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For episode 150 we turn to the final entry in the Souls series, at least until it’s rebooted. We delve into major Dark Souls 3 spoilers around the 17 minute mark, so you have been warned. Also, brief chitchat about Mirror’s Edge Catalyst demo, Salt & Sanctuary, and making fun of the WiiU. Featuring Richard Naik, Brad Gallaway, Mike Suskie, and Ashley King.

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Richard Naik

Richard Naik

Born and raised in St. Louis, MO, Richard received his first console (the NES) at the age of six, and from that point on games have been an integral part of his life, whether it's been frittering summers away with the likes of Mario, Mega Man, and the Zerg or partaking in marathon sessions of Halo, Team Fortress 2 or Left 4 Dead. After being a longtime reader of GameCritics, Richard joined the staff in March of 2009, and over the years Richard grew into the more prominent role of part-time podcast host.

In 2016, he spearheaded a complete rebuild of the GameCritics.com website, earning him the title of Chief Engineer.

His gaming interests are fairly eclectic, ranging from 2D platformers to old-school-style adventure games to RPGs to first-person shooters. So in other words, he’ll play pretty much anything.
Richard Naik

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3 Comments on "GameCritics.com Podcast Episode 150: Dark Souls 3 and Mirror’s Edge Catalyst Demo"

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Warwick
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[quote=tom] I don’t think they should take on any Primary story telling either. lore is not Core Story And they had five chances to do Mainline story well and failed every time. [/quote] I disagree with this statement (assuming you mean D’sS/DS/DS2/DS3/BB). I think they only failed three times (DS2/DS3/BB). Dark Souls is perfect in its construction of world and lore, while the protagonist had a clear path that they were meant to take with the premise of a “prison escape” to take them there. I really feel like Bloodborne was the story they should have unpacked upfront but completely… Read more »
Warwick
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You can tell in areas like Road of Sacrifices that there was a real lack of ideas. Much of it felt like building a path just to get somewhere, rather than creating the environment first and then trying to create the path through it. Colours were very boring through this area and early stages as well. I loved Lothric Castle though, and thought if more of the game had been built around the castle and the ideas that created the environment, the sky, etc., it would truly have been quite fascinating. Boreal Valley was beautiful as well.

tom
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Instead of putting a different skin on the Souls series how about they stretch their legs and take on stale genres that need a lift, or add their own twist. Also Not sure how they would accommodate a more interesting form of traversed in their next game. All action games seem to be going for dynamic movement, but there still a place for careful considerate traversal. And I think From having stealth elements in their next combat game could be interesting. They could take on a larger open world action games in the fashion of Nier. Or Narrow the worlds… Read more »
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