DARK SOULS™ III

Before you read on, be well aware: this story contains huge Dark Souls 3 spoilers.

Now that we've got that out of the way, consider this: Pontiff Sulyvahn, one of Dark Souls 3's first brutally difficult bosses, took me around a dozen attempts to defeat. Some players might be forgiven for thinking Dark Souls 3 isn't that hard until they come up against this nasty bugger, hidden in a stately hall above the Irithyll Valley.

Except one clever player has managed to beat the fiery sword-wielding brute in a solitary swipe of his sunlight straight sword. You can watch YouTuber neptunusequester pull that off in the video below, but how did he do it? Redditer HolidayForHire has a strong theory, though be warned that it'll only work in New Game Plus, as it requires a bunch of high level equipment. Even so, neptunusequester claims he was only at Soul Level 70 when he pulled off the feat.

There's a wealth of videos online depicting brave hollowed smiting bosses in Dark Souls 1 and 2 with one hit, and it looks like the community is determined to do the same in this final instalment. Wake me up when someone brings the Nameless King down with one hit.

Cheers, Eurogamer.

DARK SOULS™ III - contact@rockpapershotgun.com (Alec Meer)

Blindspots is a new, irregular series in which I play games, series or genres that I have, for one reason or another, never spent significant time with. Sometimes that’s because of simple omission, other times it’s because I’ve deliberately avoided them – convinced that I wouldn’t enjoy them or that they were poor quality. My intent is to play each for long enough that, at the very least, I understand their appeal in order that I no longer dismiss them out of hand, but ideally I’ll reach the point where I break through the wall of ignorance or fear and love them as my own.>

We begin with the Souls games, specifically the recent Dark Souls III. I have resolutely steered clear of this series because I have been certain that they would be too ‘difficult’ for me. Because I am a pathetic little babyman.

… [visit site to read more]

DARK SOULS™ III - contact@rockpapershotgun.com (Brendan Caldwell)

When Dingle arrives at the circular ruins outside the old church, the first thing he sees is a man in a crown, holding a flaming torch – it is the man he must kill. But the crowned man shows no fear, he simply waves and beckons him over. Dingle is curious. He approaches with caution and looks into the grassy arena below, where he sees two dark spirits – red phantoms like himself – taking swings at each other. The man in the crown begins silently dropping glowing stones everywhere, one by one. There are two more red phantoms squatting on the stone ledge nearby, quietly watching the duel below.

Dingle (full name: Dingle Dongle) looks at the fight, then at the man he is supposed to kill, then at the spectators. Then he does something that more and more dark spirits in Lothric are doing. He puts his weapon away, he sits down and he waits his turn.

… [visit site to read more]

DARK SOULS™ III

Travel along the Road of Sacrifices in Dark Souls 3 and you ll come across a massive, festering swamp. It s a grim place, crawling with the undead and, most terrifying of all, giant crabs. But it s also littered with useful items, making a dash through the sickly green sludge worth the danger of getting caught in their pincers. One of these items is the Fallen Knight set, an intriguing suit of black armour with decent protection against fire. It s stylish and intimidating, looking like something Kylo Ren would wear to a Renaissance fair, and it s one of my favourite sets in the game. But beyond its fashionable design, there s also a secret tragedy lurking behind that menacing helm.

In the Souls series, lore can be uncovered by reading item descriptions. Checking the description for the Fallen Knight set, it describes the former owner of the armour as a member of an order of knights who disbanded and fled, but met untimely deaths. One of those deaths, it seems, was in this stinking swamp. Take some time to study the armour and you ll see delicate gold patterns engraved into the black metal. It s clear this isn t just a bog standard suit of armour knocked up by a village blacksmith. The knight would have earned this, or been given it for some special reason.

Which makes the fact that he s attempted to hide it with an old, tattered cloak all the more mysterious. At one time this knight might have worn this armour with pride, but now he s trying to disguise it, as if he s ashamed of it. Or, more likely, ashamed of himself. I get the feeling that, after whatever made him flee, and whatever he was fleeing from, he became something similar to a masterless samurai. I can imagine him wandering Lothric, working as a sellsword, looking for a purpose in life, before meeting his demise on the Road of Sacrifices, probably in the claws of one of those monstrous crabs.

