DARK SOULS™ III

The Dark Souls series features every monster and tragic knight under the sun. And the moon. And the dark moon. They’re all there, from undead attack dogs to unspeakable horrors even Lovecraft would wince at. 

The most successful of the bunch are designed to tell a story, make us uncomfortable, test our combat skills in interesting ways, or are there to purely mess with our habits. With the trilogy nearly capped (still waiting on that final DLC expansion) we decided to take a stab at sifting through every creature in the Dark Souls series to highlight the best and discuss what makes them so memorable. 

Crow Demons 

Source: Dark Souls Wiki

Appears in: Dark Souls 

The Painted World of Ariamis is enough of an odd surprise to make everything it’s hiding inherently interesting, but the Crow Demons stand apart from the exploding undead and Priscilla's invisible boss encounter. They’re a gaunt monster, assembled from the torso and legs of a typical undead with the warped wings and head of a crow. In the fiction, they’re said to be servants of Velka, the Goddess of Sin. She’s described as a rogue god and some fans theorize she might be the Furtive Pygmy, which—let’s not go on a lore dive. Just know that these monsters apparently twisted their own limbs as a sign of devotion to Velka, and their place in the Painted World, and possible connection to one of the most important characters in the Dark Souls lore makes them feel like significant characters rather than your monster of the week.

Mushroom People

Appears in: Dark Souls

Listen, it’s a huge mushroom person. Imagine someone murdered a Pixar character then reanimated them with the devil’s magic and this is what you get. They hit extremely hard and take quite a bit to go down despite their soft, huggable appearance. First found in the Darkroot Garden, these sad mushroom frenemies imply a forest utopia long gone, where even nature’s cutest creatures are forced to get aggressive. 

Crystal Lizard 

Source: Dark Souls Wiki

Appears in: Dark Souls, Dark Souls 2, Dark Souls 3

Dark Souls’ carrot on a stick, the Crystal Lizard is a concise example of habit conditioning to screw with player expectations. First of all, it’s shiny, emits a twinkling sound, and rewards you with valuable upgrade materials. But they skitter away quickly, and later on, often lead you directly into dangerous enemy mobs or off cliffsides. From knows we’re tempted to pick up coins in a busy street, and they use our base desires against us with grace.

Mimics

Appears in: Dark Souls, Dark Souls 2, Dark Souls 3 

It would be a huge mistake to not include one of Dark Souls’ most iconic enemies across every game, the Mimic. As an enemy, it’s successful because it subverts how we’ve been trained to open every chest in all games without hesitation. They’re a signal for reward, which we’ve no doubt earned. Playing games is hard work. But the first time a Mimic chews your top half off, Dark Souls gets its thesis across quickly. No place is safe. It’s a sly joke that never gets old, greed and desire endowed with a huge tongue and sharp teeth. 

Undead Aberration 

Source: Dark Souls 2 Wiki

Appears in: Dark Souls 2

These suckers don’t only look nasty, but you encounter them mostly by surprise hiding just below the surface of shallow waters in the dark, cavernous space of Sinner’s Rise. They’re also a good example of a malformed enemy that isn’t impossible to read—I’m looking at you Pus of Man. From does good body horror, but sometimes it means the enemy attacks won’t telegraph clearly. With lumbering sweeping motions, the Undead Aberration only feels unfair the first few times they surprise you. From there, it’s (mostly) a fair fight. 

Mounted Overseer 

Appears in: Dark Souls 2

Honestly, I just love the way these massive piggyback-men look. In the poisonous industrial hellscape of the Harvest Valley, they’re a lovely bit of set dressing. An enslaved, tortured giant carrying around a man wearing a creepy mask says a lot about the history and culture of Harvest Valley, even if it’s not explicit. I get the impression the land was stripped of its resources, and the ruling class used the wealth and power from their efforts to forcefully enlist the help of others. It’s a sad story, and not a particularly novel one, but rendered in From’s dark, detailed artstyle, the Mounted Overseer carries more weight than expected. 

