?
Dark Souls 2 has the (all IMHO of course):
Worst world
Worst bosses
Worst story/lore
Worst weapons
Worst level design
Worst hitboxes (
seriously what the hell)
Multiplayer is the only area it isn't the worst. And being able to consume multiple souls at once. That rocks.
I completely, vehemently disagree on all points, and said so in an earlier post, so rather than retype it all, I'm just gonna copy and paste it
Bummer this'll be at the bottom of the page, but oh well. This thread has almost run its course anyway.
I'm amazed at all the DS1 > DS2 posts, not that they exist, but that they're so many of them. I do not agree at all. I'd love to know for whom DS1 was their first Souls' experience. I bet there is correlation there. As my list will prove!
1. Demon's
2. DS2
3. DS1
Demon's gets the nod a little because of nostalgia, a little bit because of its novelty (playing an imported non-localised version for the first time was all kinds of amazing) and lot because Dragon Bone Smasher/Keel > every other Souls' weapon. Also Stockpile Thomas and Yurt > your favourite NPCs. I prefer the Nexus to what DS did. Majula is a move in the right direction, a nice balance of the two prior games' level select methods. Lastly, Latria and all of world 5 are in a league of their own in terms of environments and nasty enemies. Each is the perfect embodiment of dread and foreboding.
I've adored DS2 almost from go to woah. I'd say its opening hour or two, if you persevere with FoFG (rather than head to Heide's, No Man's Wharf etc) is worse than DS1's Undead Burg. However, I enjoyed the rest of the areas more than the equivalent areas in DS1 (with exception given to Sen's and conceptually at least, Anor Londo). Even Amana, lol. A place as simple as Shaded Woods makes for a delightfully serene change of pace, for which I don't buy the hilarious comment that it has 'N64 draw distance', which is miles off point. The Gutter and Black Gulch are also quintessential Souls' areas, that play wonderfully with your need for big weapons or big spells to progress, perhaps upsetting your acclimatised play style in their own peculiar ways.
While it's still far from perfect, I also have enjoyed the PvP and covenants of DS2 vastly more than DS1. Bellbros and those annoying Ratbros are terrific additions that I'd really love to see fleshed out in future games. Also, more PvP boss battles, please From: Royal Rat Authority could have been even more annoying!
DS1's inter connectedness is a delight, unmatched by any other game I've ever played. That simply looking up and around with binocs could cause such delight speaks volumes to the world built in Lordran. And seeing Anor Londo for the first time, trying to conceptualise why such a magnificent metropolis exists high above like that is awe inspiring. Shame we only got to experience such a tiny amount of it.
I've seen comments around the series' bosses and it is clear to me that depending on what your interpretation of what a 'boss' is, both generally and in this series, dictates how favourably each instalments versions were received.
They're an interesting facet of these games, as they serve a different role in each game. In Demon's, bosses are gate keepers, they clearly punctuate the end of a level, in the way a Bobomb or big Koopa or even Bowser marks the end of a world in Mario (the most common video game trope since day-0: defeat a boss, earn a new power or level up). In DS1, they moved away from that a little, partly for lore reasons, partly due to the way the world was built. Then in DS2, they got even further away from that, with bosses cropping up everywhere, some for no more reason than to flesh the lore out, others to simply block you from the next bonfire. Very rarely are the bosses worth killing explicitly for their souls (Freja and the Skeleton Lords the most notable exceptions). But it seems some of the player base still expects bosses to be of the more traditional variety. I think there is room for all types, and it'll be interesting to see the progression in future games of puzzle bosses (Dragon God and Chariot are both wonderful enemies), DPS race bosses (Maneater, Gargoyles), crowd control bosses (which are probably my favourite - heaven help you if you kill the pinwheel Skeleton Lord first!) and so on.
My take is merely that I've enjoyed each one equally. I love the spectacle of Gaping Dragon, Tower Knight, Nito and Moonlight Butterfly, regardless of their lack of difficulty. I enjoy the subtle challenges of The Dragon God and Chariot. And the out and out difficulty - and satisfaction of defeating - of Ornstein and Smough or dual Pursuers, is unparalleled.
The incidental, incremental changes that people moan about are neither here nor there. You're moaning about the 1%'s, when poise, guard break and whether 22 or 25 ADP is the optimal (I don't say that to dismiss them, they're very relevant and poignant. However I can love Street Fighter 4 without giving a shit for frames, footsies, hit exchanges and so on. The same can be said for this series and the way it has handled and made changes to the underlying mechanics). They are outweighed by the improvements in so many other areas to render than almost moot observations.
All told, the 'perfect' Souls' game probably exists with elements from each game combined. All three are in a league of their own relative to all other 'Big Games' that came out in the last generation, standing heads and shoulders above the pack. The fact that three games have come out in such short time and only grown the fan base, and not alienated large swathes of it, speaks volumes to their quality.
Bring on whatever is next, I can't wait.