Dark Souls III - Gameplay Impressions & Expectations

HiddenX

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Dark Souls Lore specialist and well known speculator upon the obscure narrative and philosophical themes found in the series Vaatividya, posts his E3 impressions and explores some of the fan expectations for the third game. Some interesting insights into the Miyazaki presence and additional information not covered so far:



Thanks Pessimeister!


More information.
 
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It better be very innovative because after Bloodborne Dark Souls just seems archaic. I went back to DS2 DLC recently and the gameplay is so slow and cumbersome compared to Bloodborne. With awesome combat from games like Dragon's Dogma and Bloodborne, the plodding DS2 combat isn't good enough anymore.

I'll withhold final judgment, but after the uninspired knock-off that was DS2 I'm wondering if this game solely exists to milk the franchise rather than from a creative passion.

And I'm not even going to mention the graphical ugliness that was DS2. So ugly.
 
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It better be very innovative because after Bloodborne Dark Souls just seems archaic. I went back to DS2 DLC recently and the gameplay is so slow and cumbersome compared to Bloodborne. With awesome combat from games like Dragon's Dogma and Bloodborne, the plodding DS2 combat isn't good enough anymore.

I'll withhold final judgment, but after the uninspired knock-off that was DS2 I'm wondering if this game solely exists to milk the franchise rather than from a creative passion.

And I'm not even going to mention the graphical ugliness that was DS2. So ugly.

I don't know, I don't want them going too arcade on it. Being able to whip a 2 handed broad sword around like its a dagger won't be an improvement IMO.

I'm very glad to hear parry and backstab are returning to be more like DS1.

I felt DS2 was lacking in just about every area so I'm encouraged that they're leaning more towards DS1.
 
It better be very innovative because after Bloodborne Dark Souls just seems archaic. I went back to DS2 DLC recently and the gameplay is so slow and cumbersome compared to Bloodborne. With awesome combat from games like Dragon's Dogma and Bloodborne, the plodding DS2 combat isn't good enough anymore.

I'll withhold final judgment, but after the uninspired knock-off that was DS2 I'm wondering if this game solely exists to milk the franchise rather than from a creative passion.

And I'm not even going to mention the graphical ugliness that was DS2. So ugly.

I doubt it will be anything like Dark Souls 2. Miyazaki is back on-board, and he has already stated he prefers games that branch outward, rather than the over-reliance on a central hub. Secondly, the design team that worked on DS2 was a separate team entirely, and did not have his creative present to begin with!
 
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I've got high hopes for this. Dark Souls 2 was a good game, I played the Scholar of the First Sin edition a couple of months back and enjoyed it for the most part, but it felt like a step back from the first one. The creature placement wasn't as interesting, and the level design didn't make it feel like you were exploring a real place. For example, when you leave the poison area in the lift that goes up for ages and emerge into a lava area with a castle.... it made no logical sense, which made exploration less satisfying. I get the impression they've been listening to feedback and will sort this stuff out for the next one.
 
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Awesome combat from Dragons Dogma!!! Are you for serious?

Your post tells me nothing except you don't like Dragon's Dogma. In order to formulate a position you must come up with clear, articulate arguments so we can discuss them!

Dragon's Dogma's combat is considered by many to be highly unique and innovative. You actually can climb onto griffons, dragons, and ogres. You have 9 different classes with different weapon types. You have free flowing combat that requires precision and aiming. You can be a magic archer that shoots 9 bolts that ricochet off walls, totally murdering your enemies. Dragon's Dogma: Dark Arisen's combat is totally epic because of all this. Source: 200+ hours of playtime.

If you wish to speak ill of Dragon's Dogma, I'm going to need actual points and examples of how it is bad. Also, how much did you play? Did you try the three major classes, the three sub-classes, and the three hybrid classes? Did you assign skills properly?

…Scholar of the First Sin …it felt like a step back from the first one. The creature placement wasn't as interesting, and the level design didn't make it feel like you were exploring a real place. For example, when you leave the poison area in the lift that goes up for ages and emerge into a lava area with a castle…. it made no logical sense, which made exploration less satisfying.

