Undead Settlement

Preface The Undead Settlement is admittedly pretty mundane. Compared to many other part of Dark Souls III, (DS3) a town of Undead is nothing new. In fact, I assume that most recognize the obvious allusion to the Undead Burg, another town of immortals found at the foot of a much larger and more powerful country. […]

Valley of Defilement

Preface C.S. Lewis once stated that he would rather live under the tyranny of robber barons than that of moral busybodies, for the latter’s conscience encourages them to never relent. While I cannot say if Director Hidetaka Miyazaki is familiar with the words of a Christian theologian, they are certainly appropriate for the story of […]

Stonefang

Preface I originally found Stonefang Tunnel to be the least interesting area of Demon’s Souls. Indeed, it is a rather unremarkable locale compared to the more culturally unique places we visit, with its people perhaps the most uni-dimensional in theming. Even in terms of gameplay, the area serves mostly as a place to farm and […]

Temple of God

Preface During an interview for the original Dark Souls, Director Hidetaka Miyazaki said that he had created the character of Solaire partially to rebut accusations that he had a slant against religious people, presumably in reference to his depiction of the priesthood in Demon’s Souls. While I can understand these complaints on their surface, the […]

Irithyll

Preface Irithyll is the lengthiest topic I have ever written an analysis for, which serves as a testament to its importance to the story and setting of Dark Souls III. (DS3) Expertly building upon the circumstances from Dark Souls (DS1) and Dark Souls II (DS2) to advance the overall narrative to its natural conclusion, the […]

Heide

Preface Heide embodies perhaps the most frustrating aspect of FromSoftware’s approach to Dark Souls II. (DS2) We are provided very little to work with even compared to similarly ancient events in the original Dark Souls. (DS1) As a result, reconstructing the overall picture of these ancient civilizations relies more heavily on inference than ever before, […]

The Gutter

Preface The Gutter is perhaps the most visually appealing iteration of FromSoftware’s infamous trash levels, largely because it is divorced from the traditional swamp aesthetic. Despite inheriting almost all of the themes and motifs from past levels of its ilk, omitting their most recognizable aspect helps alleviate the repetition. That said, a more creative aesthetic […]