Dark Souls II: Scholar of the First Sin
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The bad:
Fall damage: Extremely punitive, feeling at times broken, even if you equip the cat ring. A limiting factor for certain exploration or experimentation. Adaptability: An I-frame tied stat, which pushes you into having to change the way you envision your builds. Hitboxes: Possibly the biggest problem with the game, you’ll be grabbed or hit by enemies even when you are not within their reach, same will work the other way around. Explosions also suffer from this issue, leaving to some gotcha moments. Backstabbing becomes a problem when the hitboxes are this crippled. Pathfinding: The AI at times will be lost, scurrying around, unceasingly, without a clear path, unable to reach you, leading to some lukewarm moments of hilarious laughter or frustration. Props and landscapes are botched: From very gorgeous areas, to scenery that feels stitched together in an amateurish way, the game also suffers from the lack of props to tell a story, making the world feel less empty. Audio glitches: An example would be during boss fights, when you hit them. Cutscenes: They tried adding cinematic black bars, it looks out of place, their attempt failed miserably. Curses: They feel pointless and inconsequential, at most giving you the same effect as a normal death, pop an effigy and you’re good to go. Repetition of certain bosses: Recycling content isn’t new, but they could’ve toned it down a lil’. Couple of re-used bosses, even from the previous game. Map cohesion: DS1’s world was cohesive, connecting various paths and providing well-thought-out shortcuts for strategic bonfires. DS2 allows you to fast travel from the start, not much thought was put into how areas transition and connect, leading to vexing sights. Strategically placed bonfires would however gracefully return with shortcuts for the dlcs. Acid and the repair system: They're botched, your weapons will usually break far faster than you’d like, and to further complicate things, some areas or even enemies capitalise on that and punish you and especially your gear, leaving you frail and vulnerable. Movement: Not as fluid as previous titles, a snap-in feel that might lead to accidental falls from a ledge when you try to quickly manoeuvre. Camera lock on: Never has been a forte of the souls series but somehow and in an unexplainable way the camera lock on feature feels even less responsive than it previously was.The controversial:
Human effigies: Few and scarce, extremely punitive unless you’re a veteran of the series and know when to use and not overuse them, one ring nullifies half of the effect. Life gems: DS1 nailed the healing system, focusing on a more fair and curated difficulty, being able to use one of your consumable items to increase the amount of flasks if you felt the need, DS2 tried something new, you’re given less flasks at the start, you’ll have to find them through the game, requiring you to use life gems, which are a one use consumable item, that you can simply buy infinite stacks of them at a vendor. Bonfire Ascetic and enemies de-spawning: They allow you to turn an isolated area into a ng+ zone, resetting the enemies, bosses and items. Allowing you to farm de-spawning enemies again. Pharo lockstones and fragrant branches of yore: Pharo lockstones are an interesting addition, giving you some meaningful choices with what paths and rewards you choose, the problem is that fragrant branches of yore do the same, defeating the purpose already. Torch mechanics: DS2 had big plans that shattered with a graphical downgrade, sadly torches were a casualty of that, they tried to salvage them, but usually you don’t really need them, so you can keep your shield for the most part. Quantity over quality and certain backstabs: This point is extremely controversial, after the release of two Souls titles, veterans were storming through games, DS2 tried to spice things by making enemies harder and overwhelming in numbers, which led to the game feeling unfair and frustrating for some. They tried to counter a big issue with previous games where you circle around most enemies, and backstab them. One example of that are the turtle stone enemies, that counter backstabs. Nexus maiden: With a bit of Demon souls DNA, the maiden idea was brought back in DS2 and 3. Forcing us to move back and forth, back to the central hub, shoving fast travel down our throats, instead of just letting the player cater their basic levelling needs and move on, interrupted. GUI improvements: In some ways they did and in some they botched it, two examples would be how you consume multiple items and how much harder is to consult a weapon’s scale stat.The good:
Equipment variety and PVP: Fans will be spoiled with a massive amount of gear, truly giving us infinite replay value, especially with the glorious addition of powerstancing. PVP benefited greatly from this, which makes you wonder, why people hate on this game, yet it has the best PVP of the series, surely then the combat isn’t that bad is it? Covenants and npcs: Npcs although a bit one dimensional compared to DS1, they feel interesting, they have their own intricacies a good amount of lore to share that spices the world. Decent amount of content and NG+: The game features a massive amount of content, NG+ isn’t lazily assembled, it has some new enemy types, new changes. DLCs are probably the best the series can offer, with interconnecting maps and less but more strategically placed bonfires, in some cases, even bringing puzzle and switch mechanics, if the base game had the dlc’s direction, it’d be the best DS game of the series, by far.Last thoughts:
Demon souls possibly inspired by a great mix of many ideas seen in older games, like Legacy of Kain soul reaver or Onimusha, spawned its own genre, DS2 although flawed, delivered on that promise, the game is highly controversial but undeniably great and deserves in my opinion a strong 8.5 out of 10.
