Dark Souls III is all killer, all filler, and I'm dead and stuffed.

Regardless of one's opinion on this or any of the other more recent From Software games, I think it somewhat uncontroversial to say that the somewhat polarized reception of its sequels and successors only serve to highlight the strength of the original Dark Souls. Despite whatever imperfections it may have had, Dark Souls was a game that did so many things right that a lot of people found wildly different reasons to love it. Dark Souls is in so many facets so close to the absolute essential core of what makes video games great that even if another game could get even closer in even one aspect, it would always come at the cost of something else.

Dark Souls III's core gameplay is most similar to the original Dark Souls, but with its animations and character control fine-tuned to perfection; this is the first From Software game where it feels good to simply move around. The game has all of the quality of life improvements that began as band-aid fixes in Dark Souls II. Every level in the game is as detailed, sprawling, and multi-layered as one of Bloodborne's best, yet their arrangement within the world as a whole is as transparent as in the first game. Speaking on gameplay specifically, calling Dark Souls III a "greatest hits" of the series is still selling it short. It's not just borrowing the most memorable situations and set-pieces from previous games, it's picking and choosing elements of the games' systems and structures themselves, and still building upon them yet.

One of my favorite moments in Dark Souls was on my second playthrough, reaching the tower before the Taurus Demon boss fight, and realizing just how much of the world I could see. Picking out landmarks and realizing how (despite being rendered in much lower detail than it would be up close) decidedly congruous the world was, and more importantly how intentional it all felt. The popular phrase when showing a game's scale is to point at something in the distance and say "you can go there", but "there" is often not a place of any import, and the "go"-ing process is rarely anything all that special. One of Dark Souls III's earliest moments is the game giving the player a similar view of virtually every above-ground area of the game, with only a couple of places barely obscured (though one should not assume that the game has nothing to hide, as it in fact has some of the most obtuse secrets in the series). At virtually any point in the game the player can look around, see where they've been, where their goal lies, and think of all the challenges they overcame to get to where they are. While Dark Souls may have had a more interconnected world and the potential for more diverse routes, I genuinely believe that Dark Souls III surpasses it in both level design and in its believability as a space.

While the player's quest is ultimately to defeat all of the Lords of Cinder and link the first flame once more, the bulk of the journey through the aforementioned spaces is spent hunting down one in particular: Aldrich. A web of interconnected side-quests eventually narrows into this encounter, chasing him from the Cathedral of the Deep to Irithyll of the Boreal Valley. A trek that lasts the better part of the entire game ends in Anor Londo, perhaps the most hallowed location from the original game, its cathedral now stripped from its original context, a sort of museum artifact for some invading heretic. The player finds within an avatar of pure consumption, puppeting around one of surprisingly few named returning fan-favorite characters. The message could not be more clear, the anti-climax could perhaps only barely be more intentional, this is an absolutely naked indictment. Dark Souls has to end, because if it continues it will turn to sludge and cannibalize everything you love about it.

The heart of Dark Souls III's narrative is, like Dark Souls II before it, ultimately about the futility of this whole sequel project. Dark Souls II did do the roar, but it also smashed the cake, all the while yelling "Ya like that!? Huh?!"

As Dark Souls III plays its hand it feels more like the game has sat you down to sternly say "listen, we know you like this, and we'll give it to you one more time, but this is it." I personally think that video games' status as commercial entertainment products has been pretty much a disaster for their ability to tell stories, and a side effect of this is that some of the most potent stories they can tell are often bittersweet metanarrative musings on this predicament. Dark Souls III may not be the absolute strongest example of this, but you absolutely could do so, so much worse, and its real triumph is in delivering a compelling version of this story in balance with just being a plain fantastic gameplay experience.

The DLC only makes it more clear, with its principle locations being another world, plagued with rot and its denizens begging for death, and the entire Dark Souls universe compacted like trash. Dark Souls III's world, the "converging lands", was already a kind of new Pangaea, the different continents of the Lords of Cinder merging together into a tangled mess of ravines and canyons. By the end of the Ringed City DLC, everything has compressed together to the point where all that's left is an endless desert of ash. The final goal of these DLC areas, the finale of the entire series, is to help a certain NPC paint a new world. What is this world? It doesn't matter. Giving some clear-cut explanation, like "It's Bloodborne! Or Demon's Souls!" would completely undermine the entire conclusion.

The only thing that matters is that it's new, that it's something else.

One NPC in the Ashes of Ariandel DLC says, specifically, that the player must "make the tales true, and burn this world away."

This is the real curse of a zombie franchise, the lack of any real finality will always give every element of its story a kind of impermanence. Without an absolute true ending, anything in the narrative is up for debate, can be rewritten and ret-conned to suit a new installment. Dark Souls II was itself an admission that its own existence meant that there could be no true tale of the original game, and while it initially tries not to let the cat out of the bag, Dark Souls III's grand anti-climax also invalidates a particular player decision in the original game by canonizing only one particular option.

Dark Souls had to end, absolutely end, so that it could be anything at all.

Reviewed on Apr 22, 2022


1 Comment


1 year ago

"Giving some clear-cut explanation, like "It's Bloodborne! Or Demon's Souls!" would completely undermine the entire conclusion." - I appreciate you saying this so much, it always hurts when I see the intended metaphor of the 'new world' referred to in the Ringed City being completely lost on people who just get sucked back into the delusion that this never ending cycle of content for the sake of content can be anything else besides a looming disaster for the gaming industry