The armour is badly worn too. There are dents, scratches, and weapon impacts all over it, indicating many battles fought, or a hard life on the road. You can t help but wonder what this magnificent black and gold armour looked like when it was new, pristine and gleaming on the back of a proud young knight. But now it s battered, filthy, and draped in a ragged cloak. Dark Souls is great at imbuing its world, weapons, and armour with a melancholy sense of history, and the Fallen Knight set is a wonderful expression of this. Even the slot on the helm makes it look like it has a sad, pained expression.

But there s more. The helm, armour, and gauntlets have almost identical descriptions, but examine the trousers and you ll find an additional detail about the troubled past of their former owner. It reveals that the trousers are dampened and indelibly stained with the misery of flight , which is a lyrical, poetic way of saying our knight pissed, and possibly shit, himself while he was running away. I love this, because at first glance the Fallen Knight set looks so cool and sinister, but then you learn the truth. It s a nice subversion that only makes the backstory of the armour even sadder, and an amusing joke at the expense of players who don t read the item descriptions.

There might be other items in Dark Souls 3 or clues from previous games that further embellish the story of these fallen knights, proving my speculation wrong. But that s the beauty of the Souls games. You re given subtle clues and left to piece the lore together yourself. That a single suit of armour found lying in a swamp can tell such an evocative story whether my version is accurate or not speaks volumes about the attention to detail in these games. I ve fought through gruelling dungeons and vanquished fearsome bosses in this old, forgotten armour, so perhaps I ve restored some glory to it and the memory of its previous owner. And you get used to the smell after a while.

DARK SOULS™: Prepare To Die™ Edition - contact@rockpapershotgun.com (Philippa Warr)

If I have learned anything from reading other people’s opinions about Dark Souls it’s that Dark Souls is probably a metaphor for something. But what? WHAT? There are so many conflicting opinions out there.

Well, that’s where your pal, Pip (that is me), can help. I have come up with a definitive list of ways to interpret Dark Souls correctly:

… [visit site to read more]

Counter-Strike 2 - contact@rockpapershotgun.com (Alec Meer)

“These charts are supposed to be weekly, Meer.” “I know, but I keep having to go away for unhappy reasons.” “Oh OK, but you’d damn well better tell me what were the top ten best-stelling Steam games last week, or I’m going to spraypaint pictures of bottoms onto your house.” “Alright, alright, here you go.” … [visit site to read more]

DARK SOULS™ III

Leaving and receiving gifts is one of the few genuinely nice things you can do in Dark Souls 3. After all, if you ve got 99+ Embers in your inventory, why not drop a bunch for the pyromancer you ve just invaded? Better still, why not hand off that boss weapon you don t need anymore? It s a noble gesture for sure, but it looks like some hackers have been using the system to destroy save files.

In a statement by Bandai Namco at the weekend, the publisher warns that players receiving an invalid game data message upon booting the game might be the unsuspecting receivers of illicit goods. Basically, if a hacker has jacked the damage up on a weapon and then attempted to hand it to another player, the recipient will receive the message until they ve removed the offending save data.

This message is intended to inform end users that some external file, modification of game save data, exploit or cheat/hack, or alterations to the game have been detected by the Dark Souls III server team and that the end users' account/profile has been flagged for further investigation, the statement reads.

As a result of these shenanigans, players are warned to remove the offending save data quickly if they receive the message. Meanwhile, all users are warned to regularly back-up their save data if they want to keep swapping goods with other players.

The warning message will continue to be displayed until the Dark Souls III server team has determined whether or not a violation of the End User License Agreement (EULA) occurred, the statement continues. At that point the account/profile will either have restrictions placed on it (to limit the online interactions during multiplayer sessions and a further penalty message of "You have been Penalized" issued) or the "Invalid Game Data" warning message removed.

It s an unfortunate situation, but with an online system as freeform as Dark Souls these problems are bound to emerge. If you ve not mustered the bravery to interact with other players in Lothric yet, here s a good argument for why you shouldn't.

DARK SOULS™ III

But what do you really know about these Lords of Cinder, these supposed legends? Let's take Aldrich, for one: a right and proper cleric, only he developed a habit of devouring men. He ate so many that he bloated like a drowned pig then softened into sludge. So they stuck him in the Cathedral of the Deep and made him a Lord of Cinder; not for virtue, but for might.

