Praise The Sun - Dark Souls 3 Review
With the return of Darks Souls and Bloodborne director Hidetaka
Miyazaki, we see the return of the classic Dark Souls feel which felt very
lacking in the second instalment. Developed again by From Software and
published by Bandai Namco, veterans of the series will not be surprised by the
overarching difficulty and the lack of any direction. Given that Dark Souls 3 (DS3)
was developed for this current generation of consoles and PC requirements, we will probably
see an influx of newcomers to the series, and if you are a newcomer or someone
reading this review to get a gauge on whether or not it is “your” thing you
must have one solid attribute, and that is patience. DS3 is arguably the most
comprehensive RPG action games on the market.
Upon returning to its roots, DS3 is not only massive in scale
but also decision. Just creating your character has you pondering on what to do
and what direction you want to go in. This is not the be all and all though. If
you say for example, choose a mage and then feel it is not for you after your
first few hours of playing, you can easily spec up in a few different areas and completely
change your approach. This is a big reason that the series has always offered
you the choice to pick the starting class of deprived. As it sounds deprived
has flat stats and minimal starting equipment to give you complete control of
how you want to upgrade.
As with all Souls games I opted for a thief. This gives me
more stamina but less life. Your life, mana and stamina are all governed by three bars in the top left corner of your HUD and all need to be monitored and
maintained at all times in order to succeed. The first thing you learn in DS3
is not to be too greedy and bite off more than you can chew, with the exception
of walking, every other physical action requires and depletes your stamina bar and unsuccessful management of this will often result in death. After
a basic starting area that consists of a few enemies that are easy for the
taking, DS3 then proceeds to give you an example of what's to come as it has
done in all Souls games in the past. That’s right! Your first boss, and this
must be completed before any form of levelling up is available to you.
Shortly into your adventure you come across your home hub which is more formally known as Firelink Shrine. Here is where most NPC and story
related dialogue will take place. Not only do we receive what little direction
the game will offer you from here, it is also the only place in the game to level
up, upgrade weapons and use vendors to buy and sell. Here is where I must make
touch on the use of souls for all those who don’t know, souls are used for
EVERYTHING! So basically souls are obtained from slaying thy enemies and from a
few different items acquired throughout your journey. Souls are the only true
currency in the game used to buy, upgrade and also used to level up. There
is no progressive experience bar like other titles. It's all about the risk/reward
system, as you will continue to accumulate souls the longer you live. Upon death
you leave all your souls at the location of your death and you have 1 chance to
return and collect them.
Given DS3 is only on the current generation I would have
expected the draw distance to be a little clearer, although the detail is
pretty spot on and the upgrade of the blood spray is much better, I feel a little is lacking in the current generation of graphics. There will be argument to this point I
have just made but the power of this generation should deliver a little more
quality. The musical score on the other hand is absolutely amazing and has the
brilliant ability to heighten any and all acts on your journey but no more than when you're in a boss battle.
Combat in DS3 feels very fresh and only tweaked from the
previous instalments, so it's not too unlike anything experienced before but just a little
more flashy and addictive. I feel that this has been a little inspired from the
fluent combat in Bloodborne. Different weapons not only act differently but
each class of weapon has its own move sets with some of the more unique weapons
having their own move sets. Of course it is not only the weapons in DS3 that
governs the efficiency of battle, but all your armour and consumables. Finding a
good balance in this area is not only a difficult experiment but also one that
is constantly changed and tweaked throughout the whole game. Gear weight also
plays a major role in decisions that you make when trying to mix and match the
perfect set for the given obstacles in any certain area.
DS3 does a very good job at not feeling linear where in actual
fact it really is. Basically the recipe is to discover an area, explore the area
whilst unlocking all shortcuts and activating all bonfires, defeat the boss and
move on. This is basically a rinse and repeat process and it is with savvy level
design and varying enemies that keeps it always feeling new. The feeling of
overcoming an area and all its main enemies leaves you feeling content in a way
almost superior to any other titles and a lot of the driving factor to push on
with this game is that feeling. Not to mention the immersion that is naturally
generated by always being on guard, the near fear feeling of leaving the comfort
of an accomplished area to one you know nothing about often compels me to leave
there on a high note. Just like a glutton for punishment I keep coming back and
I always love/hate my experiences.
Let the rage flow through you.
Red