Phew! I have finally finished Dark Souls 3. I probably should have squeezed an intermediate update in there - my first post was at about 20 hours in to the game, with much of the time spent getting acclimated to the setting and gameplay. I've wrapped up the game, including the DLC at just a bit over 70 hours. It's been a long journey! I think part of why I didn't report in during the interim is because of how amazingly opaque the story is. I can't really say "This is what's happening, and what it means, and how I feel about it!" because I don't really understand what is happening or why, and all I feel is a combination of curiosity and dread.
I might focus on the mechanics for a bit up top, then gesture vaguely towards the story in spoilertown.
As I mentioned previously, I fell in love with the Claymore, and I continued to use it for pretty much the entire rest of the game. It isn't necessarily the "best" weapon, but that's a subjective category anyways, and I think people end up being drawn to particular weapons based on how they feel. The Claymore feels just perfect: I always 2-handed it, which gives a great amount of range; I can "poke" an enemy with an R2 attack, with a surprisingly large range, or give a quick slash with an R1, which has a wide arc that can hit multiple enemies.
I never invested time into learning how to properly block with a shield, and just carrying a shield doesn't do anything, so two-handing the claymore was all upside for me. A really nice benefit of this for greatswords in particular is that when you two-hand them, you gain so-called "hyperarmor" during your attacks. This protects you from getting interrupted if an enemy lands a blow on you while you're in the middle of your swing or thrust. Flipping the same concept around, a fast slash can sometimes stagger an enemy if you can hit them while they're winding up their own swing. After many hours playing the game, I got a great sense of distance and speed, and could time a powerful charged R2 to "poke" an enemy as soon as they got into range, usually before they get close enough to attack me.
Later in the game I started trying out backstabs. They are really fun! This started becoming viable after I lightly trawled the wiki and learned about the Slumbering Dragoncrest Ring, which was a game-changer for me. It silences your footsteps, so enemies only become aware of you when you are in their field of vision, making it possible to sneakily sneak up on them. When in position, a single tap of R1 will initiate the backstab, inflicting massive damage and sending the enemy tumbling to the ground. Best of all, you're completely invincible during the entire maneuver, making it safe even if other enemies are nearby. Second best of all, it takes a couple of seconds for backstabbed enemies to regain their feet. If you feel like cheesing (and I usually do!), you can sprint away and hide behind a wall or something, leaving a perplexed enemy just standing there, and vulnerable to future backstabs. One very minor frustration is that not every enemy is vulnerable to backstabbing, and it isn't always obvious who will or won't be; in general, humanoid enemies can be backstabbed and non-humanoid ones cannot, but unsurprisingly given the unsettling art style of this world there are an awful lot of enemies who look ambiguously humanoid. But if an enemy can't be backstabbed, a fully charged R2 attack is also highly effective.
While I'm two-handed during combat, I do carry a talisman in my off-hand. I had originally planned to play as a Faith/Priest type but I gave up when I wasn't able to beat the first boss in the game. A "Priest" only starts with a Heal spell and a (non-damaging) Force kinetic blast. From wiki research, I've since learned that you don't get access to damaging "Miracles" until very late in the game, so I think a pure Priest would probably only make sense for a New Game Plus type of run.
But magic still has great utility as a minor, secondary investment. I eventually got enough Atunement for 2 spell slots. I rotated through a few spells over the course of the game. Homeward is a great get-out-of-jail-free card that will warp you back to a Bonfire, which is terrific for long explorations, since you don't need to preserve your Estus to stay safe. The Homeward Bone item does the same thing as the Homeward spell, and I probably should have just used those instead since I had a bit stockpile, but psychologically I'm more inclined to use the replenishable resource over the limited one. Late in the game you get access to a permanent-use equivalent of the homeward bone, freeing up that spell slot for me.
Also early in the game I used Regeneration, which gives a slow and steadily ticking healing effect, letting you preserve Estus at the cost of some FP. Here too, later in the game I found a ring that gives a constant small regen effect, although later in the game I ditched the ring as well; standing around and waiting for it to tick up my health pool isn't very fun, and I'd rather explore and progress in the meantime, even if it means more bonfire visits.
