This review contains spoilers

It's not at all controversial to say that Dark Souls III is the least inspired entry in the vaunted Soulsborne franchise. More referential than reverential, it is shameless in shoveling up icons from past games and shoving them into the player's face. Gone is the subtlety in storytelling that seduced souls to Souls. In exchange, bombast. Because how else would you tell the story of the end of the world?

So Dark Souls III goes big and bold in every way. There have never been this many discrete areas that are as massive and interconnected in their sprawl. The Undead Settlement alone feels like three separate Demon's Souls levels packed into one with a bevy of NPCs filling it out. The Cathedral of the Deep ranks up there with the best alongside 1-1 and The Painted World of Ariamis with its decayed Gothic architecture that reeks evil and how it keeps wrapping back around itself with savvy shortcut progression. Coming out of the darkness of the Catacombs of Carthus and into the moonlit vista of Irithyll of the Boreal Valley is one of the most breathtaking moments in franchise history.

Enemies are at their most freakish and intimidating. Lumbering Hollow Soldiers wielding greataxes leap with surprising agility. All manner of Lothric Knights can make quick work of you with their holy-buffed arsenal of spears, maces, and two-handed greatswords. Corvians look vulnerable on their own, until they scream a scream that rends the spirit, spring forth wings that envelop your vision, and claw at your flesh in a frenzy. And who can forget their first time seeing the Pus of Man burst from the body of a frayed Hollow, its black, voluminous serpent-shaped goo pulsating and lashing out with reckless abandon, its hatred for order apparent in its stark red eyes.

Even the NPC questlines are at their most circuitous. It's never been something I've figured out on my own, pursuing the opaque sidequests in these games, so it's not really a big deal for me here either. At least most of them follow through with climactic ends. What they lack in the personal drama of the more thematically resonant NPCs of old, they make up for memorable pomp and circumstance. I mean you gotta admit it was pretty badass to see Siegward walk in from behind you, speechifying with Storm Ruler in tow, ready to cut down Yhorm, a Lord of Cinder, and his friend to honor an oath.

Speaking of Lords of Cinder, Dark Souls III has got to have the most consistently good-to-great boss battles in all of games. Iudex Gundyr is the best first test, his first phase checking your basic melee offense and defense capabilities in a duel with a humanoid opponent, and his second phase prepping you for the oversized monstrosities that remind you of the importance of camera positioning. The Curse-rotted Greatwood is one of the finest examples of pure spectacle with its wide-open arena, mooks that add to the chaos without being hindrances, glaring weakpoints that still take some skill and timing to hit, and a midpoint level change that took me by surprise on my initial run. How it ties into the current game's lore and calls back to a dear friend from Dark Souls II are just gravy. As for major story bosses, the Twin Princes is now one of my favorite fights. From the chilling intro cutscene where Lorian crawls out to protect his younger brother to Lothric reminding his elder brother of their Undead Curse with whispers to rise, it's compellingly cinematic in the only way From Software knows.

But nothing else sums up Dark Souls III the best than the Abyss Watchers. The most fearsome and loyal followers of Artorias are now corrupted by the Abyss, killing each other to contain this darkness. You fight with and against them. They die and resurrect as one, fire erupting from their blade. The score is grand yet solemn. It's an epic duel between ash and ember. It's a shambling corpse powered by the past that needs putting down. Let it burn. It deserves to go up in glorious flames.

Reviewed on Feb 16, 2022


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