Ogre 

Source: Dark Souls Wiki

Appears in: Dark Souls 2 

You can take on an Ogre in the first minute of Dark Souls 2. Just take a left in that first clearing, and the big oaf will be there, ready to trip and roll over you if you’re willing. While the ogre isn’t a particularly noteworthy enemy in its design, the fact that a powerful mid-game enemy is available to fight from the get-go sets a precedent for the rest of the game. You’re going to hit some difficulty walls, and the only thing in the way is your skill. It’s possible to ignore that ogre completely, to come back when you’ve leveled enough. But persistent players will stick around, willing to chip away at its health just to sate their curiosity. 

Ice Stallion 

Source: Dark Souls Wiki

Appears in: Dark Souls 2

If you know me, I’m a big fan of horses, and if a horse is made of ice then they’re guaranteed to be extremely cool. Ice Stallions look awesome, but they’re a god damn nuisance. Just like real horses. Found in the Frigid Outskirts, they’re tough enough to fight one-on-one. But in a blizzard and two or three at a time? Rough. It’s their difficulty that makes them endearing though, and learning to navigate their attacks and locations throughout the snowy maze becomes second nature soon enough. That small stretch is defined by the clear arc between meeting the Ice Stallions for the first time and feeling immeasurably unprepared to clearing the area with ease with enough iteration and patience. Break the horses, don’t let the horses break you. 

Jailers 

Appears in: Dark Souls 3

The Irithyll Dungeon is already pretty creepy, what with its low green glow and walking maggot corpses, but the Jailers and their surprise health-drain ability are the highlight—or lowlight, if we’re sticking with the dreary mood here. Step in their sightline and your health bar will shrink without warning. It’s a cryptic mechanical one-off in a game with otherwise clear rules and the health shrinkage will make you wonder whether you’ve been in the pool or not, but you’ll never find out. They’re wielding a hot branding iron with the same peace symbol found in the Crucifixion Woods, and wearing clothes that betray their status as prison guards. Loose robes flow to the floor and trail behind them, and a plain metallic mask covers their face. Not cool (very cool). 

Deep Accursed 

Appears in: Dark Souls 3

I love the Deep Accursed, even if they only appear twice in all of Dark Souls 3. They’re a mess of huge lanky arms with multiple joints, hair, and bones that don’t have an obvious origin within the Dark Souls lore. They’re of the ‘deep’ at least, which is a strange, dark realm Aldrich is fascinated with, but we don’t get too much detail on what it is and what lives there, besides this monstrosity. It’s big, quick, and can do curse damage, so they’re not easy to take on (unless you cheese them through a door), but once they’re dead they’re dead. They’re difficult and creepy, sure, but they’re most interesting as an indication of what the next Dark Souls DLC, or perhaps the next entry in the series—which we may or may not get—will look like. If they cycle of renewal ends and the deep seizes power, what will the universe of Dark Souls look like? There will be limbs, that much we know. 

Lycanthrope 

Source: Dark Souls Wiki

Appears in: Dark Souls 3

Encountering your first Lycanthrope in an otherwise placid, lazy swamp can be a pretty startling experience. Their appearance betrays their agility—despite being literally crucified on a peace-sign-looking cross in the, well, Crucifixion Woods, they’re able to sprint, leap, and slash faster than any enemy in the game so far. They’re tortured and transformed, no longer quite human, and their aggressive animalistic nature makes them one of the most intimidating enemies in the series. Protip: save yourself some trouble and leave that one locked up in the Irithyll Dungeon. 

Cathedral Knight 

Source: Dark Souls 3 Wiki

Appears in: Dark Souls 3

My favorite Dark Souls enemies to fight are always humanoids, especially knights. We’re on fairly even footing, meaning they’re not a tangle of limbs and teeth I have to decipher. I can expect some swings, sidesteps, and a few flourishes, but nothing too far removed from what I’m capable of. Cathedral Knights embody this, but with a bulkier stature any single mistake can doom you, especially if they’ve buffed their weapons. I think my favorite encounter is in the rafters of the Cathedral of the Deep, where there’s almost no space to properly dodge their attacks or flank without falling to your death. It recontextualizes a threat you might have already mastered by setting the encounter on a tightrope of sorts. It’s endearing bullshit.

