Having now played it several times through, I thought I'd give some more conclusive thoughts on Dark Souls III.
The good:
- Parrying and Estus are back to single speed (at least that's how it seems), which is welcome. Granted, I don't think breaking a system that wasn't broken to begin with and then fixing it again should be congratulated, but it's still a positive
- The level design feels much more logical, alive and real than the endless blank corridors of Dark Souls II. Lothric feels much more like a connected, real place than magical sky elevators.
- The music is phenomenal, as always
- Obviously the bosses are much more memorable this time than DS2's cavalcade of dudes in armor
The bad:
- Poise, or rather the lack of such. I can have the most poise possible in the entire game, and still get stunlocked by fucking rats. What is up with this system? Is there something I'm missing here? One of the best things about rolling a tank build in DS2 was to watch the small enemies helplessly chip away at you as you reel up your Big Fucking Sword. Now it's just dodge, dodge, dodge.
- Power stancing gone. What the hell Fromsoft? Perhaps the most novel and fun gameplay mechanic you introduced in DS2, and you replace it with a selection of a few pair weapons? That's a paddlin'.
- Some bosses are really dependent on RNG, Aldritch first and foremost. If your DPS isn't high enough, and he decides to spam his fucking arrow attack, good luck running endlessly around the arena.
- The story and lore. While not exactly bad, I found it much less engaging and interesting than either of the previous installments. While DS2 was underwhelming, its ending at least left me with a feeling of "Um, I think I need to go back and check some more", whereas DS3 just left me with "Okay, I linked the fire again, big whoop". Even after reaching the "bad" ending, I was left with the feeling that this narrative framework has run its course.
- Fromsoft really needs a new cameraman for their big monster fights. Would it kill them to have the camera pan out just a little when the massive monster lands on your face? The camera is perhaps the thing that make the Nameless King the hardest fight in the game.
And the lazy:
- The amount of rehashing and callbacks to especially Dark Souls 1. This game just went overboard with it, and it feels more like pure fanservice instead of something meaningful. Bringing back Onionbro, recycling areas not only from DS1 but from Dark Souls 3 itself, including Smough's, Ornstein's, Artorias', Tarkus', Dusk's, Solaire's and more characters' armor sets in the game, having the player discover the Daughter of Chaos and Elizabeth, referencing names and places like Astora, Izalith, Oolacile, Seath, Quelana and Logan and so on. It goes from "Hey, that's cool, I remember that!" to "Yeah... another thing I remember... are you just trying to be Dark Souls again?"
- The rehashing continues in part in the bosses: Hey, another horde boss (like the Royal Rat Vanguard, Phalanx, and Celestial Emissary)! Hey, another clone boss (like Pinwheel and the Witches of Hemwick)! Hey, another gimmick boss (like the Storm King), oh wait, there's two this time! And Aldritch, who I think is supposed to be one of the climaxes of the game, is just a garbage dump modded version of Gwyndolin, with the same music no less, only remixed! I would have preferred some disgusting sludge monster (as he appears to be in the opening cinematic) way more.
- Whereas the level design has improved (for the most part), the visual design hasn't. In fact it might have regressed. Too often this game falls back on impossibly grand, late medieval gothic cathedrals and castles. When it's not doing that, it's fairly basic fantasy fare with forests and caves. Dark Souls 2 at least had No Man's Wharf, Doors of Pharros, Brighstone Cove and Shrine of Amana to name a few unique environments.
- The Catacombs and Demon Ruins. What, did they just copypaste some random layout from Bloodborne's chalice dungeons and change the textures? Some of the blandest, least interesting level design in the entire Soulsborne continuum.
- New game+ seems rather underwhelming. No new enemy placements, twists on bosses or exclusive items aside from +1 rings. After the first playthrough there's little else to discover than trying to do all the NPC questlines and rushing the bosses like mad.
On an unrelated note, Smough's hammer is RIDICULOUS. I beat both Aldritch and Dancer, to whom both I died countless times on my first playthrough, on my very first try. That thing just flattens everything in its way.
In summation I'd say this entry has the least identity of its own. It's hard for me to come up with any good things to say about it that couldn't be applied to every other game in the series as well. There's very little that feels special, new or unique about it. It just feels like more of the same without much consequence.
