Preview

Dark Souls 3 Hands-on Preview

For many players out there, the Souls series has earned a reputation as the quintessential manifestation of ‘hardcore.’ Building on a foundation of uncompromising difficulty and methodical, visceral combat, the franchise has transitioned from cult classic to multi-million selling juggernaut in the years since PS3’s Demon’s Souls; a testament to developer From Software’s ability to appeal to new audiences without compromising the integrity of the franchise. With Dark Souls 3 scheduled to unleash its unique brand of limb-slicing, bone-shattering action on PS4 next month, PSU was lucky enough to go hands-on with Miyazaki-san’s latest dungeon crawler to see how the game is shaping up. 

Our preview kicked off with a suitably eerie introduction sequence, before plonking us down in a spooky graveyard known as Cemetery of Ash. The means in which our character—we plumped for the Knight, due to his proficiency in combat with heavy weapons—ends up there is left ambiguous; did he rise from the grave or did a series of unforeseen events lumber him at this grim location? Regardless, we press on through a series of tutorials that acquaint us with the controls, facing off against some cloaked, scythe-wielding undead warriors that we quickly dispatch with a few well-timed axe swings. Yep, this is definitely a Dark Souls game we’re playing, as a few missteps result in ¾ of our health diminished by these lesser foes. 

As we progress, it’s abundantly clear that From Software has injected some subtle enhancements to the formula—and in a game like Dark Souls, these changes can make a noticeable difference. For starters, combat is less stiff; ripples of Bloodborne’s more fast-paced eviscerating antics can be felt throughout, with your character now able to execute faster attacks and bigger combos. There’s a palpable sense of weight to each and every time you swing your weapon, and while things have been speed up a bit, it’s still very much Dark Souls. In other words, battles are methodical affairs sprinkled with strategic value, as you observe, block and counter your opponent; pleasingly, it’s just as satisfying as it’s always been.

The lock-on function is instrumental to any scrap, much how sword battles transpire in The Legend of Zelda series; a simple click of R3 and you’re target the nearest adversary, giving you complete control of the battle. Further complementing your more nimble hack-’n-slash manoeuvres is the dodge function, activated by whacking Circle and aiming the analogue stick in the direction you want to dive. You’ll need it too, as your enemies can be just as dexterous; they’ll lunge, leap and generally push the attack forcing you to employ every trick up your sleeve to give them a battering in return. Yet despite the toughness of combat, Dark Souls 3 is never unfair; hard, yes, but never once unfair. 

Bonfires punctuate the environment acting as checkpoints for when you end up a bloody mess on the floor—something which happened to us on a frequent basis in our hands-on time. You can also take a load off at these locations to restore your HP and other vital statistics, though the flip side is any enemies vanquished will miraculously spring back to life, forcing you to deal with them again. Fortunately, this resurrection process doesn’t extend to bosses. Fans will also be pleased to see the return of the Firelink Shrine; a central hub-like sanctuary where you can use the Souls you have scavenged to increase your attributes (levelling up in the process), buy new gear and weapons or reinforce existing arms. You can also have a natter with the locals for some ominous mumblings, though it didn’t have much significance at the time. 

Of course, it wouldn’t be Dark Souls without a boss or two, and we managed to topple one particularly hulking chap known as Ludex. This heavily-armored behemoth packs a mighty wallop thanks to an exorbitantly large axe; just getting within close proximity to attack is a test in itself, as Ludex wields the weapon as if it were made of plastic. We also sampled some of the customisation options, which presents dozens of character traits to tinker with; at first these may seem inconsequential, but but it’s clear that these incremental upgrades will have a larger impact going forward, adding yet another layer of strategy to an already accomplished action-RPG. 

Our demo transitioned from the gloomy surroundings of the cemetery to the vast, architectural wonders of the High Wall of Lothric; a sprawling, castle-like setting that features a huge dragon, narrow corridors and majestic vistas as far as the eye can see. Dark Souls 3 looks gorgeous, there’s no doubt, and despite a few ugly textures that crumble under scrutiny, the art direction is absolutely breathtaking; conjuring a gothic, medieval atmosphere that somehow manages to inject us with equal measures of both awe and dread. From Software have nailed the setting once again, continuing the series’ tradition for perennially oppressive, gloomy surroundings that give you a reason to take each step with a healthy dose of trepidation. 

We’ve heard murmurs that Miyazaki-san isn’t likely to pump out another Dark Souls title, meaning this third entry could be the last—at least foreseeable future. However, if this is indeed the case, then what we’ve played of Dark Souls 3 so far has convinced us it’s shaping up to be the best one yet.

Dark Souls 3 is due out in mid-April for PS4, PC and Xbox One.