Alright, time for impressions. I kind of write this like a review so that I can copy over to steam, so skip the introductory bit if you'd like.
Lords of Shadow 2 is a game that I found myself pretty hyped for. 1 year ago I had never played a Castlevania game, and I randomly grabbed LoS off of a steam sale and grew to like it a lot. I had no history with the games or series that it had supposedly "borrowed" its main designs around, so I didn't really have a source of reference for the combat or the lore. I suppose this level of blindness allowed me to enjoy the game for what it was as a package, rather than compare it to its peers. The downfall of the sequel, however, is that it doesn't even favorably stack up to its predecessor, not even considering any other action games that the first entry was largely unfavorably compared to.
LoS2 has improved primary combat from the first game. The Void Sword and Chaos Claw mechanics feel distinctly unique from the main whip weapon, but unfortunately they do not really feel different from each other, except for the range of attacks and the focus on healing and damage. Even DmC, a contentious game in its own right, had more unique offerings when it came to weapon specialties. The Claws and the Sword have the same base combos as the whip, and while they offer more options once you learn the available skills, it still feels like the game is played largely the same regardless of which weapon you have equipped. The ability to dodge into enemies to interrupt some attacks, as well as dodging vertically or block from an aerial position, are welcome. It would still be nice for the dodge to have some window of invulnerability, for the cases where the camera is not being nice and you are unable to exactly avoid a tracking charge move or the like. Speaking of, the camera assist does seem to be helpful, but at the same time there are a few instances where I find myself needing to find the center of the room just so that I could get situated again with the camera and enemy placement.
Overall, the combat is the only real improvement that the sequel provides, and everything else changes for the worse (with one exception). The story starts off really interesting, but nose dives quickly. Zobek is the game's instant chaperon, declaring to Dracula what needs to be done and why. This is kind of an instant turn off. The idea that Dracula has become an "errand boy" for a man who has deceived him in the past is a bit silly. Story threads seems half-baked, and some ideas are created and forgotten faster than the player anticipates. Early on the game focuses on an antidote subplot which drags further on into the story than it needs to, but the result of this is never really made known. Later plot threads involve putting an item back together, which of course is made up of various pieces held by various antagonists. The plot shifts back and forth from the modern day tasks set forth by Zobek and from emotionally declared tasks requested by Dracula's own desires. It's a bit vague but it's hard to be clear without spoiling things. The idea is that the shifting of gameplay between the City and the Castle is reflected in the story itself, and it is never really made clear which plot threads end up important and which don't.
The duality of the gameplay locations itself is a similar mess. Ignoring motivation or plot reasons, exploring the castle is pretty fun. The locales are pretty unique, ranging from a leaved garden, to a snowy tower, to a theatre and workshop and fire-lined deep halls and moonlit balconies. While the platforming is not terribly intricate, jumping and exploring paths between the castle sectors wasn't ever really boring, outside of the rooms that clearly act as loading areas. Too often does Dracula find himself in an "airlock" where he has to close off the path behind him and open that in front of him to continue on. While during the initial run through of a place, these parts aren't bad but are merely annoying. However, they make exploring after the fact a large chore. I found myself actually dreading shifting from one area to another if it meant passing through one of these airlocks, especially if I found I needed to run around and go through it again. Aside from those however, the castle is damn gorgeous and is generally a pleasure to visit.
The City, on the other hand, is a wreck. This doesn't just limit itself to the location itself, but also the way that it plays differently. First off, the locations of street level roads, parking garages, a church, a train station, industry hatches and factories... there's some variety but it just doesn't compare to the ornate castle areas. Most everything is drab, dark, and cramped. It's just boring. On its own this isn't something that is a deal breaker, but the fact that areas are often separated by underground hatches leading to cramped hallways and elevators and such, again, make exploring the areas after initially playing through them to simply not be very fun. These areas are also full of "airlocks" where you have to pull a switch and then wait 15 seconds to proceed. Not only are these equally at annoying as the counterparts in the castle, the idea of Dracula waiting for a female robotic voice to initiate and finish some sort of generic sterilization protocol accompanied by some sort of disinfectant gas or whatever is simply hilarious in a bad way. Since the rewards for exploring visited areas is mostly limited to extensions to your health or magic bar, or perhaps background lore, these factors make backtracking around not the most appealing thing to undertake in the first place. Secondly, the enemy types found in these modern areas included demons with shotguns or grenades, as well as robot police type mechs. These enemies are not terrible, but having to avoid various manners of ranged attacks on awkward enemy types just make them not as fun to fight. The city area does have the spectre/wraith type enemies, which I do enjoy fighting, but it doesn't compare to the jailers, harpies, blood skeletons, brotherhood knights, and such of the castle areas.
The Boss fights of this game are spectacles, and while the motivation for fighting each of them is a bit silly, some of them are really well done. The boss designs are creative, fun to look at, and most importantly, fun to fight (generally). The boss fights do a fair job of mixing up how you are best to tackle them, including using ranged or aerial attacks, or using Void and Chaos power, as well as prioritizing positioning and reflexes. It's just unfortunate that one of the most interesting boss fights, the one you fight in the theater, ends up also being one of the easiest in the game. There is a challenge set of maps also available, but these feel so separate from the main game. Sure, you can "farm" experience through these, but you could just do that with enemies anywhere, and you don't have to skip a cutscene every time you want to enter the challenge area. I understand that for many players, the challenges being present for a sake of variety is plenty, but I would have liked some sort of exp bonus for each completed challenge as some sort of motivation for completing them during the main game. Aside from that, the challenges themselves are pretty interesting and some are fairly challenging. The limitations forced on the player for some of the later challenge rewards allow you to think of other ways to dispatch enemy types. For instance, a later challenge that required to freeze monsters readily taught me about the void power variant of the mist form, which normal gameplay might have never pushed me to attempt otherwise.
Final thing I want to touch on is the stealth. Outside of some admittedly shameful ineptitude from certain review sites when it comes to finishing the stealth sections, I will say that the reviews themselves are not wrong. They just seem unneeded, and they interrupt the pace of a game that needs all of the pacing consistency it can find. Even with the idea that the stealth sections are more like puzzles in the guise of stealth, they still feel manufactured and present just to be present; I think I would have preferred more Zelda-eqse puzzles like in the first game rather than avoid unkillable enemies as the immortal prince of darkness disguised as a rat. While puzzles can become an iterative process where you learn the patterns needed and slowly make progress to a solution, these stealth sections seem more like trail and error where you simply try out which combination of bat, rat, and possess needs to be done in what order in order to progress. Some may argue that there simply should just not be puzzles or stealth at all, but I think I would rather move blocks or shift tiles around if that was the only other option. The infamous stealth section in the garden area was the largest of the game, and while mechanically it wasn't much different from any of the numerous smaller stealth sections, it felt the most unneeded since the fight the it precedes make the whole section seem pointless (where at least the quake-like enemies found otherwise are never directly engaged).
The game is a decent run through, especially for fans of the initial Lords of Shadow, but for anyone waiting to jump in or wanting to be proven wrong about their opinion on this latest outing by MercurySteam, this game isn't going to make believers out of the doubters. It can only hope to retain the majority of die-hard fans who have already accepted the game for what it is, flaws and all. I would still suggest that fans of action games give this a try, at least with a rental or a steam sale, but anyone just wanting to jump in blind and curious I would rather redirect to LoS1, if not another series entirely.