Tuesday, March 1

Dark Souls 3: Cowards and newcomers need not apply

People can’t seem to get enough punishment. That’s what the 10-million-plus sales of the Dark Souls series and Bloodborne say, anyway.

But as Dark Souls III's April 12 release date nears (or March 24 if you're lucky enough to live in Japan), questions remain. As much as fans may consider each of the Souls games to be unique crystalline ornaments of tense action role-playing, all four are roundly similar. And as Ars found out at Gamescom last year, Dark Souls III is going much the same way. That's not necessarily a bad thing, of course—after all, these are fine games with a large and enthusiastic fan base—but I wonder if there's something, anything, in Dark Souls III that might attract those who haven't already got a taste for developer FromSoftware's work.

Even before I get into the game—the first four hours of which I played—the creaky facial models, the obscure expositional cut-scenes, and the '90s-grade UI are strikingly familiar. As too are the visuals, which bear the murky style of the earlier Dark Souls games, albeit with some of the visual sheen and sharpness seen in Bloodborne. What seals the deal, though, is the 30 minutes I spend trying to kill the first boss, during which I feel the familiar despair-tinged stress bubble of a good Dark Souls fight fill to bursting before the inevitable happens and the game, in blood red writing, says "You Died."

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