Tag Archives: Namco Bandai

Dark Souls 3

A short while ago, I’d committed to ignoring games described as inspired by Dark Souls. I’d played some Dark Souls and didn’t enjoy it much, played some Dark Souls inspired games like Lords of the Fallen and Bound by Flame and I didn’t like any of them. But this isn’t a consistent dislike. I really really enjoyed Salt & Sanctuary, but the qualities of Dark Souls that inhabited Hollow Knight turned me right off. And almost immediately after I’d decided that Dark Souls-like games were not for me, Humble Monthly gave me a copy of Dark Souls 3. I beat Dark Souls 3. I enjoyed Dark Souls 3.

I am ill equipped to describe what makes Dark Souls 3 so different from Dark Souls, and even less equipped to compare it to Dark Souls 2, but Dark Souls 3 hooked me fairly quick. I know how these games work and they’re very unforgiving, particularly of my overly-aggressive playstyle. With the help of a build guide to direct my efforts on creating a character I would enjoy playing with, a simple melee sword-and-board fighter, I sliced and chopped my way through hordes of monsters. The variety in combat encounters and enemies ensured that even my simple character build was never boring. Maybe Salt & Sanctuary made me a more patient player, but I rarely felt like the fights were unfair, even when I was dying to bosses over and over. I’d eventually learn their patterns and weaknesses, and chop them to pieces with my sword. Where as I found Dark Souls to be a largely frustrating affair, Dark Souls 3 never felt frustrating; it was rewarding.

What isn’t rewarding in the game is the storyline, or lack thereof. It starts with a cutscene explaining that the lords of cinder have left their graves and need to be returned to their thrones to rekindle the dying world. From there, there’s more or less nothing much to offer until you reach the end, and you get a short cutscene for your efforts. Sure, you’ll find other non-hostile people with some “quests” of their own, but there’s no journal. No quest log. Often, I struggled to even remember their names. Most items have a sentence or two of flavor text but that’s about it for worldbuilding. You could go end-to-end through this game and never learn a single thing about the lords of cinder that you’re mercilessly hunting down and killing.

This is a bit of a shame because the world they’ve built, without the exposition, is really interesting in that it’s not standard fantasy or grimdark. If anything, it’s sorrowful. This is a dying world, roamed by undead things, desperate for purpose and meaning. I find myself wanting to go back to Dark Souls again for another try to see if I can fill in the blanks because I want to learn more. Even if I can’t, if I can find in Dark Souls what I found in Dark Souls 3, that’ll be enough. Dark Souls 3 is a challenging game that rewards persistence and learning without feeling cheap.


Reference: From Software. Dark Souls 3 [Namco Bandai, 2016]

Source: Purchased from Humble Bundle as part of a Humble Monthly bundle.

Get Even

The number of video games that actually do something with medium that less interactive media (movies, TV) can’t accomplish is so vanishingly small. Video games are so frequently linear affairs without much opportunity for deviation that the rare ones that do something different stand out. Get Even stands out.

You are Cole Black and you can only remember one thing, a hostage rescue gone wrong. You wake up in a run down asylum where Red, your captor, has strapped a headset to you that can explore and replay memories. By replaying these memories and exploring the asylum, you have to put together the pieces to try to find out who you are, what you were doing, and who’s behind all of it.

In a lot of ways, Get Even reminds me of Condemned: Criminal Origins. Like Condemned, you have a handful of non-gun tools to explore environments and collect evidence, like blacklights, thermal vision, and an environment scanner. Collecting this information and finding documents are an important part of the game as you attempt to sort out Black’s memories. While using these tools to meticulously scour rooms is kind of fun, often I just found myself in rooms littered with documents to dump a lot of information.

However, this isn’t a walking simulator. There are guards and mercenaries everywhere. Black is equipped with a couple useful weapons, but discouraged from using them. This means most levels are stealthy affairs, and the stealth in the game isn’t exactly great. You can view enemy vision cones with your map, but the enemy’s vision extends far beyond what the cone indicates. This is no Metal Gear Solid. Additionally, you’re told upfront that your actions, including killing people in your memories, have consequences. So you’re given a cool weapon to play with, and told not to use it.

What Get Even does really well is mess with the player. At the start of the game, you know as much as Black does, so the game can reveal things to you and Black at the same time. This exploring of Black’s memories where Black doesn’t know what happens next leads to some situations where you as the player can and should question whether what you’re seeing is what actually happened or only how Black wanted to remember it. This merging of perspectives and unreliable narration are head games that other media can’t pull off, so Get Even‘s experience is pretty unique.

Looking at The Farm 51’s past titles, Get Even should be the game that gets them more positive attention. It’s a cool game that tries to create a different experience from most games and succeeds in many ways. Get Even seems to have flown under a lot of people’s’ radars, and it deserves more attention.


Reference: The Farm 51. Get Even [Namco Bandai, 2017]

Source: Purchased from Steam store.