DARK SOULS™ III

Playing now

6,542

Developer / Publisher

FromSoftware, Inc. / FromSoftware, Inc., Bandai Namco Entertainment

Release date

Apr 11, 2016

Genres

Action

Russian language

Text only, no voice-over

Price

$29.99

−50%

Steam recommendations

278,534


Tags

Souls-like
Dark Fantasy
Difficult
RPG
Atmospheric
Lore-Rich
Third Person
Exploration
Story Rich
Action RPG
Co-op
Great Soundtrack
Adventure
Action
Multiplayer

Features

Single-player
Multi-player
Co-op
Steam Achievements
Full controller support
Steam Trading Cards
Camera Comfort
Custom Volume Controls
Playable without Timed Input
Save Anytime
Stereo Sound
Surround Sound
Remote Play on Phone
Remote Play on Tablet
Remote Play on TV
Family Sharing

Veterans

10+ hours at review

94%

positive · 8,404 reviews

Newcomers

Under 2 hours at review

67%

positive · 296 reviews

At launch

First 30 days after release on Steam (11 Apr 2016)

86%

English reviews: 86% at launch → 93% now

+7

· Reviews at launch: 7,500

Russian reviews: 85% at launch → 92% now

+7

· Reviews at launch: 1,682

How opinion changes with playtime

Share of positive reviews by hours played at the time of the review. Click a column to read those reviews.
How opinion changes with playtime
PlayedPositiveReviews
Under 2h67%296
2–5h90%591
5–10h92%709
10–50h93%3,988
50h+95%4,416

Best argument for

The most helpful review from a veteran (10+ hours at review)
▲ Recommended
65 h at review166 h total
9 May 2026

