Dark Souls III

You died. Again

SFX: The Sci-Fi and Fantasy Magazine - - Reviews - Matt Saku­raoka- Gil­man

re­leased OUT NOW! Re­viewed on PS4

Also on PC, Xbox One Pub­lisher Bandai Namco

We’re in the dy­ing throes of the Souls set­ting. The fires of hu­man­ity al­luded to through­out the se­ries are sput­ter­ing out. Your player char­ac­ter, the Unkin­dled, must hunt down four Lords of Cinder in a tra­di­tional tale of hid­den nar­ra­tive and bru­tal, un­wa­ver­ing dif­fi­culty.

There is a dis­tinct clar­ity to Dark Souls III’s story and world that the pre­vi­ous games have lacked. Each one of Souls’ pre­vi­ous plot points is in­evitably reach­ing to­wards this one end point, or so it seems, and it looks in­cred­i­ble.

But the true key is that tough- as- nails game­play. You will go through the Dark Souls equiv­a­lent of the five stages of grief. De­nial: “They can’t be se­ri­ous, this is im­pos­si­ble!” Anger: “What evil psy­chopath de­signed this?” Bar­gain­ing: “Maybe if I wear fire- re­sis­tant ar­mour his strikes will hurt less?” De­pres­sion: “I’m never go­ing to beat this guy.” Ac­cep­tance: “I’ll go through the mo­tions one more time…”

Then there’s the added, sixth stage. That mo­ment when you knock a boss down to half health and sud­denly it all seems em­i­nently pos­si­ble. It’s then, when it clicks, that you come to love Dark Souls III – and recog­nise it as a true mas­ter­work of videogam­ing.

Dark Souls III is planned to be the last in the se­ries, but Blood­borne proves the game’s style isn’t go­ing any­where…

He’d al­ways loved the caber toss.

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