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Review of Dark Souls 3

Review by Vinod Dass

Subash Ramone by Subash Ramone
02/03/2018
in All, PC, Reviews, Video
0

Intro

“F%k you lah cb!”

That’s a phrase that is going to be uttered by many local gamers as they delve into the world of Dark Souls 3. While not a phrase many game creators might think they want gamers muttering or screaming as they play through the levels of a game, Dark Souls 3 has become Bandai Namco’s fastest selling video game in its history. Let us explore what made this game (that made me curse non-existent fathers and mothers) such a popular title.

Story                  

First off, let’s start with the story of Dark Souls 3, or should I say: What the f%k story you talking? As I finished this game and watched the ending cinematic fade to black, all that I was left feeling was a sense of confusion and a strong craving for bak chor mee. (That last boss fight really takes a lot out of a person.) Dark Souls 3 tells its story in a very cryptic and symbolic fashion which, if you are a souls veteran, should be of no surprise to you. If you are interested in truly finding out the narrative being played out before you on your own, it requires hours and hours of digging into item descriptions and studying of the game environments to try and piece fragments of information together into a coherent story. Or you could just go on Youtube and find that out in 10 minutes, (Thanks Vaatividya). However, this has always been the way the Souls series has presented their stories in their games, and looking at the statistics, the lack of hand holding in the story department does not seems to be holding them back much. Personally, as I played through this game, I somehow found the lack of narrative actually adding to one of the aspects of the game which I felt was executed brilliantly. The motherbugging Atmosphere lah

Atmosphere 

If there was ever a bloody game that pulled of Atmosphere perfectly, in my opinion, it has got to be the Dark Souls series. Their levels, environment and monster design, combined with the brilliantly recorded and crafted sound design (weapon hits feel as satisfying as a pantat slap) as well as OSTs (that sound like you are ascending to heaven without the help of Kong Hee), all blend together to thrust you into the world of Hideteka Miyazaki. This is where I feel the lack of narrative really adds to the atmosphere, because you truly feel like an explorer in a foreign land, knowing next to nothing of your current environment, I found myself not even thinking of the story while I explored my environment looking for the next monster that was going to kena my newly upgraded scythe. Everything is interesting, and boy does Miyazaki know how to make levels interesting.

 

Levels

Levels are not simply areas where monsters exist which you march forward to kill, the levels themselves feel alive and the environments and monsters are designed around each other. For example, when I reached the dreaded swamps of Farron Keep, besides having your health slowly sapped by poison, there are areas in the level where your mobility is slowed by different degrees and the monsters found in those areas move faster than your father on steroids. This keeps you on your toes the whole time you are navigating through that level and really kept me engaged in the game as I tried to get myself out of that shithole. Miyazaki is a master at this, all throughout the game, little things present themselves to the gamer to let them know: “Bruh you in Dark Souls, ain’t no time to relax cb.” Although this sounds like an intense high pressure experience, Miyazaki always makes sure to leave enough rewards and breadcrumbs to keep you excited and pumped to push on to the next area. Exploration is rewarded tremendously here, with tons of hidden items, areas and monsters to encounter. There are entire levels which are optional to the player, some even hidden, which, in light of the DLC bullshit plaguing games at the moment, is a refreshing experience. Of course, where great loot lies to be found, there are great monsters guarding said treasure.

Game play

This is what makes Dark Souls, the game play. The fighting is very intense, with high emphasis on movement. Controls are tight around this and feel smooth while landing hits evoke a feeling of satisfaction. There is also the freedom of playing the game however you want, despite the class picking at the start of the game, which is just some small bonuses you get in the start. I found myself slowly gravitating to more melee weapons despite wanting to be a pyromancer at the beginning just because it was more practical, and the game did not punish me for it. I find this makes the game play more open and dynamic, with the choice of switching out your gear and weapons much easier. And you will eventually as you repeatedly die to a boss or area. Which brings me to my final point.

You Will Die

You will die in this game, that is a fact, normal monsters do punishing amounts of damage, not to mention the bosses, which probably decimate you in about 2 to 3 hits if you are not careful. This game prides in strategy, read your enemy, know your enemy, know their move-set, take advantage of it, and bring yourself victory. Easier said than done, I remember encountering my first boss in this game, Iudex Gundyr. It took me about 5 tries to finally beat him, not to mention the grueling run up you make to him every time you perish. No doubt his name quickly changed to “Pundeh Fella”. It took me about 3 deaths to read all his move-sets and time my dodges and hits just right, and when that final blow sent him back to the abyss, that feeling of euphoria I felt was why Dark Souls 3 was one of the best-selling games of its year. It offers something that I think has been sorely missing from AAA games for quite some time: An actual challenge. A challenge which you must overcome yourself, no reducing difficulty, no handicap modes and no option to skip the boss (are you serious Ubisoft?). It’s just you and that cb with a health-bar standing in your way. In that moment, you have 2 choices, turn off the game in frustration, or man up and like the Souls veterans say: Git Gud.

Conclusion: Git Gud

Git Gud, Get Good, learn from your failures and rise above them, improve your skill and overcome the challenge, like a true goddamn hero lah. That is what this game made me feel like, a true f%king hero, not by endowing me with imbalanced powers to use against weak enemies, but by throwing me into its world with little to nothing and making me pull myself up from the depths to land that final blow on the final boss. That deep intense feeling you get when you overcome what you thought was an insurmountable challenge, that my friends, is why this game is at the caliber it is at.

With smooth and rewarding game play, intense and intoxicating atmosphere with environments that feel as alive as the monsters that inhabit them, Dark Souls 3 was a rewarding and intensely engaging experience. Not for the faint of heart, but if you are up for a true challenge and a unique experience, pick yourself up a copy now and Git Gud scrub.

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4.5/5 Bananas.

Check out my game play. (Sorry about the profanities!)

Tags: Bandai NamcoDark Souls 3From SoftwareReview
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Subash Ramone

Metalhead. Movie freak. Gamer. Loves Beer. Laughs alot. In no particular order.

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