Why Do We Still Reach for the Fire When It Is Dying? I did not truly understand Dark Souls when I defeated a difficult boss. That understanding arrived slowly, like cold rain sinking into old stone. At first it only felt lonely. Later I realized the loneliness had already settled somewhere much deeper. I completed Dark Souls in October 2025, and Dark Souls II a month later. Two months is not long in ordinary life, yet in the world of Souls it felt enough to watch entire kingdoms fade away. When I first entered Lordran, I believed in the fire almost instinctively. Fire meant roads, cities, memory. It meant human beings could still recognize one another in the dark. Lordran was already ruined, yet there was still dignity inside its ruin. Anor Londo stood beneath its golden illusion like the memory of a civilization that refused to admit it had already died. And Gwyn— The first time I faced him, I expected majesty. Instead I found an exhausted old king beneath mournful piano notes. He no longer felt divine. He felt tired. Like the final person remaining after the end of a long age. That was why I linked the fire in Dark Souls. Not because I trusted the gods, but because the flame still seemed capable of giving meaning to suffering. A bonfire was never merely a checkpoint. It felt human. Temporary. Fragile. Like light seen through snow from the window of a distant house. Then came Dark Souls II. Drangleic did not feel like myth. It felt like erosion. Kingdoms rose and vanished so many times that history itself seemed worn thin. What stayed with me most was not despair, but exhaustion. People no longer asked whether the fire should continue. They asked how many times the same tragedy had already repeated. Lucatiel haunted me more than any king. Her tragedy was painfully small. She did not die gloriously. She forgot herself piece by piece. Her name, her face, the reason she fought—all of it slowly disappeared beneath the curse. That was the first time I began to suspect the fire might not only preserve civilization. Perhaps it also preserved suffering. Even then, I could not fully reject it. Perhaps because I remembered the warmth of bonfires. Perhaps because I had seen Gwyn. Then I entered Dark Souls III. The Cemetery of Ash did not feel like a beginning. It felt like arriving too late. Grey sky, half-open coffins, wind moving through gravestones. The player was no longer the Chosen Undead. The player was ash: something left behind after the burning had already failed. That single idea changes the entire mood of the game. Lothric does not resemble a kingdom waiting to be saved. It resembles the last dust of many dead ages piled together. Dragon corpses hang above the High Wall. Pilgrims crawl toward the castle with bent backs. Knights continue their patrols through empty halls long after the world they protected has vanished. The game quietly tells you: the fire has burned too long. And nowhere is that sadness sharper than in the moments when the past returns. Not triumphantly. Not beautifully. As ruins. The Smouldering Lake is filled with the remains of Izalith. Quelana. The Fair Lady. Names once hidden deep beneath Dark Souls now survive only through corpses and abandoned relics. No cutscene explains their fate. You simply walk into the ruins and understand, all at once, that certain stories ended long before you arrived. That is why it hurts. The Fair Lady was never heroic in the usual sense. She was blind, ill, gentle. She endured pain quietly while others worshipped her without understanding her suffering. In Dark Souls III, she and Quelana seem finally reunited, but only after death. No farewell. No reunion. Only silence. That silence is the soul of Dark Souls III. When I returned to Anor Londo, I stopped moving for a long time. The city was still beautiful beneath Irithyll’s moonlight, but the warmth had disappeared from it. The great stairways remained. The silver knights remained. Yet it felt less like returning home than walking through the preserved body of something ancient. And then there was the Giant Blacksmith. No grand speech. No dramatic ending. Only a corpse where the sound of hammering once echoed through empty halls. That moment hurt more than many boss fights. Perhaps because bosses are meant to die. The blacksmith was not. He belonged to the ordinary rhythm of the journey. You visited him, repaired your weapon, listened to the steady sound of metal striking metal, and left again. In a world full of lies and fading gods, he felt strangely dependable. Returning years later and finding only silence there felt almost unbearable. That is what Dark Souls III understands better than most games: nostalgia is not the return of the past. It is realizing the past continued disappearing without you. The Soul of Cinder carries the same sorrow. It is not a person, but the remains of everyone who once linked the fire. And when Gwyn’s melody returns during the second phase, the entire trilogy suddenly feels impossibly distant. Gwyn is gone. Lordran is gone. The fire itself is fading. Yet something still refuses to let go. After I defeated the Soul of Cinder, I sat in silence for a very long time. The room was dark except for the monitor. The flame still flickered weakly on the screen. I did not feel triumph. I felt as though I had closed the final page of an old book and realized the people inside it were truly gone. That is why the endings matter so much. Linking the fire no longer feels glorious. The flame crawls weakly across the Ashen One’s body like the last light of a dying lamp. The ending of fire is quieter, almost merciful, yet letting the flame die carries its own grief. Even the usurpation ending cannot escape sadness. Every choice feels stained by time. And then there is Gael. At the end of the world, after kingdoms, gods, and histories have all collapsed into ash, one old knight still wanders onward searching for pigment for a painted world. Not glory. Not salvation. Only color for something that does not yet exist. There is something unbearably gentle in that. Looking back now, the trilogy feels less like three games than three stages of farewell. In Dark Souls, I believed in the fire. In Dark Souls II, I began to doubt it. In Dark Souls III, I stood before its dying light and realized doubt had not erased tenderness. For the bonfires. For ruined kingdoms. For Lucatiel slowly forgetting her own name. For the Giant Blacksmith’s hammer falling silent. For the Fair Lady waiting alone beneath the earth. For every small light that tried to survive in a world growing steadily darker. When the fire is about to fade, why do we still reach for it? Perhaps because even after everything else is gone, the hand still remembers warmth.

124 found helpful · 7 found funny
Games owned: 170 · Reviews written: 9
On Steam

Best argument against

The most helpful review from a veteran (10+ hours at review)
▼ Not recommended
106 h at review129 h total
29 Aug 2025

