The present research’s subject is the exploration of the dystopian environment of Dark Souls 3. Dark Souls 3 is a game by the game company FromSoftware in which one can wander in a world dark and broken. It is commonly accepted that video games are a form of narrative that helps the user read and understand architectural concepts.
There is an attempt to analyze the architectural conditions, as perceived by the player through their course in the game.
Dark Souls 3 was an example of good game development and was very inspirational to all the games that succeeded it. Through gaming and after architectural analysis one can see that most spaces can be identified as heterotopias.
This paper attempts to explore architectural matters like:
• The architectural boundary and its role in the development of public space.
• The meaning of the ruin in architecture.
• The experience of water through corporeality.
• Definition of the sacred space.
• Definition of atmosphere in architecture.
• Soundscape and the contemporary prison.
• Catacombs in comparison to the contemporary cemetery.
And their relationship to heterotopia.
In conclusion, in the present paper there is an attempt to create a project that, through bibliographical review and observation, highlights the juxtaposition between the structures that one encounters through gameplay and real architectural issues like the philosophical thesis of Michel Foucault.