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Game Reviews

RAGE 2

I’m terribly disappointed in RAGE 2 so before I go on and on about why I think it sucks, here’s what I liked, in bullet point form:

  • Enemy heads have a huge hitbox and pop in a satisfying manner
  • The ground punch attack feels great
  • It looks good and there’s no loading once you’re in the world
  • The cars sound meaty
  • Exploring the world is fun even if a lot of the map markers are just boring “kill everything” activities

The game starts off okay, with The Authority (the primary antagonist in RAGE) razing your fledgling community. After this tutorial (and honestly, who needs a tutorial in a FPS anymore?), you’re given a car and an open map and set to work. The work is meeting three characters that will help you overthrow The Authority. You gain their support by completing open world activities.

Minus the grinding to build support, the game is more or less just 7 story missions. It’s amazing how short the story is. There was just so little in the narrative to keep me interested. The open world activities are mostly just “kill everything”. There’s one ally whose support is gained through search and recovery missions, which I found to be not only the most interesting but the most rewarding. There are arks scattered across the world, where the game dispenses either a new weapon or a new ability. Since they’re so rewarding, they’re well worth searching out and they build your support with one ally. I finished the game with that ally’s support maxed out and all the others only half full because their missions are just slogs through enemy nests that give you resources to buy things.

The problem with dispensing abilities and weapons through open world activities is that if you never find that ark, you miss out on something that makes the game more fun. When I finished, the map revealed the rest of the arks I hadn’t found and I finished the game without three weapons and two abilities. Considering I found use for almost every weapon and ability I did have, it’s baffling that the game was perfectly happy with letting me finish it and not give me the tools to make the game more enjoyable. I specifically sought out arks because they give gameplay-affecting tools, but I guess that was my bad because I could’ve finished it with just a pistol, an assault rifle, and a shotgun. I’m really curious what the bare minimum of this game you have to play before hitting the credits.

Beyond taking away the things that make the game fun and hiding them on an enormous open world map, the travel between points was worse than boring, it’s a waste of time. Driving from one area to another in an open world wasteland should be more dangerous, but I was rarely attacked, and everything that attacked me was easily shrugged off or ran away from. At one point I unlocked a flying motorcycle that just hovered high enough above the ground to make all ground obstacles pointless and I couldn’t be attacked, so I was making straight line flights from one point to another. I may as well have had fast travel.

So most missions are a grind, exploring isn’t necessary, and travel is a waste of time, but how’s the shooting? It’s okay. Nothing has the id Software signature feel to it. Enemies are mostly bullet sponges unless you aim for the head, which is comically easy to hit. It’s like bullets are magnetically attracted to their skulls. I found that most fights boiled down to whether I shoot them in the head at a distance with the assault rifle, or run up to shotgun them in the torso. I had a rocket launcher that was useful for big enemies, and a pistol that shot rounds that would catch on fire that I didn’t find particularly useful, but, again, I didn’t find three of the weapons in this game. Maybe they were super cool. I’ll never know!

The worst part of RAGE 2, the unforgivable part of it, is the bugs. Holy hell. One location never flagged as 100% complete because I opened a chest, died, and the chest remained opened but the counter locked it at unopened. There were a handful of times when the game just hard locked. Once the game crashed my OS. One time I beat a boss but died at the same time. It played the “you beat the boss” cutscene, but I came back dead and had to quit to restart it.

I didn’t think RAGE would ever get a sequel, and I question what this is doing for anyone. The original wasn’t a great game by any stretch but it was better than this one in almost every measure. There’s a lot more to do in RAGE 2 and the open world aspect might appeal to some people, where RAGE was more of linear game, but more to do isn’t a benefit when what you’re doing isn’t fun to begin with.

Reference: Avalanche Studios and id Software. RAGE 2 (Bethesda Softworks, 2019)

Source: Purchased from Steam

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Game Reviews

Darksiders 3

When I beat Darksiders, I thought it was the best Zelda game I’d ever played. It’s not Zelda. It’s really a mash up of a lot of good games, but its most obvious influence is the 3D Zelda games. Darksiders 3 most obvious influence is Dark Souls, but it’s not the best Dark Souls. It’s not even the best Darksiders.