Игра, дальше убивающая основную идею Бабадзаки, которую он показал в 1-м дс. Локации, кишка которая не соединяется с другими, сделаны красиво, но на этом и всё. Боёвка всё такая же ебучая и кривая (в плохом смысле). По боссам разнообразие есть, но из-за боёвки, это играется отвратительно и не интересно (дай бог пару боссов вспомнить которые действительно были бы интересны (не считая опциональных, они хороши)). Мултиплеер из всех, самый токсичный и ♥♥♥♥♥♥♥♥. Желаю тем людям, которые сидят в локации после Понтифика, выйти на улицу и потрогать траву, ибо у вас скоро жопа отвалится от постоянного сидения за компом. Плюс недавно словил или баг, или читака, или какую-то другую хрень (которую можно увидеть на скриншотах в моём профиле) от которой у меня вообще пердак сгорел. Я как после вот такого должен играть в эти игры, скажите мне пожалуйста? Всё ещё Бабадзаки, не может нормально сделать игры, в которые можно было бы с удовольствием поиграть, и началось всё это именно с ДС3. Печально, но в целом, ♥♥♥♥♥.

6 found helpful
Performance
Games owned: 225 · Reviews written: 34
On Steam

Community reviews

10,000 matching

Based on the 10,000 most recent Steam reviews · updated 1 Oct 2026

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  • English reviews: 5,000, 24 Nov 2025 – 1 Oct 2026
  • Russian reviews: 5,000, 6 Jul 2024 – 28 Sept 2026
  • ▲ Recommended
    337 h at review342 h total
    19 Apr 2025

    Отличное казуальное развлечение для всей семьи. Добрые и яркие персонажи, атмосфера сказки и светлого юмора обязательно понравятся детям и их родителям!

    388 found helpful · 129 found funny
    Story
    Games owned: 835 · Reviews written: 245
    On Steam
  • ▼ Not recommended
    162 h at review185 h total
    16 Jan 2026

    Game got a price increase about 5 years after release, used to go on deep 80% sales, now you are lucky if it gets 50%, great game, awful business practices by the publishers

    341 found helpful · 10 found funny
    Value
    Reviews written: 9
    On Steam
  • ▲ Recommended
    126 h at review126 h total
    16 Feb 2026

    В конце концов, Dark Souls отлично дублирует жизнь. Ты можешь падать десятки, сотни и даже тысячи раз, но проигравшим ты считаешься лишь тогда, когда окончательно сдался.

    259 found helpful · 10 found funny
    Reviews written: 14
    On Steam
  • ▲ Recommended
    97 h at review120 h total
    22 Jan 2025

    Очень расслабляющая игра. Помогает зачилится после трудного учебного/рабочего дня, простая и не замысловатая не требующая от игрока каких то особых навыков. Боссы простые, сюжет подается прямо через кат сцены, а не через какие то описания предметов или диалоги с персонажами как в других непонятных играх. Очень порадовало что в отличии от других подобных игр боссы и другие враждебные НПС не бьют через стену и не телепортируют тебя в свой дрын, а честно бьют как и должны. Так же особое спасибо что вернули любимые болота, так они теперь еще и восстанавливают здоровье игрока и ускоряют его ходьбу ну куда уж проще) а мобы там все так и наровят поделится с нами лутом и провести к следующему сюжетному боссу) 10 впереди поможет палец из 10

    252 found helpful · 122 found funny
    Story
    Games owned: 37 · Reviews written: 6
    On Steam
  • ▲ Recommended
    129 h at review131 h total
    5 May 2025

    Когда Миядзаки били в детстве, ремнём замахивались с задержкой, чтобы он не увернулся. Однажды Миядзаки адаптировался к этому, заучил все возможные фреймы ремня и больше не получал урон. Но его отец не растерялся, потратил 2 года, чтобы снова удивить сына. Теперь он наносил в 10 раз больше урона ремнём, прыгал как угорелый по всей комнате, а так же использовал быстрые комбинации ударов, из-за чего глаза Миядзаки не успевали фокусироваться на нём. Но отец знал, что одного этого мало, чтобы удивить сына, поэтому его ремень всегда наносил урон по области, на тот случай если сын захочет перекатиться ему за спину. И даже когда Миядзаки думал, что в безопасности сможет испить свою бутылочку фанты, атака ремнём доставала его через всю комнату

    208 found helpful · 93 found funny
    Games owned: 58 · Reviews written: 3
    On Steam
  • ▲ Recommended
    17 h at review44 h total
    4 May 2025

    Игра несёт историческую ценность. Очень хорошая иллюстрация того, как по словам моего деда, он добирался до шараги. Все теже перекаты вокруг декана и выбивание шмота из студентов, фляги с самогоном восстанавливаются после отдыха. Великолепно изобразили Магнитогорск.