Hawkwood, the lowly defeated Undead Legionnaire that hangs his head low in Firelink Shrine, gives the player one of the first detailed descriptions of Aldrich, Saint of the Deep and unwilling Lord of Cinder. The dialogue triggers in a timely fashion, around the time you re progressing through the swampy lands below the bridge to Lothric and towards the Cathedral of the Deep. The line s light context is enough to color the state of the world you progress through, and in turn, the sludgy descent of Aldrich as a character all without uttering another word. (Unless you count the tortured groans of the poor folks left in a Aldrich s wake.)

Dark Souls 3 kicks off in pursuit of him Aldrich bailed when called upon to link the fire. In other words, he s meant to burn to prevent the apocalypse. Pay close attention and it s easy enough to get the sense that he wasn t exactly the saint his moniker ascribes same goes for his affiliated religious institutions. It may not be possible to determine exactly who he is, but turning an open ear to the creatures and environments Aldrich has altered is enough to fill out his character in a few ways. I m no lore aficionado, so look at this piece as a close reading of Dark Souls 3 and its power as a dense impressionist game not as the final word on our slimey man.

Moby trick

The first aural indication to mark my descent was easy to miss at first, but now it stands as my favorite bit of atmosphere that reminded me where I was going and who I was after. Listen closely:

It s a heavily forested area underscored by subtle, deep sea ambience. The white noise of wind through the trees dominates, lightly punctuated by the low hum of whales. There are plenty of connotations to unpack here: whales used to be viewed as creatures as old as the world itself, a sign of sentience and knowledge impossible for man to parse, and the ocean as a primitive bed of mystery and darkness, a place no human can naturally call home. Seeing that we re headed to the Cathedral of the Deep, I m starting to doubt that the deep can be a good thing.

The oceanic sounds run opposite to what I d expect to hear in a forest, and as my brain tries to conflate signs from two entirely different settings, I get uneasy, tense. Aldrich echoes the paradox: based on the opening cinematic, he resembles a massive glob of sea scum, algae you d scrape off the underside of a boulder on the ocean floor. But he s also supposedly sentient, a formerly respectable top dog in a local religious institution. I m immediately set up to expect the impossible, but not necessarily anything too dark. Forest and ocean ambience suggest elegance (maybe a pre-goo slash cannibalism Aldrich) even though their combination is dissonant.

Narrative chunks

Deep in the forest, skinny cadavers lazily trudge around a cathedral graveyard where Aldrich was holed up. If I get too close and they discharge (not ceaselessly) a hefty amount of vomit, the ingredients of which look like maggots and milk, a brand of cereal I can t quite get behind.

Dozens of these enemies dot this area, and even though they re easy to avoid, running past triggers puking for most of them, kicking off a cascade of vomitry that puts Mr. Creosote to shame. It s more overtly gross than anything I can recall from the previous games, but still serves to characterize the gluttonous goo man we re after. Every retch is an upsetting hybrid of a froggy croak and what sounds like a toilet flipping over, the exaggerated sound carrying connotations of overeating, sickness, and possibly trauma on a massive scale. I wonder if they died from this sickness and were buried in the cathedral graveyard in droves, or if the sickness is what caused them to rise from the dead. For there to be a graveyard in the open and not some guarded pit implies that this puking-slash-rising dead deal wasn t always a problem, and perhaps Aldrich s presence and transformation touched a certain dark magic the deep that ran wild and started to seep further out from the cathedral over time. Why should a church even need such a huge graveyard? What Aldrich did to cause such a sickness is uncertain, but our bellies are definitely meant to ache in gurgled harmony with the infected denizens affected by his presence.

Aldrich was a known hungry boy, so maybe these walking corpses are failed acolytes, like the rotten apple counterparts to the fresh grub men I run into next.

Wet and wild

It may sound like I was dancing around in ankle high water during this fight, but it took place on a stone surface inside a cathedral. Liquid sloshes around inside of the six or so maggot slug humans I m fighting. Every hit is like taking a butcher knife to a pile of rotting watermelons. They emit vaguely human gargles as they die, and I emit vaguely human gargles in response. It s unpleasant, in large thanks to the sound.

