Dark Souls 3
The name Dark Souls does not inspire cheerful confidence, but despair and horror. As there are Miracle, there are Pyromancies. As there are White Sign Soapstones and (White) Phantoms to summon to one's aid, there are Red Eye Orbs and Invaders, threatening at any moment to shatter one's feeble control of their world. Like summoning Phantoms, a player can only be invaded if they are en-kindled, if they are a Host of Embers.
There are many different types of
Invaders. There are the NPC
Invaders. These computer controlled enemies invade if the
player is a Host of Embers and walks near the correct location.
Since these unique enemies offers no
evidence of their existence, it is easy to miss these
characters unless one researches their location in advance, or is
always en-kindled. Since the latter option is nearly impossible,
because Embers are limited and death is constant, it doesn't seem
like cheating to check for the location of each of these enemies and
consume an Ember at the spot. NPC Invaders are tough enemies who
will challenge the player, but they are all incorporated into the
subtle tapestry of Dark Souls 3, and the rewards for slaying
them are worth the frustration. In appearance these enemies match
that of any other player, but drenched in blood-red.
The rules for most invaders are the
same. The players (Human or Computer) fight until one of them
exhausts their health points. If an Invader is killed, they vanish
and return to their own world. If a Host is killed, they die like
normal, leaving their souls on the ground, and respawn at the last
Bonfire they rested at. The victorious player gains souls equal to
the number the enemy player had. During an invasion, the Invader
doesn't interact with monsters. They can not harm monsters, and
monsters don't attack them.
Computer controlled Invaders won't take
advantage of this knowledge but invading players will. Most human
invaders will use monsters like shields. When injured, they will try
to retreat into a thicket of monsters and heal. Most PvP invaders
are not interest in a fair fight. They would rather waste everyone's
time by standing at some choke-point with a horde of monsters, rather
than duel the player one on one. Some player Invaders only want to
harass and frustrate the player. Skilled invaders escalate this
strategy. Instead of using monsters to defend themselves as they
heal, they will attempt to lure the Hosts into combat with monsters.
This technique is especially useful against Hosts who have summoned
Phantoms. Since communication in Dark Souls 3 is limited to
visual cues and gestures, and allied players have no means of verbal
communication, an Invader can often convince a hotheaded (or less
knowledgeable) Phantom to rush into an area containing a number of
powerful monsters, drawing their aggro, and transforming an easy
three vs one fight, into a three vs six death trap. That's when
Invaders are their most deadly. As the Host and his Phantom allies
fend off the swift but predictable attacks of five monsters, the
Invader launches his infinitely more skilled attacks and spills
souls.
Player vs Player, (PvP) isn't as simple
as just Hosts, Phantoms, and blood-soaked Invaders. Dark Souls 3
incorporates nine
Covenants. These are factions which players can join, and
each cabal impacts the multiplayer aspect of Dark Souls 3 in
their own way.
The Warriors of Sunlight are summoned
like normal Phantoms but appear golden hued and rising into their
favorite posture, Praise
the Sun! These hopeful souls are dedicated to helping other
players in their PvE quest, and prefer to vanquish bosses, but will
help against any invader.
The Way of Blue are for those who seek
a torchbearer to aid them in the dark. Their fate is intertwined
with the Blue Sentinels and the Dark Moon Covenant. If a player
belonging to the Way of Blue is invaded, a member of the valiant
Sentinels or fierce Dark Moon will appear to assist them. These
latter two factions appear shrouded in deep blue, and remain with the
Host until either the Host is defeated, or the Invader(s) is.
Those four covenants are dedicated to
the preservation of the Flame, but there are also those seeking its
extinguishment.
The most dreadful and despicable are
Rosaria's Fingers, who invade as normal Red Phantoms, and slice the
tongues from their victims in victory.
Then there are the defenders.
Corrupted by minor allegiances, they have forsaken their quest,
forgotten the light, and seek to defend the territory of their
master. They allow the status quo to remain unaltered. The
Watchdogs of Farron defend the Road of Sacrifices unto Farron Keep,
invading any en-kindled soul. The Aldrich Faithful defend their foul
usurper of Anor Londo in the same manner. Both of these Invaders
appear blue with a red tint, a combination of defender and invader.
There's also the Spears of the Church
in the Ringed City DLC, whose adherents are summoned to become the
boss Halflight, Spear of the Church.
Finally, there are the Mound-Makers,
who appear purple, a fusion of blue and red. When they write their
Sign with the White Soapstone, it will appear to a Host as purple so
they know it is a Mound-Maker. Mound-Makers can also invade with the
use of a Red Eye Orb. In either case, they embody both the
abilities of Phantoms and Invaders. Like Phantoms they can attack
monsters. Like Invaders, they can attack the Host. Unlike Phantoms
though, they may not participate in boss battles. Their goal is to
kill as many players as possible, so Hosts, Phantoms, and Invaders
beware.
Each covenant has a goal, and
completing it rewards the player with a talisman. These can be given
to the leader of the Covenant, an NPC somewhere in Lordran.
Delivering enough talismans will reward the player with bonus spells
or items available no where else. Regardless of the Covenant, anyone
can be summoned from their White Sign Soapstone a normal, White
Phantom (except Mound-Makers, who, as mentioned previously, will be
purple).
These two articles about the
multiplayer aspect of Dark Souls 3, only illuminate the outline of the skeleton. Next
week, an article on my experiences with the forces of light and dark, including
some examples of the strangeness, which should push back the darkness and reveal the skin on the bones.
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