    142 found helpful · 63 found funny
    Story
    Games owned: 748 · Reviews written: 53
    On Steam
  • ▲ Recommended
    877 h at review3,778 h total
    16 Jul 2024

    такое себе, не затянуло.

    128 found helpful · 91 found funny
    Games owned: 265 · Reviews written: 2
    On Steam
  • ▲ Recommended
    65 h at review166 h total
    9 May 2026

    Why Do We Still Reach for the Fire When It Is Dying? I did not truly understand Dark Souls when I defeated a difficult boss. That understanding arrived slowly, like cold rain sinking into old stone. At first it only felt lonely. Later I realized the loneliness had already settled somewhere much deeper. I completed Dark Souls in October 2025, and Dark Souls II a month later. Two months is not long in ordinary life, yet in the world of Souls it felt enough to watch entire kingdoms fade away. When I first entered Lordran, I believed in the fire almost instinctively. Fire meant roads, cities, memory. It meant human beings could still recognize one another in the dark. Lordran was already ruined, yet there was still dignity inside its ruin. Anor Londo stood beneath its golden illusion like the memory of a civilization that refused to admit it had already died. And Gwyn— The first time I faced him, I expected majesty. Instead I found an exhausted old king beneath mournful piano notes. He no longer felt divine. He felt tired. Like the final person remaining after the end of a long age. That was why I linked the fire in Dark Souls. Not because I trusted the gods, but because the flame still seemed capable of giving meaning to suffering. A bonfire was never merely a checkpoint. It felt human. Temporary. Fragile. Like light seen through snow from the window of a distant house. Then came Dark Souls II. Drangleic did not feel like myth. It felt like erosion. Kingdoms rose and vanished so many times that history itself seemed worn thin. What stayed with me most was not despair, but exhaustion. People no longer asked whether the fire should continue. They asked how many times the same tragedy had already repeated. Lucatiel haunted me more than any king. Her tragedy was painfully small. She did not die gloriously. She forgot herself piece by piece. Her name, her face, the reason she fought—all of it slowly disappeared beneath the curse. That was the first time I began to suspect the fire might not only preserve civilization. Perhaps it also preserved suffering. Even then, I could not fully reject it. Perhaps because I remembered the warmth of bonfires. Perhaps because I had seen Gwyn. Then I entered Dark Souls III. The Cemetery of Ash did not feel like a beginning. It felt like arriving too late. Grey sky, half-open coffins, wind moving through gravestones. The player was no longer the Chosen Undead. The player was ash: something left behind after the burning had already failed. That single idea changes the entire mood of the game. Lothric does not resemble a kingdom waiting to be saved. It resembles the last dust of many dead ages piled together. Dragon corpses hang above the High Wall. Pilgrims crawl toward the castle with bent backs. Knights continue their patrols through empty halls long after the world they protected has vanished. The game quietly tells you: the fire has burned too long. And nowhere is that sadness sharper than in the moments when the past returns. Not triumphantly. Not beautifully. As ruins. The Smouldering Lake is filled with the remains of Izalith. Quelana. The Fair Lady. Names once hidden deep beneath Dark Souls now survive only through corpses and abandoned relics. No cutscene explains their fate. You simply walk into the ruins and understand, all at once, that certain stories ended long before you arrived. That is why it hurts. The Fair Lady was never heroic in the usual sense. She was blind, ill, gentle. She endured pain quietly while others worshipped her without understanding her suffering. In Dark Souls III, she and Quelana seem finally reunited, but only after death. No farewell. No reunion. Only silence. That silence is the soul of Dark Souls III. When I returned to Anor Londo, I stopped moving for a long time. The city was still beautiful beneath Irithyll’s moonlight, but the warmth had disappeared from it. The great stairways remained. The silver knights remained. Yet it felt less like returning home than walking through the preserved body of something ancient. And then there was the Giant Blacksmith. No grand speech. No dramatic ending. Only a corpse where the sound of hammering once echoed through empty halls. That moment hurt more than many boss fights. Perhaps because bosses are meant to die. The blacksmith was not. He belonged to the ordinary rhythm of the journey. You visited him, repaired your weapon, listened to the steady sound of metal striking metal, and left again. In a world full of lies and fading gods, he felt strangely dependable. Returning years later and finding only silence there felt almost unbearable. That is what Dark Souls III understands better than most games: nostalgia is not the return of the past. It is realizing the past continued disappearing without you. The Soul of Cinder carries the same sorrow. It is not a person, but the remains of everyone who once linked the fire. And when Gwyn’s melody returns during the second phase, the entire trilogy suddenly feels impossibly distant. Gwyn is gone. Lordran is gone. The fire itself is fading. Yet something still refuses to let go. After I defeated the Soul of Cinder, I sat in silence for a very long time. The room was dark except for the monitor. The flame still flickered weakly on the screen. I did not feel triumph. I felt as though I had closed the final page of an old book and realized the people inside it were truly gone. That is why the endings matter so much. Linking the fire no longer feels glorious. The flame crawls weakly across the Ashen One’s body like the last light of a dying lamp. The ending of fire is quieter, almost merciful, yet letting the flame die carries its own grief. Even the usurpation ending cannot escape sadness. Every choice feels stained by time. And then there is Gael. At the end of the world, after kingdoms, gods, and histories have all collapsed into ash, one old knight still wanders onward searching for pigment for a painted world. Not glory. Not salvation. Only color for something that does not yet exist. There is something unbearably gentle in that. Looking back now, the trilogy feels less like three games than three stages of farewell. In Dark Souls, I believed in the fire. In Dark Souls II, I began to doubt it. In Dark Souls III, I stood before its dying light and realized doubt had not erased tenderness. For the bonfires. For ruined kingdoms. For Lucatiel slowly forgetting her own name. For the Giant Blacksmith’s hammer falling silent. For the Fair Lady waiting alone beneath the earth. For every small light that tried to survive in a world growing steadily darker. When the fire is about to fade, why do we still reach for it? Perhaps because even after everything else is gone, the hand still remembers warmth.

