[i]Dark Souls III[/i] nails much of what made the first two in the series so special, but its world and enemies are unusually drab.
Fans rejoiced at the announcement that Hidetaka Miyazaki, long running series director, would be returning for Dark Souls III after having taken a break from the series to work on Bloodborne, a spin-off with a violent, lovecraftian vibe. Dark Souls II (directed by Yui Tanimura) divided fans due to Miyazaki's departure, with some denouncing the game over poor level design and lackluster bosses. Dark Souls III promised a return to form, but, unfortunately, From Software have missed the mark in a few areas and a number of issues, both big and small, hold the game back from greatness.
The game opens with you awakening from a shallow grave, oblivious to the perils ahead. A trip down the road (and a battle with a monstrous, slumbering knight) brings you to familiar old Firelink Shrine, though it's changed quite a bit since you were last here, and it's now home to a few new inhabitants. Most of them are just here to sell various items and speak cryptic exposition, as the game is very short on character quests and interactions. As a result, lot of the dialogue doesn't really go anywhere. It's here that you're instructed about your objective to slay the Lords of Cinder, and return their ashes to their respective thrones at the shrine. Shortly afterwards, you're whisked away to the first area, the High Wall of Lothric, to begin your mission.
the series' trademark visual design holds true, featuring twisted and terrifying designs throughout