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- This game is very generous with enemy spawns. Even as early as the first area it is not uncommon to run into 3+ enemies at once if you aren't going at a snail's pace. Anyone familiar with this style of game knows fighting multiple enemies is very risky and a quick way to die, yet most of the time you are just forced to put up with it and make the best about it. This ends up making alot of encounters feel the same, you're just running to a narrow area so you aren't engulfed by the mob. Even being ranged won't completely alleviate this as some groups are just programmed to aggro you from a stadium away if you walk into the right spot.
- The survivability options in this game are not designed very well. ADP being unexplained in the actual game and neutering your initial dodge roll, requiring investment to have a usable roll and potentially making it a overpowered roll. Estus flask starts at a single charge (if you're clever you can get it at 2 before first area) increasing with shards as you go along. In DS1 you got a default of 5 at every bonefire you rested at, with the option to kindle for more. Since you start with much less they added another option for healing, Lifegems. These heal over time but more importantly, are sold in infinite quantities after you finish a very early part of the game. This also messes with the balance of the game, you can be extremely careless and still come into bosses with full estus. And if by some miracle you've ran out? You can still heal with gems.
- You lose maximum health every time you die. I cannot stress enough how bad of a mechanic this is when the game is designed to kill you when exploring areas for the first time. If you're a new player to the series and die a bit too much you will have an even tougher time getting through. Human effigies can restore this health but they are not in high supply at the start.
- Bosses in this game are mostly very unmemorable, I do not expect every single one to make an impact but compared to the first DS, I never feel in danger when I'm fighting them, Sir Alonne and Fume Knight aside. NPC gank squad I don't even qualify as a boss, disgraceful for DLC.
- Hitboxes in this game can be extremely misleading or downright broken. Some enemies will hit you without physically touching your character. Some will have extremely delayed hits that hurt you even when the attack has passed through your dodge roll. In what affected me the most, some enemies will hurt you as you're killing them, either via some kind of ghost hitbox or having one so large just being near them as they start gets you hurt. Compound this with the earlier part about losing max health as you die, it makes it especially frustrating.
- You have an immense amount of customization freedom when it comes to your character build. Levels are quite abundant compared to the previous title so you can use a wider array of armor, weapons, and spells together. Speaking of weapons, you can now properly dual wield weapons, and although power stance is basic at it's core, it adds the option.
- The game looks overall, pretty good. Some areas not as great as others but I find myself fond of almost all maps that involve water. Malina is a great town hub (with the best music in the game) and while the game's inter-connectivity becomes very nonsensical in some parts the individual areas are interesting with plenty of variety for locations. In addition to have a large variety of areas, the world is very open to which you can explore first. Of course some may be easier than others but there's nothing stopping you from trying a different, more difficult path.
- NG+ offers actual changes to enemies, boss fights, and items you find. This makes the replay value much higher since there are secrets to find even after you've completed the game once. Even if you don't want to play through NG+ you have the option to make specific areas into NG+ through an item in game, allowing you to get those items or gears earlier on to craft a personalized build.