The story of Darksiders 3 is convoluted, and it doesn’t help that there’s not much “in the previous games” lead up. The short of it is that you are one of the horsemen of the apocalypse, Fury (not an actual historic horseman, but whatevs), and you have to hunt down and kill the seven deadly sins. They’ve been set free on Earth in the middle of the apocalypse. Now there are demons, angels, and sins to kill.

After release, Darksiders 3 got a couple significant updates to address some of the major complaints reviewers had. One of those was “classic” mode, which was intended to make the game more like the previous two installments. I played the whole game in “classic” mode, and I still felt the Dark Souls influences in nearly every aspect.

In a game where you play as Fury, there’s a dearth of fury shown. Enemies rarely come in groups larger than three, and they’re mostly durable. It has a somewhat slow pace, especially compared to the rest of the series, with a focus on watching attacks and dodging them to counter attack and punish the enemy. I was slightly surprised at how few huge monsters there were, especially considering that huge bosses are staple of the series. The sins themselves are rarely bigger than Fury and follow the same approach as the basic enemies: watch the pattern, dodge, and punish.

There’s nothing really spectacular here. It’s an okay action game that obviously apes a lot of mechanics from Dark Souls. The problem is that Dark Souls‘ mechanics match its world and Darksiders 3 does not. Darksiders is a world of comic book action, heaven versus hell, four horsemen riding, deadly sins running amok. The sins are just bosses at the end of uninteresting dungeons. It mashes in some Metroidvania qualities by adding movement options when you get new weapons, and there’s some degree of non-linearity to the middle game. It doesn’t use the Dark Souls influence to elevate the world, and it never turns down the comic book influence to match the more methodical gameplay.

Darksiders 3 is confused about what it wants to be, and I hope Gunfire Games can sort it out by the fourth game and possibly the conclusion of the series. I’d hate for them to get to the end of it and never overcome the greatness of the first game. Darksiders 3 is not going to do it.


Reference: Gunfire Games. Darksiders 3 (THQ Nordic, 2018)

Source: Purchased from Green Man Gaming

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Game Reviews

Zone of the Enders: The 2nd Runner – Mars

Zone of the Enders: The 2nd Runner – MARS (ZOE2) is not a new game. It originally came out on Playstation 2 almost 16 years ago. But in the year 2018, Konami saw fit to brush it up again and release it on PC, and that was a great idea. ZOE2 hasn’t lost a single bit of luster.

You are Dingo Egret and you’re on the Jovian moon of Callisto, mining something in a rickety old mech. After some slow walking and clumsy movement, you stumble upon a hidden mech called Jehuty. From there, the rest of the story is anime nonsense, but you can ignore it. The game itself is super fun.

That introduction in the mining mech serves to demonstrate the contrast between the mechs of this game and the Orbital Frames, particularly Jehuty. Those few minutes in the mining mech are painful. It’s slow, unresponsive, and clumsy. Jehuty is like a surgical knife with jet engine. It moves like liquid and it’s armed with a half dozen types of attacks before you even get to the subweapons.

ZOE2 is the anime mech game you dream of. Instead of plodding and counting ammo, you soar through the air, slice up enemies with your sword, light up the air with homing lasers, and augment your attacks with a dozen different subweapons, from a gatling gun to giant laser that takes 10 seconds to charge. The missions span from arena fights against handfuls of enemies, to traditional boss battles, to battlefields full of enemies and allies.

It’s not perfect though. By the time you’ve acquired all of the subweapons, which don’t really build upon each other in power but give you different options, you’re near the end of the game. It’s short, almost to the point of being too short. I had so much fun with it that they could’ve doubled the length and I still wouldn’t have gotten tired of it. Unfortunately, it does pad the time a bit with the last two boss fights, which are significantly more difficult than any boss leading up to them. Out of the six hours I logged in the game, I must’ve spent two of those hours on those last two bosses alone. I died over and over and over again. And they weren’t fun either.

