are you just trying to be Dark Souls again?" It goes from "Hey, that's cool, I remember that!" to "Yeah. 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. This game just went overboard with it, and it feels more like pure fanservice instead of something meaningful. The amount of rehashing and callbacks to especially Dark Souls 1. 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. Fromsoft really needs a new cameraman for their big monster fights. Even after reaching the "bad" ending, I was left with the feeling that this narrative framework has run its course. ![]() 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". While not exactly bad, I found it much less engaging and interesting than either of the previous installments. If your DPS isn't high enough, and he decides to spam his fucking arrow attack, good luck running endlessly around the arena. Some bosses are really dependent on RNG, Aldritch first and foremost. 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'. 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. I can have the most poise possible in the entire game, and still get stunlocked by fucking rats. ![]() Obviously the bosses are much more memorable this time than DS2's cavalcade of dudes in armor Lothric feels much more like a connected, real place than magical sky elevators. The level design feels much more logical, alive and real than the endless blank corridors of Dark Souls II. ![]() 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 Parrying and Estus are back to single speed (at least that's how it seems), which is welcome. Having now played it several times through, I thought I'd give some more conclusive thoughts on Dark Souls III.
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