

At the time of writing, characters who rely on sorcery and miracles seem weak next to melee characters. One area of Dark Souls 3 that could do with patching, the performance issues aside, is magic. All that toil and terror, all those agonising scraps with the dregs of series creator Hidetaki Miyazaki's subconscious, reduced to a huddle of turrets on the horizon.



Many of the key locations are visible from a distance, and, as with Lordran, contemplating an area you've just overcome from a precipice satisfies in a way no item reward ever could. The game takes place in the grounds of a gigantic castle, spilling down from airy battlements to a village, forests, a cathedral, a diseased swamp and skeleton-ridden catacombs that take you beyond the curtain wall to a frostbitten citadel. Dark Souls 3's geography isn't nearly as disconnected, though it can't rival the exquisitely meshed, wraparound terrain of the original. Talk of Dark Souls 2 may give seasoned Souls cartographers the shakes, but fear not. As with Majula in Dark Souls 2, the latter now serves as a distinct customisation hub, accessible via teleportation from bonfire checkpoints out in the world, where you'll encounter merchants, a mournful Firekeeper who handles character levelling and Andre, the original game's grandfatherly blacksmith. Your quarry this time are four wayward Lords of Cinder, whose embers must be restored to their thrones in Lothric's version of Lordran's Firelink Shrine. In broad terms it's a rewrite of the original: the player is once again a cursed undead, resurrected to seek redemption by slaughtering corrupted beings and exchanging their souls for level-ups and gear. But one significant drawback is that Dark Souls 3 lacks a voice of its own. The two styles are expertly blended over the course of a majestic 60-70 hour adventure, and you can, of course, shift the emphasis by tweaking your character's stats appropriately.
