Dark Souls III

Table of Contents

What the hell does poise do?!!

In my review, I noted that poise seemed to have been turned off in the game's code. Well, FROM Soft has apparently stated that poise is working as intended. Really? How? What does it do? FROM was not forthcoming (so far) with any details on what the stat is supposed to actually do, other than to say that it is "more situational". Ok, whatever. So I guess it's up to the community to try to figure out how this stat apparently works, since it doesn't work in any way comparable to the previous games, nor does it seem to solve the problem that the original implementation of poise was intended to solve.

UPDATE Nov 16, 2016:
It looks like we've finally figured out what Poise does in Dark Souls III. It seems to only be activated when using large weapons that provide Hyper Armor.

I had previously believed that Poise functioned as an "escape method" from quick, stun-locking weapons (like daggers). My early interpretation of Poise was that a higher Poise value may allow the player to escape from a stun lock and be able to roll / counter-attack / parry after 3 hits rather than 5 or 6 consecutive hits. I even remember testing this hypothesis out and finding it to hold true. This would also apply to situations in which a player gets attacks from multiple enemies simultaneously (or in quick succession). Higher Poise would allow you to escape from the 3rd enemy's attack, rather than the 4th or 5th. But according to the Wiki, this doesn't seem to be the case. Am I wrong?

If it is true that Poise only affects Hyper Armor, then I'm still not happy with the mechanic, as it only applies to very specific builds, and might as well be a stat on the weapon rather than a feature of armor. But if it does also affect the ability to escape stun locks, then I guess I would be a little bit more satisfied.

Poise was originally intended to act as a counter to extremely fast weapons like daggers, rapiers, and so on, that could quickly hit and stagger an opponent and put them in a stun lock from which they couldn't escape (so long as the attacker still had stamina). It was also intended to give players with slower weapons an opportunity to tank their way through hits with such fast weapons. You'd still take damage, but assuming your attack with a stronger, slower weapon did more damage than your opponent's weaker, faster weapons, then the trade-off would still be in your favor. If you were going to use a very slow weapon, then it behooved you to also equip heavy armor and other poise-boosting equipment so that you could tank through opponents' hits. That doesn't seem to be the case anymore. A knight in full heavy armor should not get stun locked in a 10-hit combo from a dagger. It simply shouldn't happen. This is what poise was designed to prevent, and it's not doing its job. If an invader shows up in your world with an estoc, and you aren't an expert at parrying, then you might as well just offer up your head on the chopping block and get it over with.

Dark Souls III - dagger stun lock
Without poise, heavy armor is worthless, and daggers are incredibly overpowered against slower combatants.

Without poise in this form, heavy armor simply isn't worth its weight encumbrance, especially since you can't even upgrade it to increase its damage resistance. This was a problem in Demon's Souls, which didn't have poise. Heavy armors generally didn't reduce damage enough to be worthwhile, they prevented the player from effectively rolling, and they were so heavy that they prevented the player from being able to pick up all the loot in a level because that game also had an item burden. Rolling was the end-all-be-all of defense in Demon's Souls, and that was one of the game's greatest weaknesses. It was easy to overlook because the developers didn't know better at the time. But they do know better now. Was poise exploitable in Dark Souls? Sure. It was really exploitable in Dark Souls II due to its connection to hyper armor and the inclusion of farmable healing items. But whatever FROM Soft did to it in DSIII seems like a severe overreaction.

Once I learned that poise wasn't working the way I expected it to, I gave up on trying to engage a lot of enemies with my slow halberd. Instead, I started fighting the knights in Lothric Castle and the Grand Archives with my flame-infused barbed straight sword - which I also spent a bunch of titanite to fully upgrade. This speedier weapon allowed me to attack these knights as fast (or faster) than they could attack me, giving me enough of an edge to reliably beat them. The ones with the tower shields and lances still gave me trouble, but the swordsmen fell swiftly to my +10 Barbed Flame Sword. Even Yahtzee noted in his Zero Punctuation review the starting long sword seemed better than any of the numerous boss weapons that he found. I imagine that this is because he also had trouble with the lack of poise, but didn't quite figure out that poise wasn't working.

Dark Souls III - estoc
Lack of proper poise allows the estoc's reach and speed to make it a deadly PvP weapon.

So this leaves us with the question of "what, exactly, is poise intended to do?"...

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Dark Souls II : Scholar of the First Sin

Hot off of playing Bloodborne's The Old Hunters DLC, and with Dark Souls III just over the horizon, I thought I'd get myself hyped up by playing through the re-release of Dark Souls II, Scholar of the First Sin. This version of the game is a next-gen enhancement of the original game that was released on the PS3, XBox 360, and PC a year prior, and it includes improved graphics, faster frame rate, and more challenging enemy-placement. It's available on PS4, XBox One, and PC, and is treated as a completely different game as the original version. It's not a DLC or a patch update (though it does include all three of Dark Souls II's DLC content).

Dark Souls II: Scholar of the First Sin - graphics comparison
Scholar of the First Sin looks much smoother in motion, with higher resolution and framerate.
Lighting and textures are (at best) only marginally improved from the last-gen release.