Corvian Knight

Appears in: Dark Souls 3

The Corvians are the highlight of a pretty bland DLC expansion, but their small pocket in a snowy expanse tells a bigger story than some entire areas in the main game. As Forlorn, they’re a sad people relocated from the dilapidating ‘real’ world and into the smaller, colder rotting realm of Ariandel. The Corvian Knights have forsaken their old gods to serve Friede who presides over the painted realm, and in doing so, have betrayed their people. They’ll tear through their own kind thanks to the newfound strength and ornate armors from Friede, which makes them a faster and more vicious threat than most. They’re a fun, desperate fight each time.

DARK SOULS™ III

A new update has been released for Dark Souls 3 which fixes a long list of bugs, many of which apply to recently released Ashes of Ariandel DLC. You can read the exhaustive patch notes here, which includes a fix for an exploit where players could fall from any height by repeatedly performing the Crow Quills skill with the Silvercat Ring equipped.

And if you've yet to play Dark Souls 3, which we awarded an impressive 94% in our review, there's currently a decent 35% off deal on Steam, reducing the game from £39.99 / $59.99 to £25.99 / $38.99. And if you want Ashes of Ariandel you can pick up the Deluxe Edition for £41.98, down from £59.98.

For more cheap games this weekend, check out our round-up of the best Black Friday games deals.

Some online stores give us a small cut if you buy something through one of our links. Read our affiliate policy for more info.

Steam Controller - JeffB
It’s time for the annual Steam Autumn Sale, and now it’s easier than ever to find games that play great with the Steam Controller.

We’ve created a new Steam Controller Hub page that will be continuously updated with the most popular Steam Controller Games. The Hub is also the go-to place to find which Controller-friendly games are on sale.

Find the Steam Controller Hub from the front page under “Browse Categories” in the left navigation area. Or, simply go to this link: http://store.steampowered.com/controller



Steam Controller and Link hardware is on sale as well, so be sure to look through the Steam Autumn Sale hardware bundles here (Sale runs through Tuesday, Nov 29 at 10am PST):
http://store.steampowered.com/sale/controllergames



The Steam Controller is now one year old and continuing to evolve. In celebration of the 1st birthday we've put together this summary of the key feature updates here:

http://store.steampowered.com/controller/update/nov16

Steam Controller - ↑↑↓↓←→←→ BA
It’s time for the annual Steam Autumn Sale, and now it’s easier than ever to find games that play great with the Steam Controller.

We’ve created a new Steam Controller Hub page that will be continuously updated with the most popular Steam Controller Games. The Hub is also the go-to place to find which Controller-friendly games are on sale.

Find the Steam Controller Hub from the front page under “Browse Categories” in the left navigation area. Or, simply go to this link: http://store.steampowered.com/controller



Steam Controller and Link hardware is on sale as well, so be sure to look through the Steam Autumn Sale hardware bundles here (Sale runs through Tuesday, Nov 29 at 10am PST):
http://store.steampowered.com/sale/controllergames



The Steam Controller is now one year old and continuing to evolve. In celebration of the 1st birthday we've put together this summary of the key feature updates here:

http://store.steampowered.com/controller/update/nov16

Steam Controller - Pierre-Loup
A new mode of USB/Bluetooth communication is now used by the Steam client on Linux to facilitate In-Home Streaming of controler functionality, so you'll want to update your udev rules accordingly. See updated set of rules in the platform support thread:

http://steamcommunity.com/app/353370/discussions/0/490123197956024380/
Steam Controller - ↑↑↓↓←→←→ BA
A new mode of USB/Bluetooth communication is now used by the Steam client on Linux to facilitate In-Home Streaming of controler functionality, so you'll want to update your udev rules accordingly. See updated set of rules in the platform support thread:

http://steamcommunity.com/app/353370/discussions/0/490123197956024380/
DARK SOULS™ III - Kimundi


Ashen Ones,

Dark Souls III will be updated to version 1.09 on November 25th. The update will require an update and a server maintenance:

PS4: 2am to 4am CET / 5pm tp 9pm PST
Xbox One: 2am to 8am CET / 5pm to 11pm PST
STEAM: 9am to 11am CET / 12am to 2am PST

