Enemy design is more diverse than ever; long-haired skeletal spider people sucked my face off, fire witches reduced me to ashes from a hundred yards off, and the icy quadrupedal Irithyll knights chopped me up into a big bowl of frosted flakes. Alone, they’re already a challenge, but I rarely found any baddie without a buddy. Well-paced level design kept frustration from death to a minimum. Bonfires and unlockable shortcuts typically showed up just before I ran out of healing items, and more importantly, willpower.
Dark Souls’ difficulty has always been in…
Dark Souls 3 review
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