This 20-minute, single-room anti-game is maybe the best and most succinct encapsulation of the gameplay, appeal, and themes of the soulslike game genre. You play as the eponymous Dark Queen of Mortholme, reveling in the destruction of an upstart hero come to slay you and end your reign of terror. End their life by swinging a big fuckass mace, charging forward in blue flames, and/or summoning a pillar of purple energy (the evilest kind of energy) beneath their feet. But over time, the hero learns. And adapts. And gets better at dodging your attacks.
Then the dialogue begins. There's a whole world out there, beyond your throne room, and they get to experience it and grow and change. But you don't. You only have access to the same old stuff, the same old tricks. I would never call the Dark Queen an old dog, but, well...you know how the saying goes.
Anti-game is the perfect descriptor for this piece of art. It is, as far as I can tell, completely scripted, with no amount of skill or reactivity on the player's part able to change the inevitable outcome. And yet, I still found myself interested in the next part. What will the hero say on their next entrance? What more will I learn about the tragedy of power, the rot at the center of every Souls game? What new way will the hero learn to seemingly taunt me? (I may never know the same kind of frustration as me swinging my ludicrously large mace only for that little pixel fucker to be just out of reach.)
This game sounds like a shitpost (what is it like to experience Dark Souls from the boss' POV?), but it's so much more than that. It's a gorgeous little anti-game with stellar writing, and everyone should take 20 minutes out of their day to give it a try.