Caressing Tears is a stituationally fantastic spell. It instantly eliminates a bunch of nasty status effects like Poison and Bleed; a single cast of this (cheap) spell can outweigh multiple healing Estus flasks and keep you moving forward without waiting for your debuff gauge to expire.
At the end of the game, the two spells I usually had loaded were Blessed Weapon and Deep Protection. Blessed Weapon boosts your weapon damage (I think by 10%?), gives a ticking healing regen, and prevents skeletons from resurrecting, although by the time I found this spell I was past all the skeleton-heavy areas. Deep Protection is an all-purpose spell that gives additional attack power, elemental resistance, defense and stamina regeneration. I would typically pop both of those right before stepping through a fog wall, or Blessed Weapon if I found a challenging enemy in the landscape.
Along the way, I also dipped into some Pyromancy spells. These typically require Intelligence in addition to Faith, but the overall requirement level is much lower than Sorcery, and you can get a lot of bang for your buck for a minimal investment. To support this crossover, the catalyst I carried was usually the White Hair Talisman, which can cast both schools of spells. So I usually two-hand my sword, then if I see a battle coming up I will one-hand it to make the talisman accessible, cast one or both spells, then two-hand again and charge on in.
Of the pyromancies I used, Flash Sweat gives a major boost to Fire resistance, which helps a ton when facing off against dragons or when in a hellish cavern filled with lava. Profuse Sweat gives a decent boost to a broader range of resistances, and is a good all-purpose buff if you aren't sure what you're facing. Carthus Flame Arc adds fire to your weapon, giving it extra attack power; I found this quite a bit earlier than Blessed Weapon, and the Flame Arc also lasts quite a bit longer.
I never cast any Sorcery spells in this game, but perusing the shops, I was a bit surprised at just how many utility spells are in there; in my memory from Elden Ring, sorcery was almost entirely focused on dealing damage, where it seems more versatile in this game. Spook is a spell that completely negates fall damage and makes you silent. Chameleon is another spell that transforms you into an object from the environment. A lot of these spells have fairly low requirements, so I think it would be valid to carry a second catalyst in your left hand, at the cost of some extra weight and more competition for atunement slots.
For stats, here is a snapshot from near the end of the game. As noted earlier, I focused early on in boosting my Vigor and Vitality, with enough Endurance to wear the equipment I wanted. I had enough Atunement for two slots and enough Faith and Intelligence for the spells I wanted to cast. I mostly focused on Strength up to 35 (40 with the Knight Ring), also boosting Dex to be able to wield bows and a few swords, then switched to boosting Dex as well. My plan was to eventually switch from a Heavy Gem to a Refined Gem; I think that above a certain level you get better returns from evenly leveled Strength and Dex on a weapon that scales with both of those compared to maximizing a single stat with a single-scaling weapon. But by the end of the game, my Heavy was still outperforming a Refined, so I eventually used a Pale Tongue with Rosaria to reallocate my stats, putting surplus Dex back into Strength and Vigor. (I actually did this twice - the first time I took my Dex too low and didn't realize for a while that my damage had cratered because I could no longer properly wield my Claymore.)
In terms of combat: against weaker enemies, I usually engaged them at a medium distance, attacking before they could get too close. For stronger enemies, I would usually try to get up in their face, roll past them when they try to attack, land a few hits against their backside, and repeat. Of course, each enemy type has their own different style of movement, attack, aggressiveness, danger and so on, so each encounter is a little different. After a few battles, dealing with them would basically become muscle memory.
Throughout the whole game, I continued to be amazed by the level design. I just low how contiguous everything is: Lothric Castle and environs is this huge, weighty space that you physically move through, without teleporting or warping. It feels really thrilling to pop outside and realize that you're getting a fresh perspective on a site that you've seen many times before.
While amazing, the design is also pretty dark and very gross! I felt mesmerized by the game and kept wanting to play it, but it also felt very macabre for many stretches. There's a gross area filled with bugs and slime. A surfeit of poison swamps. All sorts of gross creatures that ooze, suck, evert, rupture and scream. Flightless bird-like enemies that are hostile but sound so pathetic that it's hard not to feel sorry for them.
I was glad that there aren't quite as many infinitely-respawning skeletons as in Elden Ring. Here they're mostly confined to a single area, and you can pretty easily run through them once you have the map figured out.