In 2019, I can still recommend a game that was released in 2003. It’s not the looker that it once was, but it’s still sharp and the gameplay itself absolutely holds up. I would’ve preferred if the last two boss fights were more fun, but the rest is so great that I don’t mind. At 16 years, it might be time to call Zone of the Enders: The 2nd Runner a classic.


Reference: Konami Digital Entertainment. Zone of the Enders: The 2nd Runner – MARS (Konami Digital Entertainment, 2018)

Source: Purchased from Humble Store

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Game Reviews

The Hex

The Hex is made by the same developer as Pony Island. In that game, nothing is what it seems, it’s super clever, and there are secrets everywhere. The Hex is a bit more ambitious and it still keeps those same qualities.

There’s going to be a murder in the Six Pints Inn. There are six potential murderers at the inn, and they’re all displaced video game characters. Throughout the game, you control each character to explore their backstory, their interactions with other characters, and resolve the mystery.

The hook to The Hex is that each of these characters are from different video games, and visiting their past means playing those games. The games themselves simple but enjoyable for as long as they stick around. The controls are simple (just WASD, mouse, and left mouse button) so they’re pretty accessible. The best part about the game is the writing. All of these games and characters are interwoven and seeing how they all unravel is a real treat.

However, this intricate weaving combined with the plethora of secrets means you could miss or gloss over some of the little details that result in a somewhat unsatisfying ending. When I got to the end of The Hex, I knew and understood the main plot, but there were a small number of side stories that I was left feeling unresolved on because I hadn’t plundered the full depths of the secrets. Even with a guide, some of these secrets are pretty intricate. Absolutely not a deal breaker, but it may leave you wishing it were a little more transparent. Pony Island kind of suffered from the same issue.

The end result is a fascinating game that is intricate yet accessible, with some side plots that may vex you unless you follow some achievement guide. The Hex certainly has a target audience that grew up around 16 bit consoles and 90’s PC gaming, but it’s fun and weird enough to appeal to many more people.


Reference: Daniel Mullins Games. The Hex (Daniel Mullins Games, 2018)

Source: Purchased from Steam

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Game Reviews

Timespinner

Everyone slept on Timespinner. I know I did. I saw a Giant Bomb quicklook for it once, and then got a reminder of it during their game of the year articles, and that was it. This is the kind of game that Steam and other storefronts are doing a disservice to. It definitely would’ve landed on my best games list, and I barely heard about it.

In Timespinner, you play as Lunais, a time messenger. Lunais’ people have built a time machine, a timespinner, and they have to routinely send time messengers back in time to prevent the timespinner from falling into enemy hands. But after Lunais jumps into the past, the timespinner breaks and she has to sort out a conflict between two worlds.

I’m not going to dance around it. Timespinner is heavily influenced by Castlevania: Symphony of the Night. It’s a 2D action platformer with character upgrades, multiple weapon types, usable and wearable items, experience and leveling, familiars, and a huge variety of enemies. In many ways, it improves upon Symphony of the Night. There aren’t as many weapons, but they level with use and that means there are fewer/no junk weapons. They nearly all have unique functions so it’s a matter of your taste or enemy weaknesses to choose what weapons you like. There are no subweapons, but you can equip two weapons per set, and switch rapidly between three sets. You also get powerful spells that use a mana-ish bar that are trivial to use. Instead of Symphony‘s fighting game inputs for spells, you just hold down a button.

The levels are good looking and the music is the best imitation of the excellent Symphony soundtrack I’ve heard. I got a bit overleveled by the end, which took away a lot of the challenge, but I was ready for it by that point. I had upgrades that made movement fast and easy, so when I wanted to blast through an area just to get to the other end, it was as simple as it should be considering I’d manually traversed the area before.