So, your thoughts?
The good:
- Parrying and Estus are back to single speed (at least that's how it seems), which is welcome. Granted, I don't think breaking a system that wasn't broken to begin with and then fixing it again should be congratulated, but it's still a positive
- The level design feels much more logical, alive and real than the endless blank corridors of Dark Souls II. Lothric feels much more like a connected, real place than magical sky elevators.
- The music is phenomenal, as always
- Obviously the bosses are much more memorable this time than DS2's cavalcade of dudes in armor
The bad:
- Poise, or rather the lack of such. I can have the most poise possible in the entire game, and still get stunlocked by fucking rats. What is up with this system? Is there something I'm missing here? One of the best things about rolling a tank build in DS2 was to watch the small enemies helplessly chip away at you as you reel up your Big Fucking Sword. Now it's just dodge, dodge, dodge.
- Power stancing gone. What the hell Fromsoft? Perhaps the most novel and fun gameplay mechanic you introduced in DS2, and you replace it with a selection of a few pair weapons? That's a paddlin'.
- Some bosses are really dependent on RNG, Aldritch first and foremost. If your DPS isn't high enough, and he decides to spam his fucking arrow attack, good luck running endlessly around the arena.
- The story and lore. While not exactly bad, I found it much less engaging and interesting than either of the previous installments. While DS2 was underwhelming, its ending at least left me with a feeling of "Um, I think I need to go back and check some more", whereas DS3 just left me with "Okay, I linked the fire again, big whoop". Even after reaching the "bad" ending, I was left with the feeling that this narrative framework has run its course.
- Fromsoft really needs a new cameraman for their big monster fights. Would it kill them to have the camera pan out just a little when the massive monster lands on your face? The camera is perhaps the thing that make the Nameless King the hardest fight in the game.
And the lazy:
- The amount of rehashing and callbacks to especially Dark Souls 1. This game just went overboard with it, and it feels more like pure fanservice instead of something meaningful. Bringing back Onionbro, recycling areas not only from DS1 but from Dark Souls 3 itself, including Smough's, Ornstein's, Artorias', Tarkus', Dusk's, Solaire's and more characters' armor sets in the game, having the player discover the Daughter of Chaos and Elizabeth, referencing names and places like Astora, Izalith, Oolacile, Seath, Quelana and Logan and so on. It goes from "Hey, that's cool, I remember that!" to "Yeah... another thing I remember... are you just trying to be Dark Souls again?"
- The rehashing continues in part in the bosses: Hey, another horde boss (like the Royal Rat Vanguard, Phalanx, and Celestial Emissary)! Hey, another clone boss (like Pinwheel and the Witches of Hemwick)! Hey, another gimmick boss (like the Storm King), oh wait, there's two this time! And Aldritch, who I think is supposed to be one of the climaxes of the game, is just a garbage dump modded version of Gwyndolin, with the same music no less, only remixed! I would have preferred some disgusting sludge monster (as he appears to be in the opening cinematic) way more.
- Whereas the level design has improved (for the most part), the visual design hasn't. In fact it might have regressed. Too often this game falls back on impossibly grand, late medieval gothic cathedrals and castles. When it's not doing that, it's fairly basic fantasy fare with forests and caves. Dark Souls 2 at least had No Man's Wharf, Doors of Pharros, Brighstone Cove and Shrine of Amana to name a few unique environments.
- The Catacombs and Demon Ruins. What, did they just copypaste some random layout from Bloodborne's chalice dungeons and change the textures? Some of the blandest, least interesting level design in the entire Soulsborne continuum.
- New game+ seems rather underwhelming. No new enemy placements, twists on bosses or exclusive items aside from +1 rings. After the first playthrough there's little else to discover than trying to do all the NPC questlines and rushing the bosses like mad.
On an unrelated note, Smough's hammer is RIDICULOUS. I beat both Aldritch and Dancer, to whom both I died countless times on my first playthrough, on my very first try. That thing just flattens everything in its way.
In summation I'd say this entry has the least identity of its own. It's hard for me to come up with any good things to say about it that couldn't be applied to every other game in the series as well. There's very little that feels special, new or unique about it. It just feels like more of the same without much consequence.
So, your thoughts?