    124 found helpful · 7 found funny
    Games owned: 170 · Reviews written: 9
    On Steam
  • ▲ Recommended
    92 h at review92 h total
    21 Nov 2024

    🎮 Геймплей: 8/10 📖 Сюжет и атмосфера: 9/10 🎨 Графика: 8/10 🎧 Звук и музыка: 9/10 ⚙️ Оптимизация: 9/10 💰 Оправданность стоимости: 8/10 🔁 Реиграбельность: 8/10 🕹️ Удобство управления и интерфейс: 8/10 🤝 Легкость освоения: 7/10 🔥 Сложность: 10/10 ⭐ Общее впечатление: 9/10

    116 found helpful · 9 found funny
    Performance
    Graphics
    Gameplay
    Story
    Games owned: 404 · Reviews written: 29
    On Steam
  • ▲ Recommended
    158 h at review158 h total
    12 Feb 2026

    10/10, would pay to have the game removed from my memory to be able to experience it for the first time again

    113 found helpful · 3 found funny
    Games owned: 808 · Reviews written: 11
    On Steam
  • ▲ Recommended
    26 h at review54 h total
    11 Jul 2025

    Прошел босса за 3 трая, но меня отпиздил какой-то болотный клещ 10 раз. Ну еще я научился парировать удары районных алкашей и доджить женское внимание.

    110 found helpful · 27 found funny
    Games owned: 44 · Reviews written: 9
    On Steam
  • ▲ Recommended
    16 h at review46 h total
    13 Jul 2024

    Однажды Эрнест Хемингуэй поспорил, что напишет самый короткий рассказ, способный растрогать любого Он выиграл спор сказав лишь... "впереди требуется прыжок"

    108 found helpful · 26 found funny
    Games owned: 198 · Reviews written: 39
    On Steam
  • ▲ Recommended
    66 h at review88 h total
    7 Nov 2025

    Отличная кайфовая игра для вечеров после работы, если вы хотите, чтобы вас больше никогда и ничего не могло выбесить так же сильно, как 200 раз драться с одним и тем же необязательным мини-боссом...