Timespinner is an excellent game that I should’ve been playing since release. But Steam is a hellhole and it’s just flooded with trash. A game like Timespinner not only has to compete against this endless chute of garbage, but also the super high budget, AAA game releases. Steam has all kinds of algorithms to show you things it thinks you will like, but it never put Timespinner on my front page. I’m looking at games cycling through it right now and half of it is stuff I have zero interest in. I get that no recommendation engine is going to be perfect, and Symphony is a console game, but it hasn’t learned that I love Metroidvania style games so it’s not showing me those. It’s showing me NBA 2K19 because Humble Bundle gave me that game once. It’s showing me stuff I own on other platforms. GOG is a more curated storefront, but it’s also not putting Timespinner in front of me. I had to search this game out.

Here’s my attempt to correct these wrongs. I’m singing Timespinner‘s praises. If you enjoy Castlevania: Symphony of the Night, or Super Metroid, or any modern Metroidvania, you should play Timespinner. After bashing my head against Hollow Knight for so long, I think Timespinner deserves as much praise as that game got. Timespinner is a better game. It improves on Symphony in many ways, and it has an actual story worth investing time into. It shouldn’t have been so hard for me to find and it deserves more attention.


Reference: Lunar Ray Games. Timespinner (Chucklefish, 2018)

Source: Purchased from GOG

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Game Reviews

Donut County

Cute. Quirky. Colorful. Friendly. Light puzzle solving. Consuming small things to make a bigger thing. This describes Katamari Damacy, but it also describes Donut County. But also Donut County is a story about gentrification.

In Donut County, you make holes. And then you move the hole around to collect things. The more things that fall into your hole, the larger your hole gets. The goal of each level is to put everything into your hole. Also, you play as a raccoon (named BK) and you’re putting all these things into holes because you think they’re trash and you love trash.

While the gameplay is rather simple, the writing is rather good. It’s one of those stories that starts near the end as all of your neighbors and friends are mad at you for dropping all of their stuff into your hole. They’re mad but really kind of chill about it, and BK is kind of a dick about it but not really. He really wants a quadcopter and he has to drop all this stuff down the hole to get it, even if it means wrecking things. By the end, there is character growth.

It is a short game, but I would say that’s not a bad thing. Like many other shorter, more readily accessible games, it’s less of being too short and more of not overstaying its welcome. It’s over before the cuteness of it becomes annoying. Donut County is one of those games you can give to just about anyone and they will have a good time. It’s not a huge mind-blowing experience, but it’s fun and has a point.


Reference: Ben Esposito. Donut County (Annapurna Interactive, 2018)

Source: Purchased from GOG

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Game Reviews

Dusk

I was skeptical of DUSK. I’d seen it being played by others when it was in early access and I wasn’t particularly drawn in by it. It emulates older games, but I thought the enemies looked goofy in a way that would take me out of the game. As it got near non-early access release, it’d acquired some buzz behind it. Since I loved the games it purports to be inspired by (Blood, Quake, Redneck Rampage, Heretic, etc.), I gave it a shot. That was a good decision. DUSK was my favorite game to come out in 2018.

DUSK has a story in the same way all of those games had stories. It’s loosely told, doesn’t really mean anything, and it’s totally optional. This is a classic first-person shooter. Collect weaponry, find colored key cards, kill enemies. It’s got episodes that each have a theme, going from rusty farms to industrial plants to hell.

I am a product of the generation that made those classic FPS games and DUSK really takes me back to those days. It feels like a sequel to Quake. From the movement to the survivability to the weapons and the hordes of enemies, DUSK perfectly emulates those games. It just feels right. There’s no modern “niceties” to it. Health doesn’t regenerate. There’s no recharging shield. You can carry as many weapons as you can find. No objective marker. No one yelling at you to shoot the something or other. It really is “find the key, kill the enemies”.

Beyond the sometimes goofy-looking (but always lethal) enemies and some levels that weren’t quite as easy to navigate as others, I don’t have much to complain about. It’s a fast moving, fast action, classic FPS. The music rips, the levels are really atmospheric, the action is excellent. If this came out 20 years ago (okay, maybe 22 or 23 years ago), it’d be hailed today as a classic. Who knows what the future holds, so today DUSK is the best example of neo-retro done right.