Please find below list of changes that will be deployed with this update:
  • Updated multiplayer in the Painted World of Ariandel so that guests can also fight Sir Vilhelm.
  • Fixed an issue in the Painted World of Ariandel where Sir Vilhelm would get trapped in the rocks.
  • Fixed an issue in the Painted World of Ariandel where Sir Vilhelm would disappear/reappear in certain areas.
  • Fixed an issue in the Painted World of Ariandel where the character name is not displayed when locked on to Livid Pyromancer Dunnel.
  • Fixed an issue where it becomes impossible to progress further in the game because, Friede occasionally does not respawn as Blackflame Friede.
  • Fixed an issue in the Painted World of Ariandel where the Gravetender Greatwolf would not appear in the battle.
  • Fixed an issue in the Painted World of Ariandel where a crab enemy would float in the air if led to a certain location.
  • Fixed an issue in the Painted World of Ariandel where a certain Birch Woman would suddenly appear directly in front of the player.
  • Fixed an issue in the Painted World of Ariandel where certain crystal lizards would not move until they began to attack.
  • Fixed an issue in the Painted World of Ariandel where the crab enemies movement patterns would change if the player repeatedly saved/loaded data near them.
  • Fixed an issue in the Painted World of Ariandel where the knight enemies in the tower would disappear if the player repeatedly saved/loaded data in that area.
  • Fixed an issue in the Painted World of Ariandel where a bridge would break in the host's side, but not on the guest's side.
  • Fixed an issue where the application would freeze upon trying to load a 6-Player undead Match.
  • Fixed an issue in the Undead Match where the controls at times become unresponsive when joining a session.
  • Fixed an issue in the Undead Match where consumable items were not restored after the battle ended.
  • Fixed an issue in the Undead Match where the player is unable to see other players' soceries such as Homing Soulmass, Homing Crystal Soulmass, etc.
  • Fixed an issue where some motions which were improved in patch 1.08 did not take effect when a weapon was equipped to the left hand.
  • Fixed an issue where the weight of Curved Swords fluctuated in Regulation 1.22.
  • Fixed an issue where the player can fall from any height by repeatedly performing the Crow Quills skill while the Silvercat Ring is equipped.
  • Fixed an issue where player could not be absolved of sin as long as Siegward of Catarina remained in Irithyll of the Boreal Valley.
  • Fixed an issue where the player was able to leave the area during the battle with the Crystal Sage.
  • Fixed an issue in the Grand Archives where the Elder Prince, Lorian would warp outside of the boss area.
  • Fixed an issue in the Grand Archives where a boss battle would start upon returning from a multiplayer session.
  • Fixed an issue where the guest could enter the boss area before the host.
  • Fixed other issues and adjusted game balance.

May the Flame guide thee.
DARK SOULS™ III - Kimundi


Ashen Ones,

Dark Souls III will be updated to version 1.09 on November 25th. The update will require an update and a server maintenance:

PS4: 2am to 4am CET / 5pm tp 9pm PST
Xbox One: 2am to 8am CET / 5pm to 11pm PST
STEAM: 9am to 11am CET / 12am to 2am PST

