![]() ![]() ![]() The situation is so grim, that at the Dreg Heap there are literal vertical dives into giant buildings turned sideways. The world is in a rapid state of decay: ruined kingdoms collapse on one another, slowly drifting inwards towards the earth, converging into a common place. ![]() what we see at the Kiln of the First Flame and at the Dreg Heap. The key to DS3's plot is how what we seem to be experiencing through most of the game is the final step before the "true" state of the world around us i.e. However, for all its gameplay-related repercussions, there is definitely a hint of consistency in such a design that is related to the plotline of DS3. ![]() It does feel like a step back from the incredible map design of DS1 where secret paths and shortcuts create a fluid, interconnected world. Relatively few areas are able to be accessed by just traversing to them which makes warping essential (and thus readily available) from the very beginning of the game. The most striking thing that I noticed gameplay-wise when playing through DS3 for the first time is how little interconnectivity there is between the areas of the game. ![]()
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