The mimic is a unique video game monster in the Dark Souls universe. These games reward players who pay attention and punish players who make their way through the world with courage. Mimicry is the last encapsulation of that design ideal.
Mimics, well, mimic chests in the game, and when you open the chest, your jaw with teeth opens, your long arms come out, and you get the sweater. It's amazing. If you are diligent and patient, you can look for the telltale chain on the side of the imitator. If it is a real chest, it is curved. Longer and unrolled? That's a copycat If you want to be sure you can hit the chest once, testing your killer abilities. A serious soul player will tell you that he can always avoid an imitator, and they are right, but who has not been surprised at least once by these difficult enemies?
When you capture a true mime experience in nature it is magical. My friend Danni and I are playing Dark Souls III on Twitch after completing Dark Souls Dark Souls II and Bloodborne on the same path. It's a great way to play the game, and the hints and discussions of viewers keep it interesting even through slow parts and deaths. A kind person invaded us and this happened:
There were a million things we could have done here. Do not follow the invader, maybe, and we could definitely have checked the chest for signs of mimicry. But we did not, so they ate us, and we had a great time being punished for our mistake.
The surprising thing about the mimicry experience is that it almost always feels like a shot in the joke of an experience of Souls. You developed all these skills and worked so hard just to be hit by something you could have avoided if you were a little more aware of your surroundings. The mimics are the best facepalm moments, totally avoidable and (apparently) always getting us when we least expect it, a punishment for our greed and arrogance.
More than that, I think the mimic could be the best thing in the Dark Souls games. As an enemy, they are the perfect encapsulation of what the game wants you to learn and pay attention to. They are the smallest recognizable unit of "the experience of souls" and take home the issues of risk versus reward, security versus danger and patience versus progress that are often presented as virtues of games and the broader genre. They have inspired.