Once the game opened up, around the Road of Sacrifice area, I almost never felt stuck on something for too long. If an area felt hard, I had another zone I could work through for a while, leveling up and eventually coming back. I imagine that, like in Elden Ring, the hardness probably comes down to build: some things that were challenging for me as a melee fighting might have been a lot easier for a ranged sorcerer, and vice versa. There were a handful of times where I whipped out a bow and arrows to plink away at bad guys from a safe distance. It takes forever (at least with my DEX) so it isn't something I do often, but it is good to have multiple tools in your box.
MEGA SPOILERS
Like in Elden Ring, I'm amazed at all of the secrets that people were able to find. One of the biggest is the Dragon gesture. If you use it on a cliff near Ithryll Dungeon, you will enter a trance and be teleported to a totally new, huge zone with multiple bosses and significant treasure. I usually find out about these types of secrets via a wiki, but this is also an area where I think the multiplayer aspect of the series works really well, thanks to the messages left between worlds. I'd played Elden Ring entirely offline, which protected me against PC invasions but also hid all messages. (For better and for worse. In Dark Souls 3 there are a few "try finger but hole" missives among the gems.) I came to really appreciate the system of messages. You do need to keep an eye open for trolls, but most of the time they're pointing the way towards something easily missible and letting you play through, instead of needing to come back later after consulting an out-of-game guide.
Actual invasions were annoying but not terrible. I always died but usually acquitted myself decently, and it wasn't too punishing. I think I had a total of maybe four invasions throughout the game, the first two before I understood how the mechanic worked. After that I was very mindful of being Embered and would zoop back to Firelink Shrine and spend down my big souls after a boss fight, and then usually try to take on another boss or other major thread while I was still Embered instead of my typical deliberate exploration.
Story-wise, I was really bummed by the Pilgrim / Anril plotline. I don't think I would have figured out how to avoid the "spouse" outcome without looking at a wiki, and by the time I did that it was too late to change the path I was on. It is a kind of interesting variation from Elden Ring, where a similarly dark plot line requires you to do a lot of very obscure and easy-to-miss things.
It is interesting how language seems to get corrupted in this game. When Yoel and Yuria call you "Lord" it sounds like a very positive and good thing, and it isn't until much later that you get a sense for how sinister it is. "Spouse" sounds joyful and loving, while what happens here is anything but. (But still coming with the sense of tying together and committing.) Even "Humanity" seems to have a dark sheen to it. While not 100% reliable, it is striking how many of your allies look haggard, dark and furtive, while many of your greatest foes look beautiful and even angelic.
Possibly the hardest boss fight for me was Lothric the Two Princes. I died a ton to him, even when bringing along both NPC summons. (Despite not being a sorcerer, I bought all of Orbeck's scrolls just so I could bring him along.) Very soon after that comes the final battle against the Soul of Cinder, and I beat them on my very first try (albeit also with NPC summons). I did kind of like that though, it reminds me of a JRPG where the final boss's third phase is usually weaker than the second.
I did get the edition with both DLC. I poked my head into Ariendel as soon as it became available from the Chapel, and quickly got mauled by wolves, but I periodically returned as I progressed through the main game and gradually got further into that. After beating that, I was planning to also go through The Ringed City before beating the main game, but I saw some online posts suggesting that story-wise it can work a bit better to beat the base game before the DLC, as the very end of the DLC acts as kind of a capstone to the entire Dark Souls trilogy. I did that, and I think narratively it works decently well, though I could see going either way. With the main game you do get a nice cinematic and rolling credits, and continuing the game (without New Game Plus) does mean that the world state you're experiencing is out of step with what happens in the ending. But it's also true that the ending to The Ringed City puts a nice wrapper around everything, and also provides a hint at some continuation of things, perhaps not in this universe but in one being painted into being.
I can't claim to have 100% beaten the game. I knew that the Nameless King and Darkeater Midir are notoriously hard fights that even seasoned players can bounce off of, so I never really even tried either one. I was surprised by just how hard Slave Knight Gael proved to be for me. Typically after a few deaths I have a good sense for a boss's movements and can reliably get into the final phase, and with enough Embered attempts I'll eventually be able to squeeze out a win. But that just wasn't true with Gael, I probably died to him a good twenty times or more. I finally gave up and did something I've never done before: asked for help.
