DARK SOULS III

Moderate overall intensity
Highest flag: Violence — graphic & gore
AdventureFantasyRPG

What's in it

Violence graphic & gore
High

Deliberate melee, ranged, and magic combat against undead soldiers, knights, beasts, and grotesque bosses, with blood and struck-down bodies throughout.

Dark themes intense
Moderate

A decaying, dying world steeped in despair, madness, and the loss of self as characters 'hollow' and lose purpose.

Horror & psychological frightening
Moderate

Grotesque enemy and boss designs, corpse-strewn environments, and a dread-laden atmosphere throughout.

Torture depicted
Moderate

Dungeon areas depict imprisonment and torment, with jailers and caged, suffering captives.

Nudity revealing/suggestive attire
Low

A few bosses and NPCs appear in revealing or partially exposed attire.

Animal combat combat mechanic
Low

Ordinary combat includes beasts, dogs, and other creatures as enemies.

Mutilation / body horror referenced
Low

Enemy and boss designs feature decayed, grotesquely deformed bodies drawn in a body-horror style, and combat is bloody.

Who can reach your kid

What it is

Dark Souls III is a challenging third-person dark-fantasy action role-playing game set in a crumbling, dying kingdom. Players explore interconnected gothic ruins, fight through undead soldiers, knights, beasts, and towering monstrous bosses using swords, spears, bows, and magic, and die repeatedly while learning enemy patterns. Combat is bloody and features grotesque, decayed, and body-horror enemy designs; the tone is consistently grim, dwelling on death, decay, madness, and the loss of identity as characters 'hollow.' Online play is asynchronous and anonymous — players leave preset messages, are summoned for cooperative fights, or invade one another's worlds — with no free-form voice or text chat.

How it's framed

The game frames its violence as survival against a hostile, collapsing world rather than as glory, and its bleakness is central to its meaning: perseverance in the face of despair, hopelessness, and the temptation to give up. Suffering, loss, and futility are recurring motifs delivered through atmosphere, sparse dialogue, and item lore rather than graphic shock, and killing enemies is mechanically rewarded with souls used to grow stronger.

Details

Developer
FromSoftware, Inc.
Publisher
FromSoftware, Inc.
Released
Apr 11, 2016
Metacritic 89critic score (third-party) · out of 100

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