Please find below list of changes that will be deployed with this update:
  • Updated multiplayer in the Painted World of Ariandel so that guests can also fight Sir Vilhelm.
  • Fixed an issue in the Painted World of Ariandel where Sir Vilhelm would get trapped in the rocks.
  • Fixed an issue in the Painted World of Ariandel where Sir Vilhelm would disappear/reappear in certain areas.
  • Fixed an issue in the Painted World of Ariandel where the character name is not displayed when locked on to Livid Pyromancer Dunnel.
  • Fixed an issue where it becomes impossible to progress further in the game because, Friede occasionally does not respawn as Blackflame Friede.
  • Fixed an issue in the Painted World of Ariandel where the Gravetender Greatwolf would not appear in the battle.
  • Fixed an issue in the Painted World of Ariandel where a crab enemy would float in the air if led to a certain location.
  • Fixed an issue in the Painted World of Ariandel where a certain Birch Woman would suddenly appear directly in front of the player.
  • Fixed an issue in the Painted World of Ariandel where certain crystal lizards would not move until they began to attack.
  • Fixed an issue in the Painted World of Ariandel where the crab enemies movement patterns would change if the player repeatedly saved/loaded data near them.
  • Fixed an issue in the Painted World of Ariandel where the knight enemies in the tower would disappear if the player repeatedly saved/loaded data in that area.
  • Fixed an issue in the Painted World of Ariandel where a bridge would break in the host's side, but not on the guest's side.
  • Fixed an issue where the application would freeze upon trying to load a 6-Player undead Match.
  • Fixed an issue in the Undead Match where the controls at times become unresponsive when joining a session.
  • Fixed an issue in the Undead Match where consumable items were not restored after the battle ended.
  • Fixed an issue in the Undead Match where the player is unable to see other players' soceries such as Homing Soulmass, Homing Crystal Soulmass, etc.
  • Fixed an issue where some motions which were improved in patch 1.08 did not take effect when a weapon was equipped to the left hand.
  • Fixed an issue where the weight of Curved Swords fluctuated in Regulation 1.22.
  • Fixed an issue where the player can fall from any height by repeatedly performing the Crow Quills skill while the Silvercat Ring is equipped.
  • Fixed an issue where player could not be absolved of sin as long as Siegward of Catarina remained in Irithyll of the Boreal Valley.
  • Fixed an issue where the player was able to leave the area during the battle with the Crystal Sage.
  • Fixed an issue in the Grand Archives where the Elder Prince, Lorian would warp outside of the boss area.
  • Fixed an issue in the Grand Archives where a boss battle would start upon returning from a multiplayer session.
  • Fixed an issue where the guest could enter the boss area before the host.
  • Fixed other issues and adjusted game balance.

May the Flame guide thee.
DARK SOULS™ III

Screenshot by James Snook

Which Souls shines most brightly in the darkness? This month we're giving our verdicts on some of PC gaming's most beloved series, including Fallout and Mass Effect. Now we tackle From Software's unlikely PC success story.

Dark Souls is the most important action-RPG since Diablo. Its success essentially created the gaming zeitgeist of the 2010s, proving that million of players want challenging, intricate, technical, even obtuse games. That rough edges can be selling points, not problems to be focus tested away. That patience and precision actually work really well paired with the absurd interactions of online multiplayer, when you're smart about how you put them together.

And the Dark Souls series has done more than inspire dozens of games to follow its design, though that's been enough to reshape RPGs and action games since 2011. More importantly to the PC, the Dark Souls series has blazed a trail for Japanese game developers on our platform. Without Dark Souls doing it first, it's hard to imagine PC ports like Valkyria Chronicles and Deadly Premonition ever making it to PC.

The Dark Souls games are similar enough, and beloved enough, that ranking them means picking apart their most minute details, scrutinizing where they overlap and where they diverge. The worst of them is still one of the boldest action games of the decade. But which is the best? In ascending darkness, from worst to best...

Dark Souls 2

More souls for the sake of moreDeveloped: From Software | Published: Bandai Namco2014

Uneasy lies the head that wears a crown. With Dark Souls, From Software channeled a very particular taste for design director Hidetaka Miyazaki's into something remarkable. How do you replicate that in a sequel, when the director is off working on another project? Follow the sequel formula to the letter: more of the same, but just a little different.

Dark Souls 2 is a massive game, sprawling across a wider variety of twisted fantasy landscapes. There are dozens more weapons than in the first, some old and some new. Some areas are crowded with more and better-armed mobs of enemies, placed with just a bit more eagerness to ambush. The concept of hollowing is now more complex, chipping away at your lifebar with each death, and the binary risk/reward for being human no longer applies: you can still be invaded while hollow, but can't summon other players to aid you. Dying sets you back to a bonfire and means you have to progress through the same enemies again, but kill them enough times and they disappear, leaving the area empty without the use of a certain item.

Dark Souls 2 is filled with many other small changes, like summoning having a time limit and online play being tied to "soul memory," an uncontrollable stat based on every enemy soul accrued throughout the game. Its many areas are strung together more linearly with little thematic connection and even less interlinking, offering up forgettable bosses as often as remarkable ones.