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Unfairness
On paper, and at first glance, that is how a Souls game should be. However, DS2 could be considered the black sheep of the family in a few ways. Let's start with fairness. Given the previous context, it is difficult to describe Dark Souls 2 as a fair game. It feels as if it was made to capitalise on the meme of Dark Souls being a difficult game and instead of challenging the player fairly, tries to get them killed at any cost. This makes the game incredibly unfair and punishing, especially to new players. The game pulls a fair amount of underhand tactics - obscure traps, armour-breaking goo, horrible enemy placement, punishing fall damage and many environmental hazards to name a few. In some areas, enemy encounters fall into two categories: large, spammy groups of enemies or large, spammy ambushes - as MauLer dubbed it, the spambush. To be fair, this is not unique to DS2 - practically every game in the series has moments of spam, but nowhere near the levels of spam here. Good enemy placement is key to both making the game fun and fair for players. It's challenging to design well-crafted enemy encounters, but very easy to spam copy and paste. The copypasta is so bad that certain bosses are placed in random parts of the world as filler. DS1 did this too, but in a much more graceful and sane manner. Another sin is iframes. For those unfamiliar with the Souls series, rolling gives the player a small window of invincibility when, if timed right, will allow players to fully dodge an attack. In DS1 and 3 this time period was a fixed window, but in DS2 it is now tied to a skill called ADP. Levelling this up will increase the period of invincibility when rolling, which makes no sense. Why bother putting some levels on health and stamina when you could have a few extra frames of invincibility? This game has a pattern of taking a test of skill, or a punishment, and amplifying it to unfair levels. Tests of crowd control are replaced with spambushes. Dying comes at a cost of hollowing and losing health, making subsequent deaths more likely. Learning how to time rolls comes from an attribute, not the player's skill and judgement.Level Design
The world itself isn't particularly interesting either. Dark Souls is a masterpiece of level design, with a very interconnected world that not only made it feel like a real world, but also made it a joy to explore. It was interesting to discover new paths and shortcuts. Dark Souls 3 had a less interconnected world, but compensated by having expansive and interconnected areas. DS2's world design doesn't make much sense, all things considered. It treats the world as a set of corridors to get the player to the main bosses. Aside from some offshoots, most areas are incredibly linear and sometimes incongruent with each other. My favourite example is the Iron Keep, a massive iron fortress in the middle of a lava lake surrounded by volcanoes, is found in the middle of the sky at the top of a tower in the middle of a poison swamp. Whatever suspension of disbelief I had was shattered. Aesthetically, DS1 and 3 both felt like real and fluid worlds, with a sense of melancholy about once-thriving cities now in ruin. Drangleic is a bunch of areas with no real sense of coherency or notability, and most areas serve as forgettable filler.Bugs
As with the rest of the game, the technical side is also broken. DS2 is a buggy mess, some more game-breaking than others. DS2 uses an 8D movement system - unlike standard 360° movement, 8D has a set of eight 'breakpoints' which determine the direction the character moves. This makes movement a lot clunkier and less precise than 360°. This isn't a bad system by itself, but it is an objectively bad choice for a game where precise movement is the difference between life and death. A good portion of deaths in my first playthough were from falling off ledges, since I would never turn the joystick enough to reach the next breakpoint. Speaking of ledges, there is this weird thing where your character will sometimes shoot off a platform rather than dropping off. There are also a myriad of hitbox issues. Often your sword will stab enemies and not register, whereas enemies can stab thin air and somehow hit you. There are also times where spells and attacks can pass through walls that should block them. The lock-on system also falls asleep occasionally, and instead of locking on to the most logical enemy will sometimes target a distant one or something behind you. When it does work, you character will do this frustrating thing of just attacking thin air. If I am locked on to a target and attack, I expect my character to swing their weapon towards the target. Instead, you character can sometimes do an about face and just attack thin air, leaving your back fully exposed for a juicy stab. The amount of times I have died to invaders because of this is too high. The AI also has occasional dementia and forgets what it is meant to be doing. Enemies will sometimes aimlessly wander or just stand and stare when they should be attacking. Some won't even flinch or react when taking damage, and some will legit fling themselves off cliffs. There is one boss in particular that can be defeated in under ten seconds by making him fall off the edge of his arena. Now I recognise that some people may go through the entire game without encountering these issues, whilst some will. The point here is that the game is buggy as sin and for select players, this is actively ruining the game. Out of the 4 Souls games, DS2 is by far the buggiest.Conclusion
Dark Souls 2 is a game that tries to shake up the Souls formula by trying new ideas. Credit where credit is due, some of these ideas do work. But a good amount of them conflict with each other and ultimately end up being either frustrating, overpowered, pointless or downright game-breaking in the bigger picture. If you want the Dark Souls of Dark Souls, play this game. Otherwise, you will have a much better experience with the other games in the series.
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- Huge lifetime: It is the biggest Souls game in terms of the numbers of areas to explore, enemies to encounter, bosses to beat etc.
