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SiegeKnight's avatar

I absolutely love the world of Dark Souls II. My only problems with the game are the pacing and the adaptability stat. I do not revisit it often, but man I love just sitting in Majula . Probably the greatest hub area in any of the souls games. Great post!

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Jim Mander's avatar

Dark Souls 2 is definitely better than most people give it credit for, and continues the FromSoft tradition of introducing half-baked ideas that never get properly developed, which is always the thing that keeps me coming back to these games. The expanded torch mechanics, the power stancing, the more engaged NPCs, soul memory, all the odd covenants, all of it seems like the sort of mechanics that could've made the game stand out better if they'd been centered a little more.

The world and layout is the easiest thing to complain about, because it's a betrayal of one of DS1's biggest selling points, but I think most people who harp on it couldn't really tell you why DS1's world was better in specific terms. To me, the awkward transitions and nonsensical physical relationships feel less like a dreamlike melding of worlds and more like a desperate stitching together of completed zones as time and budget ran out, and it makes me think the real menace to DS2 was the team's ambition. You can see bits and pieces of how the world was intended to join together in a more coherent and grand fashion, and my suspicion is that they planned for it to be a much more open world... not Open World the way Elden Ring is, but maybe more like a 3D Zelda game, before they hit the point where technical and developmental limitations forced them to just link everything together with elevators and hallways. The early Souls games are, after all, barely able to function properly if you interfere with all the little tricks they came up with to deload things you're near but can't see, keep local enemy and physics object count low, and so on, and I can't imagine the nightmare they'd had on their hands trying to debug areas like Brightstone Cove already, with all the little navmesh ramps for enemies to move around to different layers, that one pig you're supposed to guide all the way down for the pickaxe, a door that triggers a landslide... I'm amazed so much of it works as it is.

Bosses and combat are where I really get annoyed with replays of DS2, and a lot of it is because of the 'turn-based' feel to it that you mentioned. Now, I also didn't like the shift to character action in DS3 and Elden Ring, with all the dodgerolling through 7-hit combos and giant monsters stomping through an arena bigger than some whole DS1 zones and making you jog for 30 seconds to get back to hitting them. But the way attack animations feel so stiff and canned in DS2 reminds me of bad 16bit era fighting games, where you just do a move and kind of hope it doesn't get interrupted or can actually land, and half the time it feels like the hitboxes or forced character movement is specifically designed to make followups whiff. Combine that with FromSoft's tendency to give bosses terrible hitboxes, vacuum-powered grabs, and DS2's overuse of boss adds and hordes, and then we can start talking about the decision to tie iframe duration to stat breakpoints... it's tough to really definitively declare that any of the games does combat 'right' or 'wrong' because they all have such secretly convoluted mechanics when you dig into them, but DS2 strays from the general Souls model of combat feeling straightforward and reliable and does feel like you're playing a Tactics RPG where none of the stats or skill explanations are available in-game. I do think that some of the bosses, and a lot of the boss designs, are still very good, and picking on it for crap like Rat Vanguard and Congregation doesn't hit as hard post-Elden Ring, which had much dumber dumb bosses, and way more of them.

Last year, when I replayed DS2, I did it with the Seeker of Fire 2.0 mod, and it was a pretty good change of pace. The number one thing it does is change up the game's progression, by changing where certain routes connect to other maps and adding a lot more additional warps between areas, meaning you can get to places a lot 'earlier' than normal, and they kind of weave in the DLC zones to the main game progression in interesting ways. Unfortunately, it also makes the layout even more confusing and incoherent than in the base game, but if you have played DS2 enough already you can keep track of where you've been and where you can look next same as you would playing a fog-wall randomizer. The thing that the mod did that I think worked really well, though, is changing up a lot of the boss encounters and areas to be more well-thought out. For example, you fight Covetous in the old Ruin Sentinels arena, Congregation is removed and there's instead a new boss fight at the bottom of Brightstone Cove, and Frigid Outskirts is less annoying and has a unique fight instead of a reskinned duo. It also removes the scaling iframes from adaptability, and lets you take the cat ring as a starting gift, so you can explore the well right away. It's not perfect, and has problems of its own, but I definitely recommend it if you want to try a remix of DS2 in the future.

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