Reference: David Szymanski. DUSK (New Blood Interactive, 2018)

Source: Purchased from Steam.

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Game Reviews

Assassin’s Creed Odyssey

Assassin’s Creed Odyssey (ACO) is a role-playing game. I know I said it was moving in this direction with last year’s Assassin’s Creed Origins, but this entry in the series is as much of a RPG as The Witcher 3. But where Origins last year pushed Assassin’s Creed further into RPG territory and further away from the focus of assassinations, ACO takes this series even further from its roots. In fact, this entry may as well be an entirely different franchise.

In ACO, you can select from the start whether you want to play as Kassandra (woman) or Alexios (man). Either way, you are a Spartan in exile, a descendant of Leonidas himself, during the Peloponnesian War. In the broad game world, Sparta and Athens are at each other’s throats. In the story’s winding path, you learn more about your destiny and how the Cult of Kosmos is attempting to leverage your bloodline to control the world.

This game is enormous, and I could spend hundreds of words describing just the game. Instead, I’ll sum it by saying this is a third person character RPG in a historical setting. Even though killing people isn’t your only course of action, most missions are resolved with murder and there are four different power structures to be murdered: the Cult of Kosmos, a seemingly endless string of mercenaries, an arena full of champions, and the national leadership of the Greek states. This may sound like a lot and it is; each of those is a different tweak on the game.

The cult is hunted through finding clues, usually by killing other cultists, sometimes through sidequests. Hunting the cult is some of the most fun this game has and it ties deepest into the main plot. While most cultists are just a name, some are given personality and character, and there are some genuinely surprising reveals.

The mercenaries hunt you when you’ve committed crimes, usually murder, sometimes theft or destruction of property. They’re an endless stream of difficult enemies with unique qualities (“takes less assassination damage”, “has a wolf companion”) in a way that sort of makes it like the Nemesis system in Middle-Earth: Shadow of Mordor, except this is far less fleshed out. It’s one of the game’s biggest missed opportunities. With any amount of personality ascribed to these mercenaries, it might have added something significant to the mindless murder, but instead it’s just another long chain of bodies.

The arena, by comparison to the rest, is fairly simple; fight waves of enemies in an arena and then kill their champion boss. The fights aren’t particularly different from what you do in the game world, but they do take place in an arena full of obstacles to avoid and exploit. There’s a story to this arena that’s worth seeing to the end, but that’s about it.

The least fun of these are the nation takeovers. You have to first lower national threat levels by infiltrating forts and destroying supplies, stealing their war chest, and killing their leadership. Then you can take to the battlefield in a mass combat scenario that’s a lot less fun than it sounds. It’s just a lot of the same combat except with more enemies on screen, and most of them are occupied in fighting other nameless soldiers that are on your side, until one of the two nations wins. Your influence is in killing enemy captains and heroes, which are just the same enemies except with more hitpoints. If you were on the winning side, you get a big reward of gear. If you were on the losing side, you still get some gear. It ultimately does not matter whether Athens or Sparta controls a region, so it’s really just another lost opportunity but maybe it’s commentary on the game world.

I highlight these power structures because they’re the vast majority of the game, and where it loses the most Assassin’s Creed flavor. The focus of these power structures is mostly built on killing the people at the top, which is what you’d expect an assassin to do, but you’re not playing an assassin. The word “assassin” might not ever be used in Assassin’s Creed Odyssey. Where Origins reduced the functionality of the “single-button murder” that was a staple of the series, it’s almost entirely removed in ACO. No longer does catching somebody by surprise and pressing the murder button kill them outright. For most non-fodder enemies, it only takes a large chunk off of their health. The satisfaction I derived from this game was looking out over an enemy infested fort, sneaking around to kill all of the fodder stealthily, and then getting the drop on the cultist, national leader, general I was there to kill and fighting them without backup because I killed all their backup. This is a formula Ubisoft has been building on since Far Cry 2. It’s still fun, but Assassin’s Creed used to make sneaking in and just killing that one target without engaging in mass murder feasible.

