Since Demon’s Souls arrived on the scene, From Software has been elevated as one of the premiere developers of their own take on ARPG design: AKA the Souls-Like. Since then, when the company does make a game that doesn’t involve the word “souls” in the title, people take notice. Last time we got Bloodborne which was the most action-focused take on their design until now. Sekiro Shadows Die Twice has pushed the Souls-Like in a new, and more action direction… that just may be completely broken.
Now that Dark Souls 3 has been out for awhile, it’s time to focus on the gameplay and actual mechanics of Dark Souls 3 beyond just reviewing the game. With each game, From Software makes a lot of subtle changes to the underlining combat systems and overall mechanics; some good, some bad and some up for debate.
At this point, I shouldn’t need to tell you about the Dark Souls series and why people are excited about it. Over the last few years, From Software has grown in reputation thanks to the series and being one of the most challenging on the market. The previous Dark Souls I felt stepped away from what made the series great and left From Software in a position to recover with Dark Souls III. With 3, we have a mix of old and new designed to push (and punish) players further.
In part one of my analysis, I talked about how the changes to the underlining mechanics and systems increased the frustration level of learning the game instead of providing challenge to playing Dark Souls 2.
For this part, I want to turn to the level and boss design and where the problems continue to show up.