Dark Souls 3, A True Heir to The Original Dark Souls

By   /   Mar 22, 2016
Dark Souls 3

Be it a long, pointed Estoc or the reliable sword and shield combo, one thing is for certain: in a dying, fading world, you, Ashen one, are not welcomed by the inhabitants of this decaying land. The odds are against you in your search for the Lords of Cinder, as the bell awakens your Unkindled body from slumber.

Dark Souls 3 makes it known that you are nothing, just like you were nothing in the first and second games in the series. You’re unfit to be cinder, only surviving on the small embers that form the final stages of what was once the great First Flame.

Meet Yhorm the Giant, one of the several Lords of Cinder in Dark Souls 3

Meet Yhorm the Giant, one of the several Lords of Cinder in Dark Souls 3

The Fire fades, and the Unkindled and Lords of Cinder have risen. The latter have abandoned their thrones, and you are one of many worthless Unkindled who seek to bring them back, for reasons unknown.

That’s the beauty of Dark Souls – it makes sure you know your insignificance in a transitioning, struggling world, but it doesn’t enforce it.

Your tattered clothes and pitiful equipment doesn’t stick with you permanently, nor does your skill and incompetence against the most average foes. You make your worth as you go on, surmounting unprecedented odds against the terrors of this deathly, ashen land.

Yet, the game reminds you in every nook and cranny that it’s not as simple as collecting new gear and exploring new regions. Your average enemy can get the better of you within seconds if you show lacking ability, which fends off the casual gamer and only really invites those who are willing to explore through a thousand deaths, and then some.

Dark Souls 3 certainly sticks to its roots, but it’s not going to offer you a stale experience – far from it. It takes many inspirations from Bloodborne in its art design and even its gameplay mechanic, and combines it well with the basics of the original Dark Souls.

Yet it promptly ignores the existence of Dark Souls II for the most part – perhaps (speculatively) not altogether from the story perspective in the grander scheme of things, but most certainly in-terms of gameplay. The game design, its method of story-telling, and its atmosphere resembles the original game more than it does its immediate predecessor, and the reasons are obvious.

Hidetaka Miyazaki wasn’t really a part of the core team that worked on Dark Souls 2, and the community was quick to point out the evident differences in quality between it and its predecessor.

The game lacked the environment design of the first, as well as the creative thought-process behind the enemies, bosses, and lore. It’s not to say Dark Souls 2 was a bad game – far from it, but it wasn’t one that could be deemed as a true successor to the original game.

Dark Souls 3, however, attempts to be exactly that.

From the extensive coverage of the game’s content since its reveal at the E3 last year, Dark Souls 3 is set to be the densest of all the Soulsborne (a portmanteau of the Souls and Bloodborne games made by Miyazaki) titles.

The keyword here is obviously ‘densest.’ It does not mean the game will necessarily cover a larger area – in fact, there are suggestions by Miyazaki that it actually may be smaller-scaled than the original game.

What it does mean though is that it will have the largest amount of content. The game already showed off its verticality and demonstrated its density in the starting few hours available to those who were invited to the San Fransisco event by FROM Soft.

Just past the starting area where the Unkindled awakens from his/her grave, we’re treated with lore-dense instances. A broken Lord Vessel (an iconic item from Dark Souls 1) rests on an altar in the middle of the forest where you collect your Estus Flask, and lying in front of the altar is the unfortunate cadaver of a familiar character from the original game.

The Firelink Shrine isn't anything close to the one in Dark Souls 1

The Firelink Shrine isn’t anything close to the one in Dark Souls 1

Making it past the first ‘trial’ boss, you come across the Firelink Shrine. It resembles in no manner to the open-skied, grassy region of the first game that shared the appellation.

Instead, it’s a large, spacious tower that houses five thrones, an additional Lord Vessel in which you can create your first bonfire with the acquired bonfire sword, and half a dozen or so NPCs to meet and greet.

