Before I gush over the artwork in DARK SOULS III: DESIGN WORKS, I have to get one complaint off my chest.
Design Works' previous Dark Souls books contained droves of artwork, but the real attraction for me was an in-depth interview with series director Hidetaka Miyazaki and select staff members at the back of each book. The interviews were set in small print, which could make them difficult to read, but they were wellsprings of insight into the design and development of each game. The interviews buttressed and enhanced the artwork, each complementing the other.
DARK SOULS III: DESIGN WORKS contains no interview. I was very disappointed in that. Now, this is partly my fault. I pre-ordered the book on the presumption that it would contain an interview, because the first two did. So, those like me who were hoping for a dozen or so extra pages of background and nitty-gritty details should be forewarned--not against buying the book, because it's so worth the asking price, but merely to set expectations going in.
That said, this book contains far and away the most comprehensive and breathtaking collection of Dark Souls artwork of the three tomes. The beauty on display here is staggering. You'll get to see nearly every character, environment, weapon, even inventory items in all their glory. I lingered on pages longer than I did while reading the other two books, which were gorgeous, but the sheer volume and scope of talent on display here is incredible.
For as much as I loved Dark Souls 3's art direction in-game, the concept artwork puts much of it to shame. Compared to the concepts in the Design Works book, DS3's in-game environments, especially, are too bright. Every environment concept collected in the book is stormy and overcast, more in line with the bleakness that the lore coupled with game systems and final artwork wanted to evoke. This is not to say the in-game artwork is a collective slouch, only to drive home how jaw-droppingly gorgeous and detailed the concepts that inspired the final product were.
Perhaps Miyazaki and/or Design Works decided an interview wasn't necessary because Miyazaki was much more voluble about this game's development before and after its release in the spring of 2016 than he was about any other Soulsborne game. Demon's Souls was a cult classic. Dark Souls was just gaining steam. Dark Souls 2 was polarizing (it's still my favorite), and I can't speak to Design Works' Bloodborne book because I skipped it. Still, the absence of an interview defies a precedent and is disappointing. Nonetheless, anyone even remotely interested in artwork, and especially Soulsborne artwork, should not skip this book.