OVERVIEW
- Rating: 9,5/10
- Hours played: 90
- Pros: combat and controls, difficulty curve, bosses, level design
- Cons: linearity, originality, balancing of items
PLAYTHROUGHS
I have completed Dark Souls III 5 times so far. I also did both DLCs 3 times. My first run took me 22 hours, and the DLCs added about 10 hours to my time, at first.
GAMEPLAY
Dark Souls III (DkS3) is the end of an era. This trilogy has become my favourite game franchise and it was very bittersweet to see it coming to its (needed) end. The first game shaped a generation of gamers, but the sequels, while being very good games on their own, failed to bring back the same spark of creativity and emotion. It was time to end things, and I believe DkS3 was a fair way to say goodbye.
Let us start with what's different. DkS3 brought back the first game's animations and controls, but now everything flows much faster and players feel they have even more control over their characters (likely a change done thanks to the great response Bloodborne had). Lifegems are gone (thank God), but there's a new healing choice to make, which is tied to a new stat called Focus Points. Essentially, they removed the Spell Uses mechanic, so the FP works just like mana. FP is also used to perform weapon arts, a new mechanic where players use a special type of attack with their weapons. You gain FP by levelling up Attunement, an atribute that is also tied to how many spells you can "equip" at once. To restore your FP you need to use a new type of Estus, called Ashen Estus, but you have to choose how many normal (healing) Estus and how many Ashen Estus you will carry at once (the maximum is 15 if you don't bring any of the other type).
Those mechanics bring a few interesting things to the table: if you are playing a caster or want to rely on the weapon arts a lot, it will be necessary to sacrifice some of your healing potential. Pure melee builds that don't care about it could gain more healing, but likely at the cost of versatility. The weapon arts didn't really work as well as planned, since many players don't use them, many of them are the same on multiple weapons and some are only useful on specific situations. On the other hand, I believe the FP system worked just fine for spellcasters and some unique weapons (particularly the DLC ones) have very cool weapon arts that add some flavour to the gameplay, even if they fail to significantly change the combat's dynamic.
Thankfully, the level design of DkS3 brought back the high quality of the first game. Many areas have multiple paths to take, cool secrets to find and intelligent use of shortcuts to bonfires to keep the pacing of each level more engaging than the more straightforward approach the second game took on many ocasions. Enemy encounters were mostly well thought, and I enjoyed the new enemy varieties overall. Still, some parts of the game kept the problem of adding too many unnecessary bonfires, often giving the feeling that some portions were developed by different groups of people that did not talk to each other and then meshed it all together to complete the game.
One issue that a lot of players have found is on the linearity of the level-to-level progression, which I believe is a fault of the world design. DkS3's world consists of one main path with a few branching options that never allow you to avoid doing the other path anyway, while also adding some optional side-areas here and there. The early game is where this is felt the most, since most playthroughs will consist of the same first few hours until the game actually starts to give alternatives. Still, the late game has a good amount of side content, and the one major sequence break can provide some variation on subsequent playthroughs, even if this game remains the most linear of the trilogy. That said, the linearity helps with the difficulty curve, since there's never a moment where it feels the player character is underleveled for whatever challenge is thrown at him - that's very good for newcomers to the series, since they don't have to waste time grinding to be strong enough for anything.
The progression on any of the Souls games is based a lot on the bosses that are found on them. Players need to be strong and experienced enough to deal with fights that are going to demand all of the knowledge they acquired through the levels and also the ability to learn new things, since bosses are generally very unique enemies. DkS3 has the best average boss quality of the trilogy, working with less bosses than the other two, but making each of them feel very different to approach. The visual design of the bosses and their arenas and the way you fight them change with each fight - sometimes even within the same fight, because of the multi-fases -, there are many very difficult ones and even the bosses I don't like have some interesting ideas behind them, something that was lacking a lot on Dark Souls II.
To finish with the gameplay, I need to mention the DLC. The extra content was very important on the first game, to upgrade the quality of the second half, and also on the sequel, to provide high quality areas and bosses that were lacking during most of the main story. DkS3 wasn't at fault of quality, but quantity. The two DLC's that were released allow players to enjoy the game for longer, also including a fun PVP arena for those who care about these things. Despite Ashes of Ariandel being a bit on the short side of things, I believe it's worth it to play the season pass, the levels and bosses are fun and a nice change to what was already on the game. The only major downside is that they forced the difficulty a bit by giving bosses way too much HP at times - it works on a couple of them, but when every fight becomes an endurance challenge it can turn amazing encounters into a very boring time.
NARRATIVE
DkS3 uses the same methods to tell its story to the players, focusing a lot on continuing the main points of the first game, while making a few references to the second. I do enjoy most of the new characters and places, and I'm glad they answered some big questions players had for years. Also, the DLC represents a very interesting ending to the series (if you play them both), despite the fact that I missed an actual cut-scene to provide a bigger sense of conclusion, but I suppose at this point that's expecting something they don't really care about doing. A shame, anyway.
The one big downside of this game, and that includes NPCs, enemies and areas in general is the way it relies on previous content. That are too many unnecessary references to the other games, even to Demon's Souls and Bloodborne. The NPC's are very often too familiar to engage players the way they should, and the repetition of some themes for areas, like the annoying swamps are the reason a lot of fans dismiss the creativity of the developers here. That said, sometimes it was done right, and some of the fan-service did make me happy or satisfied, but the fact is that DkS3 lacks originality on many levels to really stand out within From Software's pantheon.
TECH
DkS3 has the best graphics, art design and music of the trilogy. I loved being able to experience a Dark Souls game that looked that pretty, and was honestly impressed by the care that was put to even tiny details on buildings, enemies and items. My one annoyance is on the fact that the game is frequently too loud, especially with some enemies that scream some horrifying sounds that are more upsetting than scary. Generally speaking, this is the best Dark Souls game when it comes to technical aspects, which is to be expected of the most recent one.
CONCLUSION
Dark Souls III is the last inclusion on this franchise, or at least it will be for quite a while. They pushed this game really far on the technical aspects, and despite it being seen as short and linear by many fans, here is where you'll find the best overall quality of bosses and levels. The clear lack of innovation and originality on many areas of the design stopped this game from becoming the best on the series for me, but I still consider Dark Souls III to be an amazing game and a great, yet somewhat bittersweet, goodbye to my favourite videogame series.