oh, sweet Celestia, I'm gonna get backlash for saying I disliked this...
Now let me tell you a little story about my experience with this game when I first picked it up...
Everyone telling me I'd love it because, growing up with an NES, I like hard games
Everyone praising its story, gameplay, character development, rewarding challenge, boss design, and just about everything about this game under the grossly incandescent sun
People building it up to be an unparalelled game in difficulty and in rewarding game play
People saying that whenever you die, you feel like it's your fault, not the game's
Now here's what happened when I actually started playing
A camera that is a tougher enemy than any boss the game had to throw at me
Absolutely atrocious hit-boxes (and that's an understatement)
Online that sometimes worked, sometimes didn't, depending on how the game felt that day
A menu system that flat out lies to you (Yes, I'm talking about that worthless ring that everyone is tricked into taking over that incredibly useful key)
Enemy placement made to frustrate rather than challenge (Let's put enemies in a narrow hallway, so that even if you lock-on, it's still a throw of the dice whether your weapon decides to clip through the wall and hit the enemy, or bounces off the wall and leave you vulnerable for 7 enemies to gang up and kill you)
Shoddy game design (check out that solid 15 fps, what's that? You want to use a thrusting weapon in the sewers? Well guess what, half the time, your thrust will sail over the heads of small enemies like rats without damaging them! How about we make the only item you can use to call for help in a tough area extremely limited unless you fork over the cash for the DLC? This boss isn't hard enough, how about we just throw more than one boss out so that its impossible to ever truly be safe when fighting it, and no matter how skilled you are, another guy can just come out of nowhere and take away over half your health bar in one swing? WOW! That worked great! Let's do that trick again later, only make the two bosses different, so the player will have to deal with twice the variety of attacks that are impossible to dodge if they want to actually fight the boss!)
And when the game wasn't unfairly cheap, it was too bloody easy! All you have to do is strafe behind a black knight, back stab or riposte it with starter gear, and take its weapon. If it doesn't drop its weapon, that's fine, you get 3 different chances before you've even reached the first Mcguffin bell, which many people argue is practically still part of the tutorial!
I had enough resources granted to me from the first 2 real levels to fully upgrade that weapon, and destroyed even bosses in a number of swings I can count on one hand until I reached the late game!
In short, I had heard too much praise about the game, but heard nothing of its glaring issues and shortcomings, which completely ruined my first playthrough for me. I felt that a good 25% of the deaths I had from my first playthrough were due to the bad design choices listed earlier in this list...
But once I learned how to avoid the game's bullcrap and once the game finally caught up to my damage output in the new game plus, I've been having a lot more fun with it....
It's a good game to me, and I'm genuinely enjoying my time with it now, but I still stand by my belief that if the design of a game rather than the difficulty of a game is something a player has to "get used to", then people should have every right to call it out on its problems, and label it as a bad game, because in truth, it was objectively poorly designed... Does that mean it can't be fun? Of course not! Dark Souls is LOADS of fun once you get into it, but its the fact that players have to "git gud" at avoiding the game's poor design before they can have an opportunity to "git gud" at the game's actual mechanics that keeps it from really being a GREAT game... (And I know how blasphemous it is to say it, but I found Dark Souls 2 to be a better game objectively because it succeeded on these basic foundational and mechanical fronts where its predecessor had failed)
All this being said, however, I praise Dark Souls on its ability to make a fun game (even if it takes a while to get used to the game before it can be fun) and more importantly, a successful game that caters to an underfed audience that the AAA Industry typically wouldn't want to touch with a 49 and a half foot pole. My appreciation for what Dark Souls proved as a game far outweighs any shortcomings it may have had, and makes me look upon the game with favor.