    102 found helpful · 29 found funny
    Games owned: 39 · Reviews written: 3
    On Steam
  • ▲ Recommended
    273 h at review273 h total
    3 Aug 2026

    In 2017, a stranger on Twitch bought me this game saying it might help me get through one of the bleaker moments of my life. That gift was perhaps one of the wiser things I've ever been given, because it taught me the meaning of the phrase "Don't You Dare Go Hollow". As someone who battles suicidal ideations on a day to day, I really can relate far too much to those wayward souls who rock back and forth in despair clawing at their head hoping for it to end. But I can also relate to the main character who you can choose to fight against seemingly impossible odds or have them fall one last time to never rise again. The choice is yours and if you're unwell like me, that choice is a bit like life: some days you want to give up, other days you want to fight. Some days you cradle your head and weep, other days you pick up your proverbial sword and fight. Because when nothing is going right in your life, when all around you is in ruins, when you've stared into abyssal eyes and felt them thrash you, when you've cried out 'I give up!' only to crawl back and say 'One last try!', when you’ve made progress and then seen the damnable boss has a second phase reducing your herculean attempts to naught, it's at this moment you realise you really can't give up… You have to push forwards. You have to fight. You have to find hope. But you’ll suffer even more than before. And you'll struggle. But when you do, when you feel yourself getting stronger, when one by one each accursed foe begins to fall - be it the fiends in your mind, or the monsters on the screen – those latent embers of progress in at least ONE area of your life will begin to glow. And that's the moment it all begins to make sense, because then, and only then, when you start to realise you're not yet spent ash in a shambling urn of a body, will you truly know what it means when people say: "Don't You Dare Go Hollow".

    101 found helpful · 5 found funny
    Reviews written: 40
    On Steam
  • ▲ Recommended
    129 h at review156 h total
    31 Mar 2026

    Peak Souls 3 — Suffering perfected After getting the platinum in Elden Ring, I wanted to dive deeper into the Souls-like genre, and my next stop was Dark Souls III. I went in seeing it through the lens of Elden Ring, which was my first real experience with this kind of game. Right away, you can feel the difference. Unlike the open world of Elden Ring, Dark Souls III is much more linear and focused. For me, that actually worked in its favor — the minimal branching lets you concentrate on what really matters: the fights, not wandering around looking for random loot. And it doesn’t make the game feel shorter, it just keeps you from getting distracted by pointless activities. Another thing I loved is that the game gives you all the tools you need right from the start. You don’t have to grind or level up artificially — just move forward and clear areas, and it happens so naturally that you barely notice your character leveling up. The world and atmosphere, in my opinion, are even stronger than in Elden Ring. Dark, dying environments, the music, and level design all work together to create a really immersive, oppressive feeling. The soundtrack is top-notch and perfectly matches the action. I also really liked how your role in the world feels. In Elden Ring, you’re constantly treated like some chosen one, the only worthy hero, yet even normal enemies can still one-shot you late in the game. In Dark Souls III, it feels much more logical — you’re not some special savior, just one of many undead doing your part, a tiny cog in a huge machine. And that fits the world perfectly. Boss fights were much more enjoyable too. They feel fairer: no long attack delays where the boss just swings and then pauses forever, and no constant AoE attacks that, in Elden Ring, aren’t about difficulty but about taking away your ability to dodge — they just break your rolls and make it more likely you’ll get hit. Here it’s all about reaction, timing, and understanding the fight. The only boss that let me down was the Nameless King. The first phase mostly felt like fighting the camera rather than the boss, and the second phase is just poking at a big, slow enemy with a limited set of attacks. It’s not hard, it’s just tedious and kinda dull. Overall, Dark Souls III turned out to be a perfect follow-up after Elden Ring. More linear, more focused, and in many ways fairer — the experience feels tight and memorable. I also got the platinum, which mostly just stands out because of the long covenant grind, but even years after release, there are still plenty of enthusiasts around to lend a hand. 9/10