I was honestly expecting Scholar of the First Sin's graphics to be considerably better than they are. In fact, I honestly don't think the graphics are much better than the last-gen release; I think the only difference is that it displays at full 1080 resolution and plays at a high end of 60 frames per second. Colors are a little more vibrant, and the game doesn't look as washed-out, but models and environments don't seem any more complex, and textures are only maybe slightly more detailed. Unfortunately, darkness still isn't as dark as it needs to be to make the torch as necessary for exploration as it was apparently intended to be. In pre-release demos, darkness was implied to be a complete fade to black that rendered objects within the dark invisible. Simply adjusting the brightness of your TV wouldn't change that. In the released version, darkness doesn't go completely black, so objects are only hidden if your TV brightness is low - lower than the recommended brightness level of the game. Even then, the release game looks brighter, and Scholar of the First Sin does very little to change that.

Dark Souls II - preview footage graphics comparison
PREVIEW FOOTAGE showcased greater contrast between light and dark, and more detailed textures and geometry...

This graphical downgrade, the complete failure of FROM or Namco/Bandai to inform the public about it, and the resultant misleading marketing that repeatedly showed demos, screenshots, and footage that wasn't representative of the final product left a huge negative impression on a lot of players - especially those who pre-ordered it. That poor initial taste is probably a huge part of the reason why this game has gotten such a negative reception, even though that negative reception is mostly warranted. Scholar of the First Sin was an opportunity to wash that bad taste out of consumers' mouths and give us the game that was advertised, marketed, and pre-ordered. But Namco and FROM didn't bother.

Darkness is just rarely ever a meaningful component of the gameplay. Darkness may lower the range of target locks though, so even though I could plainly see enemies, I felt like I wasn't able to target lock them as readily as I could in the PS3 version. Even so, there's enough sconces laying around that you can light a sconce, extinguish your torch to fight, then re-light it at the sconce after all the enemies have been dispatched. It ends up just being some extra overhead if you care enough to bother with it, and not an essential element of gameplay.

Dark Souls II: Scholar of the First Sin - graphics comparison
... FINAL PRODUCT shows low contrast between light and dark, frequent repeated textures, and simplified geometry.

Textures, character models, and world geometry don't look noticeably better. Many areas still have generally blander textures than what was presented in pre-release videos, and the textures noticeably repeat. World geometry also seems less detailed and intricate compared to pre-release videos, which takes away a lot of the personality that these preview areas exhibited. I was expecting Scholar of the First Sin to restore many of these superior textures and models from the previews, and I'm really disappointed that the game doesn't look better than it does.

Darker contrast in previews [LEFT] made real-time shadows more vibrant,
and creatures more threatening and mysterious than in the release build [RIGHT].

The improved textures also don't do much to help the game's generally bland art design. There aren't many visually-appealing locations in the game, as they are all just variations of run-down castles and forest paths. Most of them have pretty sparsely-decorated hallways with simple geometry that has little-to-no personality. There's nothing here that even approaches the ominousness of Demon's Souls' Latria, and the oppressive environments of Bloodborne make Dark Souls II almost serene by comparison. Again, Scholar of the First Sin does little-to-nothing to address this. No Man's Wharf probably remains my favorite location in this game, as it's one of the few locations that takes place in a fairly unique setting that actually utilizes light and dark for gameplay purposes.

So while the visual upgrade doesn't really add much to the game, the higher framerate definitely does make a noticeable difference. The PS4 doesn't seem to maintain a full 60-fps at all times, but it seems to always run better and smoother than the 20-30 fps of the PS3 version. Animations are much smoother, and ambient effects (such as foliage swaying in the wind) look much better. I admittedly had to spend some time re-adjusting to the game's speed. After coming back from the rapid pace of Bloodborne, this game almost seemed to be moving in slow motion, and the higher framerate probably contributed greatly to that sensation. That's not necessarily a bad thing; it's just a stylistic difference. Scholar of the First Sin plays smoothly (on the PS4), and it looks decent (even though it should have looked better)...

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Demon's Souls - title

With a new generation of consoles coming into their own, the lifespan of the PS3 and XBox360 is rapidly coming to an end. It's not quite as monumental as the end of the PS2's lifecycle, which is arguably the single best gaming console ever made! With the PS3 and XBox360, our console games started to have consistent online functionality, and with online functionality comes a sad side-effect: a game's life-span is finite. I can always go back and play my favorite PS2 games (like Silent Hill 2, Metal Gear Solid 3, Ace Combat 4, Ico, Shadow of the Colossus, Gran Turismo 3, and Devil May Cry) and have pretty much the same experience that I had the first time I played. But I won't be able to do that with some of my favorite PS3 games, because some of them have online features that won't remain active forever.

favorite PS2 games
As long as my PS2 is functional, I can always go back and re-play my favorite PS2 games.

PC gamers have been dealing with this problem since the dawn of the internet, but they have work-arounds. PC Games can be modded to support direct TCP / IP connections in order for their online communities to stay online. Hypothetically, you could keep your favorite MMO alive for yourself and your circle of friends in this fashion. But with console games, there are much more significant technical hurdles to overcome, and when the producer shuts down the servers, that is basically the end of that game.