In addition to messages and PVP invasions, Dark Souls also allows for friendly summonings, where some players can offer their services and others can accept them. Gael's boss fight doesn't have any NPC summons available but it does have a bonfire antechamber. I embered up and lingered around for a minute or so until I saw a summon sign glow. I summoned Marcus, we bowed to each other, and jumped in. The fight immediately felt a lot better - we were both sword-wielders and could take turns drawing aggros, attacking from behind, evading and healing. I had some Rotten Pine Resin that I applied to my sword for a bit of bonus damage. We made it to the final phase, where I got a bit too greedy - I'd only lasted a few seconds there in my solo attempts and wasn't familiar enough with the lightning-exploding-ground mechanic. In retrospect I probably should have just hung back and let Marcus handle it; as it was I bled out when Gael had just a sliver left.
I quit, and calmed down, then fired it up again. This time I saw two summon signs, and I greedily plucked both of them. I forget now who they were, one was s sorcerer-looking guy with a shrunken head and a crown, the other an agile knight. We jumped into the fray. This was an exhilarating fight. The difference between three people and two people wasn't as big as the difference between two people and a solo, but it did still help to have more bodies. This time around the fight felt a lot more mobile, and I'm not exactly sure why, but I felt like I spent a lot of time sprinting towards Gael and getting in leaping attacks, unlike my previous dodge-roll-evade-attack loop.
I was slightly more familiar with the lightning storm phase this time around, and also more cautious, so I was careful to stay out of the AOE and maneuver the long way around. Whenever I started to get dinged too much I switched to evading entirely until I lost aggro and could heal back up - I'm sure that my allies wanted to win the fight as well. After Gael got down to a sliver it took us a good minute or so to actually put him down for good, but we eventually did it! I bowed to my saviors, and jumped for joy, and they faded into the mist.
Thinking about it more, I increasingly like the unusual but thoughtful way Dark Souls handles multiplayer. I can imagine someone playing who has beaten the game, possibly multiple times, and is feeling a bit bored, and would love to replay a fun and exciting boss fight, and get a unique and rare item as a reward for doing so. And of course people like me who need an extra hand would be grateful to receive one.
I'd previously peeked at the wiki so I knew what (little) was left to do: picking up another Titanite Slab, some ashes, and a final bit of cryptic, intriguing dialogue from the painting girl above the Chapel of Ariendel. I'd been wondering for a while what her "cold, dark and very gentle place" referred to. "Cold" immediately makes me think of Ariendel, but it isn't particularly dark, and it definitely isn't gentle. The world as a whole becomes dark, and probably cold, if you let the First Flame extinguish, so maybe she is hoping for that ending to the game; I wouldn't think of it as "gentle" but maybe it is. But I really like the idea that this is an entirely different world that she is painting into existence, possibly some future From Software game.
And, this just now occurred to me, but it's interesting that the girl is herself inside the Painted World, making this a second-order act of creation. This sort of thing always makes me really interested, evoking Neal Stephenson's Anathem with The Wick, possibly also Expedition 33 and other worlds-within-worlds. Of course, there is zero reason to believe that the "main" Dark Souls game itself is the "prime" reality - in fact, we know it isn't, because it's a work of fiction that we're playing within our own world. Anyways! Fun to think about!
END SPOILERS
So, yeah! A few years ago I wouldn't have imagined I'd even try playing a Dark Souls, and look at me now, I beat one (with a little help from my friends)! Right now I'm feeling like I'll probably stop here, I don't feel super-compelled to dip back into the earlier Dark Souls or other spinoffs like Sekiro or Bloodborne. But who knows, after Elden Ring I also thought I was done, so I still might get the itch at some point.
All in all, Dark Souls 3 was exactly what I thought it would be: a visually amazing and original world, with incredibly good-feeling and very difficult combat, tied together with one of the most opaque stories I've encountered in a lifetime of reading and playing very opaque stories. I wouldn't necessarily recommend this to everyone, but I will also note that as someone who doesn't think of himself as a player of hard action games, I was surprised by how much I enjoyed this.
































































































