A lonely journey through ruins punctuated by dense trials in honeycombed dungeons. What (obviously) distinguishes this for me from previous Souls entries is the ability to stray from the Light of Grace and just wander through the vast overworld and navigate the winding geography in an almost frictionless manner, then return to the dungeons when I have recovered my courage (usually with the added warmth of a friend guiding or being guided through the labyrinths).

It isn’t really the bosses or combat that draws me to this series, but the perpetual sense of a larger world, of meaning and history, just beyond your grasp - a sense of mystery evocative of Gene Wolfe’s New Sun or Harrison’s Viriconium. This isn’t a living world in a Skyrim sense - there are few areas that evoke a bustling town or real city, and like Souls games before, this feels like playing through a myth, with unusual characters guiding you, withholding information from you, tricking you.

If you are fatigued by From's work, this may not be the one to bring you back. Occasional repetition of bosses can at times reveal a game outreaching its ambition, of assets stretched too far, but so many encounters constantly wake you up and undermine your sense of how the world works. The map grows, above and below ground, and never offers a complete image of the world and its secrets.

Reviewed on Mar 10, 2022


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