By the end, it feels like a game built to offer more of everything, bloating in the process, with returning elements tweaked for the sake of being different. And in striving for that distinction, Dark Souls 2 often misses the minutia of what made the first game such a delicately magical combination of ideas.

Dark Souls 2 looks and plays like a hollowed version of Dark Souls: much the same in the obvious ways, but without the fire of humanity burning within it.

Screenshot by Flickr user Natty Dread

Dark Souls 3

The art of the duelDeveloped: From Software | Published: Bandai Namco2016

Dark Souls 3 reverses nearly every change made by Dark Souls 2 to deliver a game that is as direct a sequel, narratively and thematically and mechanically, as director Miyazaki will likely ever make. It also bears the influence of his PS4 exclusive Bloodborne, ramping up the slow pacing of Dark Souls with faster movement and more fluid animations for both players and enemies. The result is a game that still requires caution and patience, but weapons feel more satisfying to swing and enemies are all the more terrifying as they dash towards you with blades drawn.

Where Dark Souls felt fiercely, defiantly original and Dark Souls 2 felt scatterbrained in its attempts to cover new ground, Dark Souls 3 pays homage to the first again and again. At times this feels disappointing, retreading environments and enemies that feel familiar, but this theme of recursion is embedded deeply in the game. Lore is doled out in item descriptions and environmental storytelling and vague NPC dialogue, making it easy to miss. But when you grasp the history of this place and the purpose of your journey, understanding the ties to Dark Souls' Lordran imbues the last hours of Dark Souls 3 with the greatest sense of majesty and meaning, of coming together, in the entire series.

Dark Souls 3 benefits greatly from newer console hardware, adding depth and beauty and scale to its familiar castles and undead settlements and hellish underground worlds. It's the most grotesque and grandiose, with more processing power to fit more enemies into the world without performance drops. And it's certainly the most player-friendly, amply doling out bonfires to warp between and return to. Again, like in Dark Souls 2, a tiny bit of the magic is lost, here. The world is intricate and hides so many secrets, optional areas big and small, but you'll spend less time discovering honeycomb links between new and old.

It feels right for Dark Souls 3 to sit in the middle. It corrects mistakes and missteps and is absolutely the most fun of the three to play. It runs like a dream at 60 frames per second. Duels with knights are tense and exhilarating, mobs are balanced to be overwhelming but rarely unfair, bosses are breathtaking and creative. Changes to the weapon upgrade system and equip weight encourage more experimentation with builds, and the world is so gorgeous it compels exploration. Its NPC storylines are fascinating, though near impossible to follow without a guide. An action game everyone should play.

It's just no Dark Souls.

Screenshot by James Snook

Dark Souls: Prepare to Die Edition

The true heir to Super MetroidDeveloped: From Software | Published: Bandai Namco2012 (on PC)

I find it hard to convey exactly what it is that I think makes Dark Souls such a singular game, but this is the idea I keep coming back to: it's the imperfections that make it. Dark Souls 3 is a fantastic game with far fewer rough patches it streamlines playing online, traversing the world, equipping armor. It is a less frustrating game, which should make for a better game. And yet the difficulties of Dark Souls' frustrations lead to greater triumphs, greater discoveries, and greater mastery that a more polished game will never quite be able to recapture.

When players talk about the Souls games, they too often focus on the difficulty, that being hard is what makes them good. I think that's missing the point. Yes, difficulty is part of what makes them the best action-RPGs of the decade, but it's specifically the way the Souls games are difficult that makes them so bold and refreshing. It's why Dark Souls hit the gaming world like a bomb in 2011, and while the sequels follow its philosophy they never manage it with quite the same style. In Dark Souls, the undead soldiers roaming the remains of their civilization are not your true enemies. The mighty Black Knights guarding their towers are not your true enemies. The demons waiting in the darkness of Sen's Fortress are not your true enemies.

Dark Souls is the true enemy. The entirety of Dark Souls AI, invading players, geometry, frames animation, attack patterns, bugs, draw distance, controls, even flavor text is an enemy to be studied, understood, and defeated.

