Crab Milk Mickey
Member
For me personally, Dark Souls II suffers from not going far enough from the elements that could help distinguish it and heighten the strengths it already had. The areas that did stand out or offer something unique to the game as opposed to being a retread of what the prior games presented, were either too short or too easy. Take No Man's Wharf: the boss fight there could've been genuinely cool if they implemented two simple patterns, namelyI think this is a bit of an overstatement.
DS2 was legitimately trying to offer something new and push back against a lot of the tactics players fell back on.
Lots of the combat complaints were designs to offer new challenges to long time players: the infinite stamina, gang fights, and attack tracking existed in DS1 and Demon's in the form of every boss fight; they just started applying it to normal encounters. They are all there to help mix up the strategy that existed effectively for 95% of De and DS1 encounters: circle towards the back of an enemy and go for a backstab, dodge roll on any attack (in any direction, it's irrelevant).
Adding more forced gang fights (which existed in both De and DS1 pretty extensively) adds variance because it forces the user to control space more effectively, pick their backstabs more timely, and actually pay attention to which direction they dodge roll.
The attack tracking was mostly just an animation change; in the first two games, enemies would lift their sword, feet planted, then on the swing, would instantly snap turn to face you. They just changed it so that they enemy spins to track you, then locks in place on the actual swing. Couldn't really tell you which is more "fair", but I would agree that the animation looks better the old way. I do believe that the spin is a remnant from the older builds of DS2 where you had to specifically roll to avoid attacks (roll left or right for overheads or backwards for side swipes) as there was almost zero invincibility frames. It probably seemed like a good idea at the time, but I'm glad they switched back to the i-frame style, even with the more limited frames (hybrid).
Everyone keeps saying that DS2 is "cheap" and "unfair" yet almost all agree that in the long run, it's easier than DS1 by quite a bit.
I will admit that DS2 has the least memorable bosses of the 3 games. And it has the biggest divide between the best and worst looking areas, but I'd still say that the art also has some of the best looking areas in all of the games. The lighting in some areas is unmatched. I personally think DeS is as ugly as can be; boring armor and weapon designs, flat boxy primitives abound, and a stupid mishmash of Western grimdark with hammy anime elements. DS1 is unmatched though.
DS2 is not as good as DS1, but it is light years better than 99% of games and offers some truly thrilling and excellent areas. The Forest of Fallen Giants, Lost Bastille, Iron Keep, Drangleic Castle, No Man's Wharf, Huntsman's Copse and every area from all of the DLCs are excellent levels. The PvP areas are such a great idea for integrating other players directly into the world. Heide's Tower of Flame, Majula, Dragon Aerie offer visuals greater than any other in a DS game. The magic system overhaul and balance is better than any of the other games.
DS2 is a stellar game.
the water inside the boat rising substantially faster than it does now
having the boss switch sides so players wouldn't auto-pilot through it by focusing the slower half with the clubs
Pharros Stone
the game's contrast values are completely jacked up to the point darkness
The Gutter
Blighttown / Tomb of the Giants / New Londo Ruins
The Black Gulch
Gameplay-wise, Dark Souls II also fell flat relative to its predecessors. On its own it's still a satisfying and fairly competent game compared to the competition, but for every necessary nerf to exploitable features (like backstabs), positive evolution (such as the lighting) or for every welcome piece of streamlining (like the inventory or smoother online integration) there'd be something far more detrimental to DS II's combat or general flow. The majority of the bosses being either pedestrian (including even more humanoid bosses in the DLC for some reason) or heavily flawed in execution (too familiar or simply terribly designed like the one in
Doors of Pharros
Ultimately, I found Dark Souls II to be a waste of time (regardless of the enjoyment I got out of it) coming off of the original and something I don't think I'll ever be willing to revisit it. I wanted to give it another chance if the DLC was discounted during the holiday sale, but Scamco decided to be greedy fucks instead because they know it's a popular series with a devoted, borderline fanatic fanbase. The fact they're also squandering the goodwill the name gathered over the years with a full-price " "definitive" " edition - which is seemingly implementing nothing but negligible new features or so-called upgrades - also doesn't sit well with me, regardless of the game's actual quality, but it sure makes me even less inclined to pay them any kind of money for a large portion of content I haven't played. Bloodborne approaching makes this even less appealing, cost of entry be damned.
Even more moveset recycling? Upholding the trend of consistently awful character additions with each DOA5 revision I see.