The resolute wetness echoes the earlier oceanic connotations. Looking like grubs is one thing, but because they move with such pronounced sloshy sounds, it s suggested that these maggot men are fairly sumptuous and juicy, perhaps disillusioned members of Aldrich s church that have a side gig in his snack drawer. I wouldn t be surprised if that was the case. A religious institution might hold a lot of influence over its desperate clergy during the very real end times. Aldrich wanted to stay on top, to stay strong, so he turned the process of plumbing up and eating his bros into an honorary religious rite even after he was gooified and scooped up and locked in his coffin. I get the impression his connection to dark magicks was strong enough to penetrate his prison and that he ran the place from the inside.

Rosaria, a vaguely woman-shaped pile of flesh and leader of the Fingers of Rosaria invasion covenant, seems to be head chef. The grub men hang out almost exclusively outside her chamber door, and upon completing a sidequest for her, she silently rewards you with a grub man of your own to kill. Do the thing, and you re rewarded with loot. There s no doubt these juicy boys are disposable, and I wouldn t be surprised if Aldrich disposed of them regularly.

Hollow there

Eventually, I stumble into Aldrich s coffin-chamber, where he s supposed to be imprisoned until someone like myself rolls in, ready to reduce the guy to ash and prevent the apocalypse. I m greeted by about two-dozen deacons with glowing red eyes, a boss fight foreshadowed by a prominent tableau located next to the first cathedral bonfire.

The deacons appear undead in the present, a hollowed remnant of their former selves and less capable of reason (a fairly obvious side effect of the undead curse), but what struck me about the tableau after revisiting it was that the deacons are depicted as undead in it as well. This implies that the church embraced the deep eldritch (Aldrich) knowledge from the get-go. The institutions set in place maybe have been constructed to build harmony around the mysticism of the deep s power, but once Aldrich arrived and grew in strength, it s clear from the devastation of the environments that all those plans have gone to shit. The deep s on the loose.

This further solidifies my belief that Aldrich was never actually held against his will after his transformation into sludge, but continued to rule the church, amplify its connection with the deep (a dark abyssal realm, I imagine), and use the churchgoers as a steady resupply station for food and power until he was ready to take off in search of a larger powers and entities to consume. Aldrich wasn t just begrudgingly hiding in wait until the Ashen One swung by to take him to Firelink Shrine, but was actually preparing to subvert the fire-linking process entirely by embracing the deep, the darker plane, and possibly becoming ruler of it altogether. He s not just a pile of sludge; Aldrich is a desperate, egotistic, cruel man on the run. He s one of the most obvious, influential, and nuanced villains in the Dark Souls series.

Exactly how he obtained that influence, who knows? Maybe he was cunning and charming, easy to trust. Perhaps he subsumed all these people and grown in size and power, literally a massive katamari of ooze tearing through the land. We could ve just encountered Aldrich as a boss after reading a few small pieces of lore, but Dark Souls 3 dedicates entire zones to characterizing the liquid lord, and the environment is the primary tool with which we can build our strongest perception of Aldrich, even if that characterization isn t definitive. The most engaging aspect of Dark Souls 3 (for me) are it s questions, and the trust it places on the player to puzzle them out. There are no easy conclusions here, nothing set in stone, just a pile of imaginative building blocks, and we re left in charge.

DARK SOULS™ III

Dark Souls 3's PvP is a uniquely terrifying experience at the best of times. Now imagine rounding a corner in a toxic swamp to find Shrek, Donkey and Puss In Boots (or some bloke who's been at the Sunny Delight) staring you down.

Iron Pineapple and friends take their roleplay seriously, or not at all seriously, depending on how you look at it. Either way, they defend their swamp with vigor. In fairness, invaders were warned they were on private property before being ground into paste.

There's magic in a good character creator, and in this instance the player-made avatars would horrify most bosses.

DARK SOULS™: Prepare To Die™ Edition - contact@rockpapershotgun.com (Michael Johnson)

To many, Dark Souls III [official site] can be summarised as a boss stamping on a human face forever. We’re here to help. This is a guide to killing all of the bosses in Dark Souls 3 but it’s not simply a how-to-murder manual. It also takes a look at some of the sumptuous design and the patchwork lore surrounding many of the bosses, explaining who they are, what they leave behind when they perish, and why it’s necessary to steal all of their souls. As such it’s absolutely riddled with spoilers, as well as strategies and a sprinkling of silliness.

… [visit site to read more]

...