At the end of the day, Dark Souls II uses more subtle changes to find its own flavor and place in the series as a whole, rather than reinventing the wheel.
The core gameplay and basic design sensibilities have been retained, and while there are some concessions to player ease, they don't interfere with the gameplay
A carefully considered sequel that avoids upsetting existing fans and offers an olive branch to newcomers – all the while retaining its position as one of the most challenging, and rewarding, video games of modern times.
Dark Souls 2 won't change anything: if you liked the experience FromSoftware offered in the former episodes, then you will like it again. But if not, you won't start liking now. The great atmosphere, the feeling of loneliness, the intriguing soundtrack and the difficulty still make the quality of this game. But Dark Souls 2 begins to fall behind from the technical point of view, and it's far too demanding for such old-school gameplay.
This is one souls game that catches a ton of flack from fans and joeshmos alike. but the magic in this game was one of my absolute favorite gaming experiences.
Don't knock it till you try it, it's worth a play for sure.
Ele e o 3 são os meus preferidos.
Adorei a ambientação a gameplay apesar de achar que o modo de contar as história por item ser um pouco preguiçosa isso não faz com que o jogo seja ruim...é um bom jogo.
Soulsborne is known for being a series of immaculate polish, combat and world building. Titles such as Dark Souls, Bloodborne and Elden Ring effectively set new standards for upcoming video games, and since then a lot of developers have tried to cash in on this unique style of gameplay, but they very often fail to imitate FromSoftware's design theory & polish. Dark Souls II feels like it was made by those same developers, as the usual "hard but fair" type of game design that these games proudly wear is suddenly ripped off and thrown into an industrial crusher. Instead, this title decides to incorporate some new features which are clearly intended to piss the player off as much as humanly possible: Dodge frames are reduced and need to be upgraded through a new stat, your max health gets permanently reduced by 5% for every death until you are half health, prompting the use of a rare-ish item to go back to 100%, enemies track you for ages and will follow you everywhere, even being able to hit you through & during fog, some areas are pretty much designed solely to frustrate the player and offer little to no counterplay, making you either slog through the area, hoping not to die, or repeatedly kill the enemies until they permanently despawn at 15 deaths (this also applies to boss runs, funnily). These are not small issues, and they force the player to repeat a lot of chunks of the game, which kills motivation to play, as you'll be forced to slog through the same 20 enemies who track you to the ends of the earth to get to a boss, all while being hp capped. The bosses are uninteresting in most cases (except for a few amazing ones), most areas straight up **** and some of them make you want to destroy your controller (good luck playing this on KBM). This game is a major disappointment and a huge departure from DS1, who's first half is so well crafted and executed, in comparison to this title which seems to offer little to no respite, subjecting you to one horrible game mechanic after another, with the majority of main game bosses posing 0 threat (until the DLC where some of them become the worst bosses in the series). Don't get me wrong: underneath all the garbage, there is a game that has retained some of fromsoft's signature identity, with a huge variety of builds, some gorgeous areas, amazing bosses and stark, well defined worldbuilding & ambiance. But all of these positives are horribly overshadowed by the negatives which seem to take center stage most of the time. I would still recommend a playthrough, but actually finishing this game is another story.
Before I start, I enjoyed it, but, there's one reason it's not a higher score.
All these years I thoughy Souls-like games were hard because of AI, level design and thoughtful planning.
If I'd known it was just **** input responses I'd have tried these years ago.
**** is designed to punish you for dying wouldn't you want the controls to be as responsive as possible?
Press Circle to roll, it may work, or maybe it won't, press it again though and you'll undoubtedly roll off a **** cliff.
Want to lock onto that enemy that is clear as day from a ranged position, not a hope, but get close and you'll click on and off 5 times before firing your spell over his stupid head as he plants his sword in your kidney.
Want to block, that's sometimes R1, but not all the time, what about heal, press Square, but, it won't actually begin the drink flask animation until you've pressed Square again repeatedly and, of course, only after the enemy has begun it's ridiculous wind up attack to knock your chin out of the park in one shot.
It's seriously telling that I can't remember one boss fight without edges to fall from, not because their wasn't any, it's because they were unmemorable and over quickly.
Not hard.
Just frustrating.
RIP controller number 2.
SummaryPrepare to die... Again. Dare yourself to engage against intense gameplay in a vast world powered by a new engine. Immerse yourself into mind-bending environments filled with new twisted monsters and deadly bosses. A vast array of threats will prey on human senses & phobias - auditory hallucinations, vertigo, acrophobia, etc. More intric...