DS3's only "non linear" elements are if to do the optional areas or not, and some of the seeemingly optional areas are mandatory to progress anyway. And considering they don't connect to anything, that ends up being just as linear except with some extra paths. The rotunda in the Forest of the Fallen giants has more options than pretty much anything in DS3. The one time I can think of that you needed something from an optional area to progress in another is with the Path of the Dragon gesture to get to Assdragon Peak.
And don't get me wrong, I don't mind linearity. But the world design is for dogshit in every sense but the "ooh, pretty view!" you get every once in a while of awfully rendered far buildings. It makes every attempt at running for specific equipment the SAME run every time because there's no other way to do it than to sprint past everything. Added to that, while the levels are about as big as they get (not always) and are pretty well designed by themselves, shortcuts are completely obvious from the get go givng it a really predictable and gamey feel, whivh isn't helped by plain just the small amount of things to DO in them that aren't just clearing the gauntlet of enemies. Besides the occasional NPC and that one piece of equipment you actually may want, there's really... nothing. No unique merchants or NPCs that won't just become your servnts over at Firelink, no unique mechanics and goals, I don't know. The "optional" parts of the levels themselves usually are actually a shortcut. To me, even areas like Black Gulch got a pass because of how there was a sizeable amount of tasks to be done there. Lucatiel. The second bonfire. The *other* two Last Giants, and the subsequent key to the Dark Chasm of Old. That's already more going on that isn't clearing the level than in most of 3's levels. And again; it'd be okay if that action actually was REALLY fantastic and have no qualms or whatever, but it's hardly a replacement.
And don't get me wrong, I don't mind linearity. But the world design is for dogshit in every sense but the "ooh, pretty view!" you get every once in a while of awfully rendered far buildings. It makes every attempt at running for specific equipment the SAME run every time because there's no other way to do it than to sprint past everything. Added to that, while the levels are about as big as they get (not always) and are pretty well designed by themselves, shortcuts are completely obvious from the get go givng it a really predictable and gamey feel, whivh isn't helped by plain just the small amount of things to DO in them that aren't just clearing the gauntlet of enemies. Besides the occasional NPC and that one piece of equipment you actually may want, there's really... nothing. No unique merchants or NPCs that won't just become your servnts over at Firelink, no unique mechanics and goals, I don't know. The "optional" parts of the levels themselves usually are actually a shortcut. To me, even areas like Black Gulch got a pass because of how there was a sizeable amount of tasks to be done there. Lucatiel. The second bonfire. The *other* two Last Giants, and the subsequent key to the Dark Chasm of Old. That's already more going on that isn't clearing the level than in most of 3's levels. And again; it'd be okay if that action actually was REALLY fantastic and have no qualms or whatever, but it's hardly a replacement.