    100 found helpful · 3 found funny
    Reviews written: 33
    On Steam
  • ▲ Recommended
    65 h at review77 h total
    2 Jan 2026

    There is no teleportation magic in DS3, but every other red phantom with a ping of 300ms has mastered it perfectly

    97 found helpful · 33 found funny
    Games owned: 1,349 · Reviews written: 33
    On Steam
  • ▲ Recommended
    187 h at review197 h total
    1 Jun 2026

    Если вы по жизни любите, когда вас морально и физически прессуют, избивают, унижают и заставляют чувствовать себя ничтожеством - эта игра для вас. 10/10, терапии дешевле не бывает. Главными боссами тут являются, не какие-то там Пантифики и Фриды. А, крестьяне. Обычные русские крестьяне с вилами, косами, берёзовыми ветками и т.д.. Один такой «дядя Степа с топором» научил меня смирению и принятию сильнее, чем десять лет буллинга от одноклассников в школе. В игре присутствует огромный набор уродов на любой вкус: чумные бешеные гавгафычи (которые бегают быстрее, чем женщины, в день скидок в золотом яблоке), крысы размером с среднестатистическую фанатку кей-попа и, конечно, камни Горынычи. Эти особенно страшные. Левел-дизайн - отдельная песня. Сразу вспомнил родной Зажопинск: те же болота, та же нежить, те же гопники в капюшонах, которые стоят в засаде и ждут, когда ты расслабленно пройдёшь мимо. Только здесь вместо «чё, братан гони мобилу» они сразу оформляют нож в печень. Я прошёл игру. Меня унижали 510 лет. Я орал, матерился, возвращался и просил ещё.

    94 found helpful · 41 found funny
    Value
    Games owned: 81 · Reviews written: 2
    On Steam
  • ▲ Recommended
    162 h at review177 h total
    31 Jan 2025

    Очень расслабляющая игра. Помогает зачилится после трудного учебного/рабочего дня, простая и не замысловатая не требующая от игрока каких то особых навыков. Боссы простые, сюжет подается легко и понятно.

    94 found helpful · 72 found funny
    Story
    Games owned: 89 · Reviews written: 1
    On Steam
  • ▲ Recommended
    173 h at review173 h total
    8 Dec 2025

    You link the fire just to realize you're basically burning trash to keep a dead world on life support

    93 found helpful
    Games owned: 79 · Reviews written: 6
    On Steam
  • ▲ Recommended
    149 h at review149 h total
    30 Dec 2025

    Dark Souls 3 — это игра, в которую я зашёл по ошибке, а остался по психологическим причинам. Я включал её с мыслью: «Ну я же не совсем рукожоп». Игра такая: «Совсем». Ты тут не герой. Ты — расходник. Каждый моб уверен, что именно он — последний гвоздь в крышку твоего гроба, и, что обидно, он почти всегда прав. Боссы — это вообще отдельная тема. Они не дерутся. Они воспитывают. Ты уворачиваешься идеально, жмёшь кнопку как бог — а тебя всё равно убивает что-то, чего ты даже не видел. После смерти ты не злишься. Ты сначала молчишь. Потом встаёшь. Потом говоришь: «Ладно. Сейчас. Я. Его. Накажу». И через 30 секунд снова лежишь лицом в полу без душ, без надежды, но с планом. Самое страшное — я это люблю. Мне больно, у меня горит, я проклинаю разработчиков, но если игра предлагает выбор между «уйти» и «пострадать ещё» — я выбираю страдать. Потому что когда ты наконец побеждаешь босса, это не радость. Это облегчение, как будто жизнь снова разрешили. Итог: Игра меня унижала Я возвращался Я знал, на что иду И пошёл снова 10/10. Горит жопа — значит, жив.

    92 found helpful · 17 found funny
    Reviews written: 6
    On Steam