Bonfire (Dark Souls)

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PublisherFromSoftware
First appearanceDark Souls
FunctionCheckpoint
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.

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 Dark Souls II, players can use an item called the "Bonfire Ascetic" at a bonfire to upgrade the surrounding area into a higher level of difficulty due to its New Game Plus level being increased by one. An individual upgrade causes bosses of an area to respawn and forces item pools there to reset. The individual area difficulty increases can be repeated but cannot be reversed.[13]

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".[14][15]

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