Another major change is the addition of dialog options. Sometimes, you can talk your way out of bad situations. None of these are influenced by your character’s stats, which are solely focused on how easily you can kill someone, so the choice of dialog often feels like a guessing game. ACO doesn’t pretend that these choices are particularly meaningful, except that at six points in the main plot they can influence which of the nine conclusions the story reaches. Even then, the results are largely the same but who comes to the end with you changes.

This is emblematic of ACO. It presents the illusion of choice, but there’s really not much choice at all. Your choices don’t have far reaching consequences for being a story largely centered around your character’s special bloodline. The game world is wide open but it’s a static thing. Killing one nation’s leader just results in another filling in their place. Killing one mercenary moves you up the ladder, but another mercenary fills in behind you. Random name, random traits, no personality. The only murders that count are those against the Cult of Kosmos, but even half of those are just faceless people. I found two of the last ones just sitting alone in the woods. It seems that as Assassin’s Creed has opened up the world over the course of the series, it has reduced the player’s impact on it. Prior games were more linear affairs that could do things like jump 20 years in the future, or kill major characters and show the impacts of those deaths. In ACO, no one’s death means anything. By the end of the game, my character’s actions have had no meaningful impact on the game’s world. Maybe it’s a direct contradiction of the game’s “chosen one” story, or maybe it’s commentary on the meta narrative of the series, which is that all of this is largely meaningless because this world has been simulated to completion. Ancient aliens solved all of this long ago and humanity is just going through the motions. The ones who thought they could change things were wrong.

In this Assassin’s Creed game, you are not an assassin, you’re not part of a group of assassins, and you hardly assassinate anyone. In most aspects, this game and Origins before it are unlike any others in the series, and they benefit from it in some ways, but calling them “Assassin’s Creed” is a misnomer. The game is still historical tourism, with appearances by famous Greeks such as Socrates, Leonidas, Herodotus, and Pericles, among others, but it’s otherwise an entirely different animal from the series that came before Origins. I look back on the 70ish hours I’ve spent in the game, and I enjoyed my time playing it, but it’s a sort of hollow enjoyment. This is a popcorn game, tasty but void of nutrition or substance.


Reference: Ubisoft. Assassin’s Creed Odyssey (Ubisoft, 2018)

Source: Purchased from Green Man Gaming.

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Game Reviews

Elder Scrolls Online

MMORPGs are largely unreviewable. They’re designed to endlessly consume your time so they’re functionally massive and it’s almost impossible for your average game reviewer to experience everything (or even most things) an MMORPG has to offer in a reasonable amount of time. But this is going to be a review because I’ve seen enough.

In the year 2018, what is an MMORPG? I struggle to call what Elder Scrolls Online (ESO) is a roleplaying game. While I play a character with a spreadsheet full of statistics and character-defining numbers of my own choosing, I’m not really roleplaying in the traditional sense. The roleplaying I’m doing in ESO is the role I would fit in for some endgame boss fights: tank, healer, or dps. But none of my actions in this game world amount to much. They can’t. Everyone’s doing the same quests, fighting the same world-threatening evil. Everyone is the only person who can save this world. There’s no reasonable narrative explanation for this. I’m saving the world and so is every other person playing this game.

Since I’m not roleplaying, what am I doing? Fighting monsters, crafting, or fishing. That’s kind of it. None of them are particularly rewarding or well done either. Combat is hitting my combat skills and waiting until the cooldown is done before I hit them again. To craft, I have to scour the world for materials, then I go to a work bench and hit the “craft item” button a few times and it spits out a thing. Fishing is fishing. It’s as simple as tossing your line into some prearranged fishing spots and waiting until something bites.

If I don’t sound enthusiastic about any of this, it’s because I’m not. Looking back at the time spent, ~40 hours, none of it stands out. I ended up wasting so much time playing ESO because this was a long winter and seasonal depression hit hard. It was sort of comforting to get into ESO and kill an evening doing very little actual gaming. In retrospect, it wasn’t a good way to spend my time, but it was all I wanted to do for the month of April.

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Game Reviews

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.