features there.[24][25][26][27][28] The idea that bonfires was one of the most well-received and copied ideas from the Dark Souls series was referenced by Ian Boudreau of PCGamesN, but he also highlighted the increased difficulty and tension felt by the lack of any bonfire as a midway checkpoint for the Sen's Fortress location that threatened to reset the player's long progress in the level since their last save.[29] GamesRadar+ writer Matthew Elliott stated his opinion that compared to save points of other games that the bonfires utilized in the Souls games were the "meaty cocktail of progress, exhaustion and joy". He argued that they elicited a range of emotions from the player depending on their situation, namely the simplistic and common feeling of gratefulness when newly encountering each one, that of numbness and contemplation when using a bonfire after completing a difficult boss battle, and finally the feeling of relief of encountering a save point after having navigated through overwhelming dungeons. He noted the recurring feeling of safety seeing the "distant flicker" of the flame and expressed contentment that the game titles almost always respected the concept of hospitality for bonfires.[16]

TheGamer editor Jade King praised bonfires as the "physical manifestation of relief," since the player is "safe to catch [their] breath and celebrate that [they had] managed to make it this far". She argued that bonfires in the Dark Souls series were innovative as a mechanic to the extent that they became staples of so-called "soulslike" games. King emphasized that the success of bonfires is in part due to the little distinct lore attached to them, that why they exist does not matter.[28] Christian Donlan of Eurogamer said bonfires were his favorite concept in what he felt was a game with many creative ideas because they were the areas of making progress and served as bases to return to. He wrote that at first, he was confused as to why bonfires reset the world and respawn monsters upon usage, but he later expressed his love for hating said progress resets in exchange for being the centers of rest.[30] Cameron Swan of Game Rant voiced his opinion that no other game replicated the large "emotional weight for the player" like bonfires of the Dark Souls titles had, pointing out that it "always [comes] at the perfect time to rescue players at the very last minute" from active moments of death. He argued that even the other Soulsborne titles Bloodborne and Elden Ring failed to mimic the feelings of joy and comfort from the "sudden rush of flames, followed by the comforting crackle of the wood at its base" upon lighting a "warm and inviting" bonfire for the first time. The iconicity of the Dark Souls bonfires, he said, is demonstrated through its frequent appearances as Easter eggs for other games such as "Borderlands 2, Just Cause 3, The Witcher 3, Fallout 4, and even Overwatch".[3]

References[edit]

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