- Huge arsenal: If you are into fashion souls you will love this one. There are countless of distinct sets to own, dozens if not hundreds of weapons which means you can create so many various characters and different types of builds to play with. The possibilities are almost endless.
- Great NG+ system: Every time you start a new game new enemies spawn, some of them are no longer in their usual spot, new weapons drop, new armour sets drop, some boss fights are a bit different than the way they were in previous runs etc. Unlike the NG+s in DS I & III, NG+ in DS II brings actual changes to the game which makes the NG+s much more interesting and enjoyable in my opinion.
- Great art direction: There are many gorgeous areas in DS II to check out, Heide’s Tower of Flame, Shrine of Amana, Frozen Eleum Loyce, Sanctum City and the Dragon Aerie just to name a few. The nice thing is that DS II shows us a lot of vibrant and more colourful-looking areas whereas DS I & III are both very dark and gloomy, it is a nice change of pace.
- Majula is the best-looking main hub of the series. Change my mind.
- Fantastic DLCs.
- Power stance.
- And much more such as great PvP, great NPCs, great NPC summons, great quests, great lore... the usual stuff for a Souls game!
- Quantity over quality bosses: Yes, there are many bosses, many great bosses but a ton of awful ones as well. Bosses like [spoiler] The Congregation [/spoiler] feel completely out of place like they should not even be there or at least not be a boss fight. Quite a bunch of bosses are also recycled, it really strikes as the devs are being lazy sometimes which is very unfortunate for a Souls game.
- Bullshit difficulty: Sometimes the difficulty really feels like utter bs, that usually happens in narrower areas where they put an outrageous number of enemies which means you end up being gangbanged. That happens a lot, way too often in my opinion but still not enough to make me rq though!
- Technically not always on point: lagging PvE and PvP hitboxes, lagging rolling invincibility frames, not always coming from the back backstabs, enemies glitching through the environment, drops falling through the map, janky animations... Still so many bugs or glitches can happen playing this game.
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Dark Souls 2 is Like Dark Souls 1 if Blighttown was the Whole Game
This game actually suffered development issues behind the scenes and had a different director than Demon Souls and Dark Souls 1 & 3. This is painfully obvious because this game feels nothing like the previous game at all. Instead of being challenging by putting strong enemies before the player that forces them to play smart and strategically; Dark Souls 2 decides to be as obnoxious as possible by simply throwing a large mob of enemies at you or asks you to do something idiotic like break statues that poison you for 10 minutes so you can fight a boss without dying of poison damage before getting there. There are also several other mechanical changes this game made that, In my opinion, makes it simply inferior to Dark Souls 1 and 3 in virtually every way. Story: who knows and honestly who gives a fuck. Plot was never that big of an aspect of the Souls games but I couldn't be bothered to care in this one. This game's opening cutscene does not set up what you're doing and why and who the major players are like the first games opening cutscene did. So I'm just playing to finish the game so I can then stop playing and play something better. Combat: Whether combat is better or not is highly debatable. Many people say it's an improvement from DS1, I do not feel the same. The hitboxes in this game are completely broken and blocking is not nearly as effective as it was in the other games so every combat encounter will boil down to hitting the enemy once, then moving behind them and hitting again. Repeat this process 9 billion times and the game is done. Combat animations seem more fluid and a bit faster paced, but the other crippling elements like broken hitboxes and terrible target lock switching make me not give a fuck. Bosses: the bosses are all uninspired and boring, in some cases they are just lazy reskins of assets from the first game. Almost all enemies, including bosses, use a similar three strike attack pattern which are all predictable. Fighting the bosses is easier than getting through all the annoying bullshit you need to do in order to get there. Miscellaneous: Other minor shit I hate such as; vitality (equip load) and Endurance (stamina bar) being two separate skills, taking damage while successfully blocking, the stun animation looks stupid, inconsistent damage to the same enemies, no mouth animations when NPC's talk, and no pause feature (I know this is a franchise shtick but I still fucking hate it). In conclusion, Dark Souls 2 offers little over Dark Souls 1 & 3, so it isn't for everyone. I know there are many who like it, but I simply could not bring myself to like it. If its on sale and you really love dark souls 1 and 3 and just want more Dark Souls content, go for it. Otherwise, save your time and money.
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I've tried really hard to like this game but I just can't.
