•  paul
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There's still a large audience for games with a high level of difficulty. Such would explain why Dark Souls, the spiritual successor to Demon's Souls and one heck of a tough game, has sold 2.36 million copies to date, according to data released by developer From Entertainment. The includes 375,000 sales in Japan on the PlayStation 3 console.

The rest of the world accounts for 1.3 million copies for the PS3 and Xbox 360 game consoles. Add to that sales of the Prepare To Die Edition for the PC, which totaled 137,000 units in Japan and another 555,000 around the world, and you come up with the 2.36 million figure.

Dark Souls

What's impressive about this is that the game is still selling well. Barely over a year ago, Dark Souls had notched 1.19 million in sales, or less than half of the total today. When that figure was revealed in March, 2012, Namco Bandai credited Dark Souls with helping the company post its best fiscal year since 2008.

There's more to come. No doubt Dark Souls will continue to sell more copies, but there's also a sequel in the works. No release date has yet been announced, though From Software did say Dark Souls II will be available for the PS3, Xbox 360, and PC.

I'm so ashamed of myself, but this game defeated me. I even beat Demons Souls on PS3, and was super excited for Dark Souls to come out on PC, but once it did it was just too much. I think it was Blight Town where I said "this just isn't fun anymore".


The difficulty level is pretty much the only thing I know about the game, haha. I actually own it, but haven't yet played it. Damn MMO addictions...


Im glad these games are still around. I know I own a copy but just haven't gotten to it. I really need to get to a bunch of games but its between either buying bioshock or ill start this one when I get some time. 


I'm not a fan of the Dark Soul series even if my opinion could use a little more backing since I haven't played the game. It's just because , I see video games as another medium for story telling and art and that that's where its real contributory value is and focusing to much on the interaction and difficulty challenge sort of takes away from that.