Screenshot by James Snook

The difficulty of Dark Souls beckons players to overcome it in any way possible, and so we do, in so many creative ways. Ways that would often be off-limits in other games. Someone would've programmed a dragon's tail not to take damage, because you aren't meant to hide under a bridge and shoot it with 100 arrows from afar, collecting one of the game's best weapons with little effort. A designer would've warned you that attacking NPCs removes them from your game world forever, or made them invincible. A writer would've spelled out the importance of humanity and boss souls, so you don't mistakenly waste them.

Dark Souls does none of these things. It frustrates. It obscures. It leaves you to figure out your own solutions and demands patience and skill while overcoming them. And it gives you such a surge of satisfaction for overcoming those obstacles, either hard-earned or illicit. Sometimes a victory feels like you've outsmarted the designers. Outsmarted the game itself, cheating it of its dominance. But this is allowed, even encouraged, to beat Dark Souls by any possible means.

In a game without such a strong vision and fascinating world to discover, step by tender step, the places where Dark Souls prods and annoys and leaves things unfair or imperfect would make for a lesser game. They would detract from the experience of playing it. And for the first few hours of play in Dark Souls, they do. But that moment when it clicks when you understand the freedom you have to claw your way over obstacles in so many different ways it's suddenly very, very hard to stop playing. What a game.

DARK SOULS™ III

The winners of the 2016 Golden Joystick Awards have been revealed, with the coveted Ultimate Game of the Year title going to the grossly incandescent Dark Souls 3. Elsewhere, Overwatch took home the most awards of the evening, including Best Original Game, Best Multiplayer Game, Competitive Game of the Year, Best Gaming Moment, and PC Game of the Year.

Geralt emerged from his bath long enough to claim a bunch of awards for The Witcher 3: Blood and Wine and, hey, an expansion pack winning so many awards is an exceptional thing. Wild Hunt was last year's Ultimate Game of the Year, while Blood and Wine bagged three awards this year, for Best Storytelling, Best Visual Design, and Best Gaming Performance (recognising the fine work of Geralt's voice actor, Doug Cockle). But there's another award heading home with developer CD Projekt RED tonight: one for Studio of the Year.

Fallout 4 won Best Audio, while Sean 'Day[9]' Plott was crowned Gaming Personality of the Year. Firewatch took home the Indie award, Titanfall 2 bagged Critics Choice, and Stardew Valley's Eric Barone claimed the Breakthrough title. There are more, so many more awards to list, but it might be easier if I use bullet points:

  • Best Original Game in association with The Sun - Overwatch
  • Best Storytelling - The Witcher 3:Blood and Wine
  • Best Visual Design - The Witcher 3:Blood and Wine
  • Best Audio in association with DTS - Fallout 4
  • Best Indie Game in association with Kotaku UK - Firewatch
  • Gaming Personality of the Year in association with Guiness World Records - Sean Plott (Day[9])
  • Best Multiplayer Game in association with PC Gamer Weekender - Overwatch
  • Competitive Play of the Year in association with PC Gamer Pro - Coldzera's jumping AWP quad kill at MLG Columbus
  • Best Gaming Moment in association with Absolute Radio - Play of the game in Overwatch
  • YouTube - Upcoming Personality of the Year - Jesse Cox
  • Studio of the Year in association with Edge - CD Projekt Red
  • Innovation of the Year - Pokémon GO
  • Lifetime Achievement Award - Eiji Aonuma
  • Best Gaming Platform - Steam
  • Best Gaming Performance - Doug Cockle
  • Competitive Game of the Year in association with PC Gamer Pro - Overwatch
  • Nintendo Game of the Year in association with Gamesmaster - The Legend of Zelda:Twilight Princess HD
  • Playstation Game of the Year in association with OPM - Uncharted 4: A Thief's End
  • Xbox Game of the Year in association with OXM - Rise of the Tomb Raider
  • PC Game of the Year in association with PC Gamer - Overwatch
  • Handheld/Mobile Game of the Year in association with Digital Spy - Pokémon GO
  • Breakthrough Award - Eric Barone - Stardew Valley
  • Hall of Fame - Lara Croft
  • Critics Choice Award - Titanfall 2
  • Most Wanted Game in association with Green Man Gaming - Mass Effect Andromeda
  • Ultimate Game of the Year in association with GamesRadar+ - Dark Souls 3
...