The difficulty is extremely inconsistent The boss fights are way too easy, while the paths to the bosses have the most absurd amount of artificial difficulty in any Souls game I have played. Nothing feels rewarding Making dangerous/difficult jumps just to either lead to a enemy gank, or a torch. Poor level design (especially when compared to Dark Souls 1); All of the levels just sprout from the hub world without actually interconnecting, while also managing to feel more like generic fantasy game stages rather than levels more tonally and aesthetically consistent with the other two games. AWFUL controls The controls are CLUNKY. It feels like I'm using WASD to control with my analog stick; also, the limited roll controls have gotten me killed several times. It's even more so frustrating when I have years of built up muscle memory associated with Dks1 and Dks3. I can't even recommend this game to die hard fans of the other two if I'm being completely honest. I am beyond disappointed with this game.
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TL;DR
Dark Souls 2 is not a bad game, but it falls to short to explain itself to the player and is difficult to enjoy, if you did not play Dark Souls 1 and Dark Souls 3 before. Many decision actively work against the player and make a blind run (which is the norm for Dark Souls) a chore.History Time
After the resounding success that was Dark Souls it had been decided: A sequel is to be made and it should surpass the predecessor in difficulty. Which means that they actually created a monument to showcase how often people died and made it ambush the game. They wanted to surpass the prequel in every aspect and sometimes From Software [without Miyazaki] succeeded. More often they failed.The Numerous Shortcomings
“Whenever Dark Souls 2 tried to do anything good, it made 2 things worse” ~ Me, 2020. Just to compare Dark Souls 2 with the other Dark Souls games (and to showcase where it failed): 1. The game is made of ambushes everywhere. If you are not seeing at least 20 enemies on your screen, you did not find every enemy that will engage. 2. The sound design is atrocious. You will not realize that you have been hit. One time I was at one HP and did not even know it till I looked at my health bar. Omae wa mou 1 HP 3. If you do not know how the numbers work: You are going to get rekt. Either get a math degree or read TL;DRs from guys that know how it works. And because of a rerelease (this version) and patches not everything is going to be an accurate reflection of the game. 4. Most bosses are mediocre and do not earn the title. Spamming and increasing the difficulty was considered good design. If you do not like to fight big knights in armor, it won’t be enjoyable as these fights are the highlights. 5. There is no connected level design. Walking down multiple linear paths with clear end goals is what is going to happen. Exploration becomes boring and most shortcuts will not be used again. There is absolutely zero appreciation from me for this. 6. Hitboxes are not working in any capacity.The good things I am thankful for
Dark Souls 2 is a sequel that has been made with wrong intentions and the dumb things heavily outweigh the good. But it was brave. Dark Souls 3 felt like a Bloodborne reskin with Dark Souls 1 flavor and lacked any identity on it’s own. Dark Souls 2 looked at Dark Souls 1 and said: How about we try to make our own thing. The story hasn’t been recycled and there was a serious effort to enrich the world and From Software absolutely succeeded. When I will look back in the future at this game I will remember the best moments when I finally felt this spark again. The spark of originality and pure fun that Dark Souls 3 just did not quite manage to catch (for me personally). The infusion system that was carried to Dark Souls 3 and is not as needlessly complicated as in Dark Souls 1 and does not waste your resources so you can test every build you want. Estus shards are way smarter than kindling bonfires later on as humanity can be farmed pretty effectively. The game has a uniform difficulty and rewards exploration. Another good aspect that carried over to Dark Souls 3. Poise has been nerfed in comparison to Dark Souls 1, but heavy armor is still viable and kicking. Actually everything is viable and fun to play. There is nothing as a superior playstyle and I really admire that. The PVP is the best the series has to offer and this is an achievement in itself. Well done From Software. So why did you make it worse yet again in 3?Conclusion
Dark Souls 2 is not up to the standard of the others and way less consistently well made. But it made many good things and while not everything worked out, it is original, creative and crafted with the intention to surpass the predecessor. Something to be respected and an intention that failed. But it is better to fail and to learn from your experiences instead of being stagnant. Always stay positive Still: Only play this game if you are ready to adapt to unfairness.Zitat:
author:
If you liked this review, make sure to check out my curator page at
https://store.steampowered.com/curator/31884377-If-It-Is-Insane/
Thanks for reading
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Release:01.04.2015
Genre:
Action-Rollenspiel
Entwickler:
From Software
Vertrieb:keine Infos
Engine:keine Infos
Kopierschutz:Steam
Franchise:keine Infos
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