Dark Souls III

geniasis
Review by
08 Jun 2024
Awesome
86th percentile
92
This review contains spoilers
To return to Lothric in the modern era—after the open-field maximalism of Elden Ring has rewired our spatial expectations—is to step into a claustrophobic tunnel of time. If the earlier entries in FromSoftware’s opus were about the tragedy of individual kingdoms, Dark Souls III is about the structural failure of existence itself. It is a text deeply concerned with the inability of a system to imagine its own end.

Mark Fisher spoke often of the "slow cancellation of the future," a cultural condition where the new can no longer emerge because we are trapped in the recursive loops of the past. Dark Souls III is the ludic distinctification of this concept. It does not merely contain ruins; it is a ruin of its own lineage. The world of Lothric is not a geography, but a geology of previous narratives smashing into one another. The "High Wall" appears suddenly, forcing lands to converge—a violent compression of space and time that mirrors our own culture’s inability to move forward, piling the debris of history into a single, insurmountable heap.

The game’s central anxiety is the First Flame. By the time we reach this third chapter, the act of "linking the fire"—once framed as a heroic sacrifice to preserve the age of gods—has been revealed as a grotesque act of administrative prolongation. It is the maintenance of a status quo that has long since ceased to function, a refusal to let the "Age of Dark" (the unknown, the new) supersede the decaying light of the old order.

Here, the game achieves a profound, eerie resonance with late capitalism. The Lords of Cinder, who refuse to return to their thrones, are not merely villains; they are symptoms of a deep, ontological fatigue. They have burned themselves as fuel for a system that demands infinite growth from finite resources, and they have simply given up. The world is grey, washed out by the ash of burnt narratives. It feels less like a fantasy kingdom and more like a terminal ward.

What makes Dark Souls III a masterpiece of this grim philosophy is how it weaponizes nostalgia. In our current era of relentless reboots and "legacy sequels," culture often feeds us the past as a comfort blanket. Miyazaki, conversely, feeds us the past as a threat. When we arrive at Anor Londo—a glistening city in the first game—it is now frozen, dark, and rotting from the inside. The audio cues, the architecture, the very physics of the place are haunted. This is hauntology in its purest form: the agency of the virtual, where the ghosts of the experience (both the player's memories of 2011 and the in-game lore) overlap to create a sense of profound dislocation. It tells us that you cannot go home again, and if you try, you will find home has been devoured by the sludge of Aldrich.

The "Soul of Cinder," the game's final antagonist, is perhaps the ultimate symbol of this cultural inertia. It is an amalgamation of every player and every character who has ever perpetuated the cycle. When its second phase triggers and those three piano notes from Gwyn’s theme strike, it is not a moment of triumph. It is a moment of weeping. It is the sound of a history that refuses to die, a loop closing tight around the player's throat.

Yet, within this suffocating fatalism, the game offers a sliver of radical hope, distinct from the grim struggle of its predecessors. It is found not in victory, but in cessation.

The most potent ending is not the usurpation of power, nor the relinking of the fire, but the "End of Fire." In this sequence, the Ashen One allows the light to fade. The Fire Keeper speaks of a world of darkness, but notes that in the far distance, one might see "tiny flames." This is the only true exit from the loop. It suggests that for something genuinely new to be born, the old world—with its exhausted gods, its recycled architectures, and its terrified refusal of death—must be allowed to end.

Dark Souls III remains a staggering achievement because it admits what our own culture cannot: that there is dignity in the end of things. It is a beautiful, terrifying eulogy for the concept of the sequel, arguing that eventually, the fire must go out so that history can start again.
Mini Review: Dark Souls III embodies the "slow cancellation of the future." Lothric is a geology of smashed narratives, a violent compression of history where the new cannot emerge. The central ritual of linking the Fire is exposed as a grotesque administrative prolongation—a refusal to let a decaying status quo die. Here, nostalgia is weaponized; the past is not a comfort, but a hauntological trap. The game is a eulogy for the sequel, arguing that the exhausted old world must fade for history to start again
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