A Great Insight Into The Inner Workings Of Dark Souls III

Sometimes you just have to defer responsibility. Like I could play Dark Souls III. I would write some interesting impressions from my own perspective. But when it comes to eking out the subtle changes in design and the new additions to the game's ludicrously dense lore? You might need a Souls specialist for that. Someone like VaatiVidya.

Vaati took some time to check out the most recent Dark Souls III demo. A lot of time. He spent roughly five hours with it and this video is the end result: a brilliantly detailed look at the new mechanics of the game, and how that shapes up compared to previous games in the series. Simply put: I learned a lot watching this video.

For example: almost every preview of Dark Souls has made reference to the fact that Bloodborne has influenced the direction of Dark Souls III. Because it plays faster.

Great. But what does that even mean? Will that ruin the slow-paced, hiding behind your shield for grim life, feel of the Souls series.

No, it won't. Because the game punishes players for evading and rolling too much.

It's those kind of additional details that's largely missing from previews written by people who don't quite live and breathe the Souls experience.

What I am trying to say is this: if you like Dark Souls and you want to learn more about Dark Souls III, this is probably the most definitive look I've seen so far.


Comments

    Kind of disagree about the point that Souls games encourage you to be defensive - in my experience, cases where I tried to play defensive ended up in me getting killed. You're encouraged to equip a shield, but you need an offensive play style, or else you'll often get caught out by enemies acting in unexpected ways when they bait you.

      Yeah, I think different builds often work to favour different playstyles. And different equipment.

      That was one thing about Bloodborne -- less freedom and gear to really get those different playstyles.

        I did really miss those things, but the lack of illusory walls was glorious.

      I have hundreds of hours clocked in DS and I always found it amusing how to Prepare to die (expansion) works with the last half of the game.

      One of the biggest errors (not saying you did this) a new player does is keep their shield up until they have drained/lost all their stamina, learn to drop it in between attacks and you will never run out. Almost every encounter is made easier with a shield, especially a great shield you can last forever in O&S with a great shield and 20 stamina. While it was not necessary to use a shield in the base game, it caters for it heavily at the start.

      Now moving to the DLC, Artorias in particular wrecked players as he hit so god damn hard, often times the stamina lost from blocking a single hit is far too much and you're much better off fighting him shieldless. In fact most of the DLC bosses are best dodged instead of blocked even with 40 stam and fap ring.

      The Souls of lords also don't require a shield, Nito and the 4 kings best strat is to use havel's or heavy armor and just face tank them, dps and healing through the damage. Seath a shield is totally useless, and is also mostly useless for bed of chaos.

      So while the shield is very useful still in getting to bosses, with the DLC included their is a shift in game play style at the half way point. The game up until the point allows you to use a shield to get past bosses a lot easier then after half way punishes you for using one.

      I think DS1 encourages you to be defensive mostly from a healing perspective, you had limited estus and had to make them last, getting to the boss room with half or less Estus sucked. Moving to DS2 you had healing gems that allows you to heal as much as you want. DS1 definitely required you to play much more defensive then 2 as there was very few ways to heal. I was shocked they brought gems back... Moving from Demon Souls to Ds1 they removed grass for this very reason it allowed people to heal as much as they want and broke the game. Ds1 Hp management was much more important than 2 where your only real worry is getting comboed down. Bloodbourne worked great because you die so quickly that regain and healing in between fights is a must. Ds2 you can tank through a entire enemy combo and heal up afterwards with unlimited gems.

      Last edited 19/08/15 3:08 pm

        Firstly, great reply! I've played through PTD and geared heavily towards defense with Havel's like you described (lightroll in Havel ftw), so I think we're on the same page . :) And for that reason, yep I majorly struggled on the DLC boss where it was imperative to use the damn trinket to defend against his AOE.

        I don't think I explained myself correctly in my first post, but I wasn't referring to gear or shieldplay, but tactics. One thing I noticed was that when I cautiously played the game, creeping around every corner and taking my time, that I in fact died more often due to carelessness. Most enemies can be staggered before they have time to land their first attack, and I eventually I found opening offensively usually payed off compared to the times I engaged them slowly and then failed a parry, resulting in death.

        I think this misconception is why a lot of people (not saying you) think Souls is difficult, because they're playing wrong and trying to be too defensive. It took most of the game for me to realise it was a game design red herring. It works enough that you can slog through the game, but it really pays off to gamble landing the first hit in most cases.

          I think that sort of situation is caused by cautious play because people simply tend to overthink things when given the time to do so.

          Meanwhile if you have only a moment to react then your only option is to either simply go straight to your first instinct and potentially die... Or definitely die if you don't act at all.

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