An excellent summary of the problems with DS2. As you note the enemy placement was mostly cheap and annoying and the level design was illogical nonsense. So DS3 has to be better…it has to be…
 
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What's so good about Miyazaki?

It's not like he labeled which ideas were his. From Software is over 250 people!

What we DO know is the Pendant in dks1, the starting item which did nothing, was put in there simply to troll the players. HA HA Miyazaki. That wasn't a bit juvenile, now, was it?

Pretty much if it pops out and kills you in one shot that was Miyazaki. You'll notice that instant deaths like that didn't happen as much in dks2?

The dragon that 1shots you in the early game. His favourite thing. I mean, it wouldn't be a souls game without this guy but how about some new ideas?

The thing about the lack of an interconnected world was it made the co-op aspect of the game work much smoother. So easy to meet people. In dks1 you couldn't even put your sign near the fires and with the invisible borders between summon areas, trying to explain to a newbie friend where to go…. It was a horrible co-op game.

You can perhaps see Miyazaki influence in the dks1 covenants that involved trolling other players. Making their worlds harder and stuff like that. Most of these troll covs. didn't make dks2 which instead pretty much had co-oper, PKer, blue noobs and carebears. Less gimicky, frustrating and more about the core souls experience in multiplayer.

People actually use the arena in dark souls 2. PVP was a million times better than "get 76 poise and r1 spam" pvp from dks1.

Why do you even need areas to connect back up with the "hub" firelink area if you can WARP from the start? Do you want Miyazaki taking that ability away? It made co-op play soooooo much easier. You could simply read the name of the bonfire and tell your buddy.

People just don't seem to remember dks1 properly. Sure, undead burg was good up to the gargoyles and down to the sewers. The dark forest with tree people and default class skin phantoms was pretty crap…. Which brings me back to some classic Miyazaki!

Having to EXIT THE GAME for the pathway to the DLC to appear but there being no indication in the whole game to let you know. Thanks wiki. Quality Miyazaki right there.

Anyway, where was I? Sens fortress MEH. Tightropes and shit to knock you off. Blight town? You can't be serious. The fire areas? All crap. Anor londo is alright, I guess, but from there all the areas are pretty lame. Yay, invissible tightrope section, etc, etc.

Dark Souls 2 was better in so many ways. It's action RPG dungeon crawling with awesome combat and character progression, tonnes of weapons, armour and spells. It's the core souls experience without all the frustrating trolling. All the "bad" parts like lack of interconnected world, come with obvious benefits like easier meeting up in multiplayer. (also, the DLC areas were well interconnected within themselves)

In the end, they said 3 has been in production LONGER than 2 with separate team working on it so even if 3 is better I'm sure all the Miyazaki lovers will say its because he was directing it and ignore the other 100 people difference and raised system requirements to xbox one specs.

edit: oh, and 30fps is back. thanks Miyazaki. Yes, we'll never mention it again, like you asked.
 
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***snip***

I couldn't agree more. I find the constant fellating of Miyazaki to be quite tiresome. DS 2 improved so many things. I found DS 1 to be a tedium simulator.
 
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I was late to the dark souls party so I played 2 immediately after 1. I have no idea what Miyazaki contributed or didn't contribute but I can say I unequivocally enjoyed DS1 more than 2.

Ds2 tried to artificially inflate the difficulty with mobs. Boss not hard enough let's not increase AI lets just give him some minions. Dark dungeon, wonder what's in here, oh 1000 enemies unless I ring a bell. Blah.

The tiered ring system was a let down , I liked finding game changing items like havels or darkwood ring in DS1.

Exploration and atmosphere were way better in DS1. Yes I liked blightown and the depths was probably on of the most atmospheric areas of any game I've ever played.

As far as coop, I have no interest in it until they give me drop in and out open coop to play with my friends for as long as I want. The soapsigns, soul memory crap is just plain annoying in both games.

DS1 DLC is still the best DLC I've played and I had no problems finding it but I already had it when I started playing so maybe that makes a difference.
When I finished DS1 and its DLC I was sad it was over, when I finish DS2 I was like finally and had no interest in any DLC.
 
