In several early levels, I could maintain sight of the High Wall from which I’d originally come while trying to extinguish a series of beacons as part of the entry process for a boss, I scaled a huge ladder through the thick canopy of trees blocking my view and could see clearly where I was in relation to the first level. Your progress is marked by massive landmarks, which lend the world a cohesive quality. Early and late-game levels don’t directly connect as often, so the more you progress linearly from level to level, the farther it seems like you’ve journeyed. Perhaps it’s because of this lack of interconnectivity that Dark Souls 3 feels larger than the first game. “Dark Souls 3’s world isn’t as openly interconnected as that of Dark Souls 1 (where you can freely move between high and low-level areas), but individual areas still weave their own branching paths together seamlessly, creating twisting mazes of overlapping passages and shortcuts that were a joy to lose myself in.
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