Sixty seconds later, I realised I’d been had, and was forced to take a tea break to contemplate my gullibility. One particular message read ‘illusory wall ahead’, and so, trusting my fellow man, I repeatedly slammed myself into the stone facade in front of me expecting to find myself staring at the train to Hogwarts. Of course, not all players will be as kind. These notes were great at making me aware of bonuses that would usually have passed me by as well as keeping me out of harm’s way where I would usually have charged to my death. One might read ‘weapon / to the right’ or ‘beware / ambush’. Each short communique is made up of selections from two drop down menus of phrases. It’s now possible to message markers on the ground which appear for other players during their own playthroughs. More often than not though, my playthrough suffered the same haphazard blade swishing as co-op.ĭark Souls III’s multiplayer does have a few other tricks up its sleeve, which are smarter than its PvP and co-op modes. NPC enemies won’t attack you in this form, so by positioning yourself next to a boss, you can force the other player into an unfavourable fight by effectively impeding their progress unless they come past you. That said, there exist a great many tactical options when playing as the dark spirit. Dark Souls III often feels challenging, but this felt unfair. Subsequent attempts almost always saw me spawn in worlds where the player had summoned several allied phantoms to assist them, leading to one fight which was a five vs one washout. When first using the orb, I couldn’t find the opposing player no matter how hard I tried, leading me to suspect that the spawn point was misplaced or the other player had left without me being notified. If the dark spirit slays the host, or vice versa, the winner receives rewards such as precious precious estus flasks. Rather than arriving as a friendly phantom in another game, you spawn as dark spirit whose mission is to slay the other player. Using a red eye orb, another item in the inventory, invokes PvP instead of co-op play. It worked so perfectly that we brought Madame Lankyblades (I’ve taken to renaming the monsters to reduce the sense of impending doom) down without losing a single member of the party. By some miracle of psychic communication, my team arranged ourselves into a pattern where we took turns to be the bait whilst the others flailed away at its legs. The one exception the rule I witnessed was the final boss of the multiplayer test.
All the careful level design, placement of monsters and delicate positioning goes out the window when five players descend on an area designed for a solo combatant. Herein lies another issue teamfighting tends to descend into organised chaos where all members simply fling themselves into the mass of monsters ahead. For every extra player boss HP is increased two fold and standard enemies by fifty percent, but with the sheer amount of swords swishing about, this didn’t seem to matter at all – almost all enemies fell immediately beneath our swarm. Often my blade didn’t even connect once, and I’m pretty convinced that had I chosen to pop out for a Cornish pasty, the team might not have noticed my absence.ĭark Souls III cranks up the difficulty relative to the amount of allied players. My last experience of Dark Souls III saw me at the wrong end of an unbridled spanking, so company from other players was welcome.Ī party of five makes mincemeat of most challenges, and whilst the brief interlude from my inner monologue of constant disappointment and shame was cheering, the ease of our progress did undermine my sense of achievement. In this day and age, we’re used to having functions like multiplayer at our fingertips, and don’t expect to have to go searching for it. Almost all the soul signs I found were clustered around the bonfire checkpoint at the beginning of the level, but it took me a good hour of hunting to find this out, leading to unnecessary head scratching. Soul signs appear in the exact place they were initially cast, which means they can be easily missed.
Whilst in practice this isn’t all as befuddling as it sounds, it still makes joining other players more complicated than it should be.
It’s possible to scoop up a maximum of four players into your own instance at any given time. This allows you to see soul signs other players have cast and summon them into your world instead. These glowing markers can be seen by other players in their own instances of the game, and if activated summons the soul sign’s caster to assist the ‘host’ player as a friendly phantom.Ĭonversely, if you want other players to help you out in your instance of the game, then an item called an ‘ember’ must be used. Soapstones allow you to cast a ‘soul sign’ on the ground.