Bloodborne sucks.

Hey DeepO, it's been awhile mate. Mind if I ask for you to elaborate on what you didn't like about Bloodborne? I'd be interested in hearing your thoughts. I haven't played it myself, but my good ol' DSII co-op friend from the days of yore has and enjoyed it quite a bit.

As for Sir James' post, I respectfully disagree with much of what you say on Dark Souls 1, perhaps I'll get time to post in more finer detail at some point.

However, if Dark Souls 3 can interweave the world design of the first game with the level of polish and ease of use with the sequel, I think there is some fantastic potential there providing the well of inspiration hasn't become too dry. :)
 
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Hey DeepO, it's been awhile mate. Mind if I ask for you to elaborate on what you didn't like about Bloodborne? I'd be interested in hearing your thoughts. I haven't played it myself, but my good ol' DSII co-op friend from the days of yore has and enjoyed it quite a bit.
Sup :).

What I didn´t like:

a) action
- overreliance on big camera-fuck bosses
- game generally rewarding spam over finesse (stamina being abundant resource, parrying) leading to homogenized pacing across playstyles
- limited combat options in general which ties into c)

b) exploration
- unique loot too rare, no drops from enemies besides consumables and upgrade materials
- highly linear main quest progression (nothing like Firelink loop or DS2´s 4 souls, though there is a fair amount of optional content branching out of the main path)
- formulaic shortcuts
- lacking environmental variety, the game lacks contrast
- lack of interesting level design setups (like The Gutter or Sunken King, for example)
- warping between lamps requiring warping twice

c) RPG, aka the main sticking point
- character building lacking depth + breadth (no poise, almost no equipment weight considerations, small amount of not very well balanced main stats + weapon types being limited to either left or right hand therefore no freeform combos)
- tied to the above, small pool of weaponry (I think there are about 15 right hand equips and 8-9 left hand ones, mostly guns, and the somewhat expanded movesets on those 15 just don´t cut it especially since many are functionally similar anyway)
- very limited amount of magic equivalent
- all in all, with a bit of hyperbole I´d say there´s just one class in this game - the hunter :)

d) story-ish stuff
- due to lack of items a lack of backstories/tidbits
- less talking than in DS1 or DS2 + no memorable characters
- featureless "nexus"

e) other
- chalice dungeons which feature few cool bosses and exclusive enemies, but are otherwise repetitive and play out more-or-less like Diablo without its loot aspect - I really wish the effort went into PvE areas and/or covenants and/or NG+ instead
- badly thought out online + almost non-existent covenants
- blood vials - likely forces newcomers to this style of game to farm, while on the other hand it´s way too beneficial to others, not to mention the healed amount is percentage based which gives vitality stat way too much edge; should´ve gone with estus-like system instead
- no changes in NG+ besides HP stuff
- no helpful NPC summons beyond the early areas

I liked the audiovisuals, appreciated the overall artistic coherence, the existence of sizeable fairly well hidden areas and secret ending, dug the setting twist and sort of enjoyed the combat (tight controls, some good bosses) for a while.
There were also some things I liked but felt like they´re underutilized, mainly the insight stat (I could imagine this potentially leading to world tendency feature done right, but that didn´t happen) and a possibility to make a boss fight easier via exploration.

Overall, the game felt like Dark Souls-lite, with homogenous pool of playstyles, barebones RPG aspect and lack of variety in general, obviously not particularly concerned about having long legs. There´s also not the same sense of adventure both Dark Souls game come with, partially due to less environmental/level variety and content (especially when compared to DS2) and partially due to not coming with DS1´s postponed warping feature (which I think could´ve been beneficial for this game, given its structure).

All in all, not really the kind of "soulslike" game I´m hoping DS3 will be.
 
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Many thanks DeepO, tremendous post with your almost signature meticulousness.

I'll be sure to run this by my friend and see what he thinks. I certainly feel much more justified in my position of not rushing out and nabbing a cheap PS4 for the sake of being a From-Soft Souls-alike completionist! :)
 
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I just learned a new English word 'meticulousness' :) - we Germans love Genauigkeit...
 
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