The NPCs themselves are nothing short of extraordinary – each one with fantastic voice-acting, depth, and history. Each NPC for once feels significant, unlike the somewhat underwhelming and forgettable folks that resided in Majula in Dark Souls 2.

The Firelink Shrine makes for a hub separated from the rest of the in-game world, much like in Demon’s Souls, and more recently like the Hunter’s Dream in Bloodborne.

However, there’s something entirely unique about this hub; as time goes on, and as you meet more NPCs during your deadly explorations, the Firelink Shrine becomes more populated. Nooks and corners of the shrine gradually become occupied with enigmatic NPCs, each with more depth, more tasks, and more interesting back-stories.

NPCs are more interesting than ever, and have significantly larger roles to play in the lore.

NPCs are more interesting than ever, and have significantly larger roles to play in the lore.

All this combines to make Firelink Shrine a hub that – unlike Hunter’s Dream and Majula – gives players an excuse to revisit aside from leveling up. Beyond the hub lies the great city of Lothric, a city the lore hints being north of wherever Lordran and Drangleic were in the previous games.

The timeline is unknown, but the deliberately greyish palette, the rebirth of stone dragons, and the distinctly decaying nature of the world indicates it’s the final days of the age of fire and dark.

Dark Souls 1 and 2 largely featured the curse of the undead, with the atmosphere feeling ‘plagued’ and sick – yet the world still felt populated, active (despite being tainted), and alive.

In Dark Souls 3, the atmosphere is old, tired, and indicative of the inevitably upcoming death of the standard model of the world that has been prolonged by Lords of Cinders for eons.

It’s not to say the world isn’t densely populated though – dying, decaying enemies swarm the regions, attacking relentlessly on site. Stone dragons swarm the skies, resting wherever pleased. Demons of unknown origins lurk the streets, and the world is as dangerous as it ever was.

It’s a great misconception to believe the Souls series is almost exclusively gameplay-oriented – far from it. Yes, the gameplay, the skill requirement, and brutal difficulty is the signature appeal of the franchise, but the enigmatic lore is just as important to the series’ brilliance as the gameplay.

Dark Souls 3 is distinct from the first and second because it does not shy away from letting this known.

You’re bombarded (in a wonderful way) with NPCs and lore-heavy content right from the start, and though every sentence ushered by the characters you meet and item descriptions still succeed in remaining distinctly cryptic, they all ultimately lay foundations of a grandeur plot that also helps shape the locations and setting of the game.

The design of these locations is visually stunning, taking inspiration from Bloodborne yet retaining iconic Souls-esque fantasy, each place a glimpse of its own past.

One distinct feature of Dark Souls 3 is that its locations seem to be connected in a less seamless manner than in the first game, and like in Dark Souls 2, traveling between bonfires is an option from the start (though it seems to be closer in function to the lamps in Bloodborne).

This is admittedly a feature that may not appeal to many, but it’s a little less cumbersome to have an intertwined world where backtracking is a necessity, especially when the hub is separate from the rest of the region.

Within regions, we do expect more intertwined areas with multiple paths to a common destination, and shortcuts that give ease of access.

The implementation of such a level design is second-nature to Miyazaki, and despite voiced concerns over some of the gameplay footage of the first four hours of the game, there’s little reason not to expect interconnectivity in larger, more pronounced parts of the map.

We also expect many optional areas that players will unknowingly stumble upon, being forced into battle against terrifying enemies (or even bosses) they’re simply not ready to duel with. These features are what make the Soulsborne franchise a truly wonderful experience, and Dark Souls 3 should be no exception.

The game itself is most certainly expected to host an abundance of deadly bosses. So far, we’ve seen four bosses at display, and apart from one (the Curse-Rotted Greatwood) all have been nothing short of exceptional.

This ice doggie is mean and fast.

This ice doggie is mean and fast.

The first boss is a mere ‘test’ for users, warming them up with demands of perfectly-timed rolls and swift change in tactics as it transforms into an amalgam of dark goo and claws halfway through the fight.

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