And that is exactly what is going to happen some day with my favorite PS3-exclusive: Demon's Souls.

Every console has its defining games - those games that are reasons for owning the consoles. The original PlayStation had Final Fantasy VII and Metal Gear Solid, the Nintendo 64 had Goldeneye, the Dreamcast had Shenmue and Soul Calibur, the XBox had Halo, GameCube had Resident Evil 4 and Eternal Darkness, the PS2 had Shadow of the Colossus. For me, Demon's Souls is that game for the PS3: the game that makes owning a PS3 worthwhile.

Demon's Souls is a game that completely redefined the way that I think about gaming. My ideas about how a player can interact with a game world and with other players were completely turned on their head with this game. So I want to take a moment to pay tribute to this masterpiece of interactive art with a full review while its servers are still up and running. And maybe - just maybe - I can sell a copy or two to some new players.

Deep and addictive hack 'n' slash action

The gameplay is based on a simple control configuration in which weapons are mapped to the left and right hand and controlled with the left and right shoulder buttons (respectively). The design is reminiscent of a simplified version of FROM's other major game franchise: the mech-combat sim Armored Core. Weapons equipped in the right hand have a basic attack and a heavy attack, and weapons or shields in the left hand have a block and heavy attack (sorry, lefties, no left-handed characters for you!). These basic controls are very simple, and any player can start hacking and blocking away as soon as they pick up the controller. But more advanced controls and variations in weapon functionality make this seemingly-simple combat system very deep.

Each weapon class has different movesets, ranging from the slashing of a sword to the thrusting of a spear, to smashing of a giant hammer. And shields (and some off-hand weapons) have an advanced parry feature that allows you to stun and counter an attacking foe to land a critical hit. You can also attack while running or out of dodges in order to keep a foe guessing. Mastering these various features takes a little bit of time, but it is immensely rewarding when you finally have the skills to go toe to toe with a giant, butcher-knife wielding skeleton with confidence. But don't get overconfident, because this game will punish you for every mistake!

Demon's Souls - Vanguard rematch
With patience and practice, you'll soon stand confidently before the Vanguard that killed you in the tutorial.

If you die, you lose all your accumulated souls (i.e. "experience"), and must restart the level from the beginning! But there is a shining glimmer of hope: you have one chance to reach the spot where you died in order to recover your lost souls. If you get there...

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Dark Souls II - title

Despite being very excited about this game and pre-ordering the collector's edition (contrary to my typical avoidance of pre-orders), it took a couple months before I was able to spend much time with it. My strategy guides for Civilization V: Brave New World was a lot of work and took up a lot of time. I was only able to play bits and pieces of Dark Souls II during that time and didn't make much progress. I was hoping to have a review out in time for the PC release, but that didn't happen. Then I was hoping to publish the review before the first DLC hit, but that didn't happen either. I'll probably review the DLC later, once all three have been released.

Full disclosure: I haven't actually finished the game yet, but I do feel that I've played enough of it to be able to write a review. If completing the game changes my opinion considerably, then I will revise this review as I've done with other games in the past (including the first Dark Souls). I've also considered getting the Steam version, since it may be better than the console versions. If I do play that version, I may revise this review to include opinions on that version.

But for now, I've only played the PS3 version,

Table of Contents

Dark Souls II - Victory!
Is Dark Souls II a victorious successor to a masterpiece of design and storytelling?
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As part of my review for this game's DLC (Artorias of the Abyss), I have decided to re-evaluate the score (using the new scoring system). My opinions about this game have changed a bit over the past couple years (in a positive way), and so I am including an updated score and several pieces of hindsight commentary to explain where my original criticisms may have been flawed or unjustified. Locations that include hindsight commentary have been notated in the Table of Contents.

Dark Souls banner

If you had asked me in the middle of 2011 what my favorite games on the PS3 were, three of the games that I would have named would have been: Uncharted 2, Demon’s Souls, and Batman: Arkham Asylum. All three of these games received sequels or follow-ups in the fall of 2011, so it was a pretty exciting holiday season for me in terms of gaming. Batman: Arkham City and Uncharted 3 were both very good games, but didn’t quite live up to my (possibly unjustifiably) high expectations. Sadly, Dark Souls ended up suffering a similar fate Dark Souls disappointed me with its initial impressions, but in the years since, has proven itself to be almost every bit as good (although not as elegant in its gameplay) as Demon's Souls.

Dark Souls box art

This review of Dark Souls is (like many of my reviews) considerably late. This is due to several factors:

  1. I wanted to try to finish the game’s story and play through large chunks with several different character classes before coming to a final verdict.
  2. I wanted to see what kind of post-release support the game received.
  3. I wanted to have several opportunities to engage in PvP encounters.

I still haven’t beaten the game (as of the time of original publication) with any characters (hey, it’s a hard game and pretty long!), but I did play with multiple characters and get my ass kicked in enough PvP encounters that I finally feel that I can give an honest and complete appraisal of the game. Even if it is six months after release…

But hey! A PC port is likely due out soon, so maybe people considering the PC version will still find this review useful!

Table of Contents:

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