Once more unto the breach. For the third time in five years, the first flame is dying; nearly dead. When it dies, an age of Dark will commence and light will become no more. Granted, the world is a twisted, corpse-littered mess and it’s a dubious notion that it’s worth saving in the first place, but here you are, another mute undead warrior stumbling on to the scene to make things right (or worse).
The Dark Souls series, including the main trilogy and its predecessor Demon’s Souls and spinoff Bloodborne are some of my favorite games, ever. The uncompromising vision, the gorgeous rendering of hellish medieval ruin, the drive to try something new. In an industry that was moving more and more towards accessibility as the ultimate goal, Dark Souls popularized a philosophy already apparent and contentious in literature: Demanding effort and attention from the reader/player can lead to a finer, more rewarding experience. Dismissing the axiom that entertainment need be ‘easy’ is Dark Souls gift to posterity.
The bedrock of Dark Souls is that by thrusting the player into a dangerous world that does not hold their hand or explain much at all, both the oppressive atmosphere of the gameworld is heightened and the high the player feels after finally overcoming a difficult challenge is far more satisfying than it would be otherwise. And this practice is proven true, again and again. I can say this from experience, when after narrowly taking down The Nameless King, one of the harder bosses, I was in a shaky but exultant state indeed.
What this does for the narrative is key too: I rescued a smooth talking but frankly creepy fellow and brought him back to my home pad. He then offered to ‘unlock my true power’ and give me a free level up. In other games, I would just blindly accept the reward. But this is Dark Souls, which has taught me to be suspicious of anything free, especially from the mouths of shady individuals. This is the series that, in past games, allowed me to bring back friendlies to my base who later murdered everyone else there. The narrative and its choices are enhanced by the gameplay. The risk.
(I took the offer anyway; naturally, nothing comes without a price)
We’re five games deep now. Elements of the series have filtered down into other games — from cosmetics like bonfires being used as checkpoints to feature adoption like being able to leave templated messages to other players to a general philosophy that fine tuned difficulty is an admirable design philosophy. Can Dark Souls maintain its innovation? It doesn’t try. Rather than re-invent the wheel, DS3 is satisfied with simply doing what it already does very well. Something none of its imitators have ever really approached. The tightness of the core systems, the haunting strangeness of its world. It basically gives a clinic on level design with the wonderful Undead Settlement, a crumbling shantytown that constantly intertwines and twists back on itself, while maintaining the fiction of being a real place where people once lived.
While I thoroughly enjoyed my time playing the game, if not as quite so much as Bloodborne*, there were times like I felt like I was going through the motions. There’s only so many times you can roll-dodge the wide swing of an animate suit of armor’s greatsword, or throw the same fireball or get stabbed to death by another cackling skeleton. DS3 seems to acknowledge that its players could have played up to four separate but similar games by this point, so everything seems to move much faster and hit much harder. We’re still pros by this point, though. It would be laughable to say the game wasn’t difficult, but it’s a controlled, familiar difficult that doesn’t challenge me for long anymore. We’ve seen the decaying land of Lothric/Drangleic/Lordran many times by this point, and while it’s still haunting and enchanting, it’s no longer fresh. The game acknowledges this by doubling back to previous titles — locations and familiar faces abound.
This is the finale. The victory lap. Visionary Director Hidetaka Miyazaki has called this his final Dark Souls game. Another impressive feat is to quit when the time is right and not when the money runs out. I cannot wait to see where he will take us next.
*I’m not going to say much about Bloodbourne because I already wrote plenty on it here; but I will say it remains the pinnacle of the series for me. The highly focused trick weapons and speedy gameplay ultimately trumped the greater armament diversity of Dark Souls and I loved the focused Victorian/Lovecraftian story. That said, there’s still expansion packs lurking out there in the future for DS3…