Once positioned on a cliff surrounded by crumbling pillars, it was a dear place of refuge in the first game, a spiritual centre where the elemental warmth of its health-restoring firelight could be enjoyed without fear of attack. You meet old friends, enemies and acquaintances, but each has been changed in mysterious ways you visit places that seem familiar but for a few new architectural arrangements, as if encountered in a recurring yet warping dream.įirelink Shrine is one such place. In Dark Souls 3, the setting is Lothric, though we do return to certain areas of Lordran which have been further disrupted by decay. As such, you had to unpick the story of the place like an archaeologist digging at ruins, or by reading the abstruse descriptions on items plundered from crisp-dry corpses, or rust-stuck chests. At once ethereal and vividly tangible, with its rain-slicked cobblestones, and moss-covered pillars, its history was partially obscured by nature’s reclaiming work. In the first Dark Souls, Lordran was a place buffered and ruined by time as much as by violence. And it does so with arguably Miyazaki and his Shinjuku-based team’s greatest flourish yet. In this way, revisiting this realm does not weary or undermine what came before.
DARK SOUL 3 REVIEW SERIES
And yet, the cyclical nature of life, death and rebirth is the foundational theme of this series your character revives after death, and may return to the point of his or her demise to collect what was dropped. Where once Dark Souls felt furtive and refreshing, an antidote to the mainstream parade of minutely tinkered video game sequels, now it is part of the same cycle.
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Most players are familiar with the titles and have either succumbed to their mesmerising rhythms or skulked away.
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The novelty is gone in this, the third and final Dark Souls game.