Initial Impressions: Dark Souls 3

Initial Impressions: Dark Souls 3

I’m not a particularly avid gamer, but when I saw the reception Elden Ring received I decided it was time to try a Fromsoft game. Countless articles have already been written on the developer and the Soulsborne (a portmanteau of Dark Souls and Bloodborne) games, including ruminations on the games’ difficulty and how their game design, “changed the gaming industry.” With that in mind, I will only provide the briefest of synopses here before diving into my actual experience with the game.

One of the most well-known attributes of these games is their difficulty. They are, in a word, unforgiving. Any enemy in the game, even those in its earliest areas, can and will kill the player if they are inattentive or unprepared. This stands in stark contrast to the design ethos of many other AAA Games / Development Studios, where the goal is to provide a power fantasy to the player. In such games, this means including gameplay systems to enhance that feeling, like regenerating health, generous checkpoints, and more. As you likely guessed, none of these are present in a typical Soulsborne game.

Speaking of mechanics, there are a few that have become synonymous with the Soulsborne game. The “dodge roll,” is perhaps the most visible of these, having made its way into memes and popular culture. Though less obvious, stamina management is also a critical part of the Soulsborne formula. In short, it means that the player cannot dodge or attack indefinitely; instead, players are asked to balance offense and defense. Then, to truly shine, a player must learn the intricacies of each enemies’ behaviors and attacks. (This need to play the game on its own terms is likely where the phrase, “git gud,” originated from.)

The other thing Soulsborne games are known for is their intricate design. This includes a story that appears impenetrable at a glance, but which reveals itself over time to those who seek it out. The level design is also polished to a mirror shine; every location has a sense of place that is sure to inspire some combination of awe, sadness, and fear. The level design is more than just aesthetics, too; enemy placement is just as much of an art as the architecture. An enemy that may be easy pickings when you have the high ground is likely to be much more difficult to deal with when the positions are reversed.

With all of that said, what have my actual experiences with the game been like so far? First, let’s discuss some of the positives.

  • The aesthetic of the game is stunning, from the architecture, to the enemy design, to the music. The way the music swells when facing a “boss” in the game is thrilling.
  • The game has an excellent sense of exploration and discovery. Looking through every nook and cranny of the game isn’t just possible, it’s encouraged.
  • I appreciate how the game gets easier (or at least more manageable) the more you play it. Learning enemy placement and behavior has improved my odds of survival considerably.
  • The game’s mechanics have a ridiculous amount of depth to them. The fact that any given weapon can be wielded in a variety of ways is just the tip of the iceberg. Most of the swords I’ve encountered can be wielded with a shield or with both hands, for example, and changing the way you wield them changes the attack your character will perform. This, in turn, will affect the amount of damage you’ll do and your vulnerability to counterattack.
  • While the prospect of losing souls (the currency the game uses for leveling up and buying items) on death is frustrating, it’s also intriguing. I often found myself saying I’d stop after I’d reclaimed my souls, or after, “one more run.”
  • The feeling of overcoming a boss (or even a regular enemy) after struggling to beat them is really special. Going from, “how am I supposed to beat that?” to, “I did it!” is a treat.

The game isn’t perfect, however. Here are a few reasons why I almost bounced off the game.

  • I was initially turned off by the game’s control and feel. There is a deliberateness I wasn’t expecting. The fact that you cannot attack, dodge, or block while out of stamina also took my by surprise initially. It makes complete sense in context, of course, but as a total beginner this added to the learning curve.
  • The game also offers a lot of choices with regards to character creation, from class (like knight or pyromancer) to starting gift. The game also throws up a lot of stats from the start; without access to a wiki, I would’ve definitely felt overwhelmed.
  • Though most of the item descriptions are straightforward, some aren’t (I’m looking at you, “dried finger”).
  • Some of the mechanics are difficult to perform, let alone master. I’m thinking specifically of the parry mechanic, but I am sure there are many more.
  • I am leery of the “online” portion of the game. While playing online can invite friendly players to help you beat bosses and tough enemies, it can also invite players who will try to kill you. On one hand, I understand how this can play into the “git gud,” mentality and add life to the game after exhausting the developer-made content. On the other hand, the idea of going up against a min-maxed player with hundreds more hours of experience sounds like absolute trash, especially since I’m still just trying to learn the ropes. I already have the game to punish me; I don’t need another player to do it, too. (Luckily, I don’t have a PS Online account, so I do not have those features enabled, as far as I know.)

In my mind, there is no question whether I’ll keep playing. I’m really curious to see what else the game will throw at me, from basic enemies to bosses. I can’t say that I’m especially invested in the story (or all the callbacks to previous entries in the Dark Souls series), but I might dive deeper into that part of the game in future play-throughs. Right now, I am content in playing through the game without a guide (or as guide-free as I can get away with without pulling my hair out). As I said above, part of the joy this game is the “discovery,” and reading a guide would take some of the magic away. I’m also excited to try other From Software games, but not before I get through this one. I have a long road ahead of me, but I think it’ll be a fun one!

Check it out here.

You may also enjoy…

Affiliate Disclosure: I sometimes use affiliate links in my content. This won’t cost you anything, but it helps me to offset the costs of maintaining this blog. Thanks for your support!

2 Comments

  1. Kib

    Verry well thought out and well done.

    • Quinn

      Thank you for your kind words! One of the things I didn’t talk about in my “initial impressions,” but that I might talk about in the review is the community around the game. Having a friend who’s played the game and who is willing to share tips is definitely a great feature of the game.

      With that said, I really appreciate how open you’ve been to providing tips and assistance! It’s made the process less stressful. Not stress-free, but at least less stressful!

Comments are closed