Dark Souls III - Análisis
As we already advanced in our impressions of the first four hours of play, Dark Souls 3 is the meeting point between the tradition of the series and the new times. In this way, it is a title that constantly walks the fine line between nostalgia and innovation in different sections: history, gameplay, influences ... Everything evolves from Hidetaka Miyazaki's previous work, and at the same time looks towards back with pride, knowing how to perfectly distill the best of Dark Souls 1 and 2. All this also being, a title as demanding as we expected, although in its first bars it may seem the opposite (calm, the difficulty rises after the first bouts) .
Perhaps it is a nod to the less common in the series, perhaps it is that From Software they wanted us to feel comfortable with Dark Souls 3, and then destroy our morale, by increasing the complexity of the enemies little by little, to extremes that will make us throw the controller against the wall (as the previous installments of the series have known how to do). Is Dark Souls 3 the most difficult of the three? That is difficult to affirm, since Dark Souls managed to catch us off guard and now, we already have 'callus' made regarding the rhythm of the game and the demands of its gameplay. At least, we can affirm that From Software has invented new ways to despair with this title, without making us lose the illusion for killing such an enemy or overcoming a certain ambush. In that sense, Dark Souls 3 is perfect, being also the most varied title of its style that we remember.
Do not panic, that variety does not come in the form of flashy news that changes the face of the series, but in the form of a thousand and one different situations that will test our limits . How could it be otherwise, Dark Souls 3 revolves around its demanding battles and the exploration of its rich and spectacular game world (which stands out both in terms of level design and artistic presentation). The cornerstone of the set is the title control system , which is a mixture of the agility we saw in Bloodborne with the slower mechanics of Dark Souls 2. In this way, we return to equip ourselves with our shields and take care of the distance with the enemies, although our abilities have grown, both in defense and attack. For example, we will move in a more agile way, being able to dodge enemies more easily, and even platform somewhat (with two control systems, such as DS or DS 2). At the same time, our weapons will have special abilities that will consume PC as if it were magic, expanding the range of options in the series (strong and loose attack, cover. Dodge and parry).
This leads us headlong to one of the big changes in Dark Souls 3, the blue bar that appears (which comes back from Demon's Souls), PC, which also does not reload over time as if they do the vigor bar or the . More physical players will be able to bypass it, and focus on 'normal' attacks, as they need to further boost vitality and energy, but the magic classes will need to pay close attention to this bar. In addition, with this new bar comes the appearance of a new type of specific study. The 'grace' of the matter is that we have a total number of estus, being able to vary in the blacksmith the proportion of one type and another of canteen. That is, there are new elements to take into account in Dark Souls 3, which serve to add a series of layers of extra depth to the proposal (as if it were necessary).
All this while still offering a dark medieval fantasy world full of secrets, dozens of weapons, armor and mysterious objects, lots of types of enemies capable of taking us to our limits ... Even a new type of damage has been added, ' freezing ', which adds to all the negative conditions that we must avoid in the game (bleeding, poison, etc). Without forgetting, of course, the same kind of vague but profound narrative that fans of the series like so much, and that gives so much foot to a thousand and one later cabal. Dark Souls 3 is no different in this regard, putting the challenge to the narrative ahead, but without wanting to put it aside at any time. Part of the blame lies with the care that has been given to the world, which allows us to imagine a thousand and one details and situations experienced, or to be lived, in the series, without ever revealing its secrets completely. Let's be clear, during our several dozen hours of play, contributions to the story through conventional narrative can be counted on the fingers of one hand. However, the characters we come across, the enemies we face, etc ... They speak much more than it seems at first glance.