801 people found this review helpful
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3
6
Recommended
0.0 hrs last two weeks / 150.6 hrs on record (68.0 hrs at review time)
Posted: 2 Jun, 2017 @ 1:39pm
Updated: 2 Jun, 2017 @ 1:42pm

TL;DR
Buy it if you prefer the individual levels to the overal world or the bosses. If you prefer the gameworld, buy Dark Souls 1. If you prefer boss fights, buy Dark Souls 3.

Compared to Dark Souls 1, this game is much more consistent in its quality, with lower highs but higher lows. There's nothing in DS2 that's awful on the level of Lost Izalith, but there's also nothing nearly as good as the Painted World outside of the DLC. However, with the DLC included for free in the SotFS edition, the game is elevated to much greater heights. Sinh, Fume Knight, and Ivory King are among the best bosses in all of Dark Souls, better than almost every fight from DS1 and a good chunk of the DS3 boss pool as well. They also contextualize the story of the game in a way that makes the game far more personal -- it's much easier to be invested in the world of DS2 compared to DS1 and 3 where the stories feel like a backdrop rather than motivation.

COMBAT
Combat is Dark Souls combat, I don't feel I need to explain much more than that. It lends itself more to larger groups of enemies, and magic is greatly improved, but it's still Dark Souls, and it's just as good as any other Dark Souls game -- faster than DS1 as your attack options are better, but slower than DS3 because multiple enemy encounters require patience and picking a good time to attack -- the Dual Pursuers in NG+ play more like Ornstein and Smough than as a generic combat encounter. PvP is also great, but my experience is too limited to comment on it in depth here.

PRESENTATION
The game is, unfortunately, ugly -- much less creative enemy designs than DS1 and 3, with most of the new enemies being fairly standard humanoid enemies or bland looking 'fantasy monster' -- Ogres, those weird mushroom things, and the long-armed green enemies in No Man's Wharf are all forgettable enemy designs, a far cry from the unique appearance of the basilisks, the unnatural bodies of the mimics, and the horrifying bug/human hybrids in the depths of Blighttown. Boss design suffers from a similar lack of quality -- there are no fights as visually striking as Sif, Gaping Dragon, or Gravelord Nito. The most creative boss design is the Executioner's Chariot, an optional boss that culminates in a fight against a pretty generic horse enemy with dodgy hitboxes.

LEVELS & BOSSES
Speaking of bosses, outside of the DLC the boss design in this game is downright bad. I can honestly say that there wasn't a single fight that impressed me in the entire base game. In stark contrast, the levels between these boss fights are fantastic, and with a couple exceptions they were all well designed. I didn't like Heide's Tower or Earthern Peak, and I still can't tell if Shrine of Amana is a great zone or an awful one, but every other zone felt satisfying to fight through and explore, with plenty of secrets to discover and interesting enemy set ups that forced me to adapt to a very steady difficulty curve throughout each 'path' -- the first zones, like Forest of Fallen Giants or Shaded Ruins, were generally pretty simple and straight forward, with some kind of mechanic the zone wanted to teach you, be it curse pots, poison build up, combat against large enemies, combat against many smaller enemies, etc., but each level path would iterate on these ideas, often culminating in a final stretch to the boss that is a grueling test in all of the lessons you've learned -- the cave before Freja, the flooded hallway before Sinner -- or in an optional but very difficult boss with an even more challenging run-up -- Smelter Demon, Belfry Gargoyles if you're online -- that makes the rest of the zone easier to tackle in some fashion.

WORLD
The most conflicting part of this game is whether or not I hate the gameworld or adore it. Dark Souls 1 had an amazingly interconnected world throughout the first half of the game, but threw this concept out the door in the second half besides a few cool moments, like seeing Izalith through a hole in the wall in Tomb of Giants. Dark Souls 3 didn't have many interconnected paths between zones, but instead focused on feeling more like a journey than a quest, moving through the world in a linear fashion with a tightly controlled difficulty curve. Dark Souls 2 has multiple paths that you can tackle in almost any order, allowing you to tackle the game the way you choose to -- and not in the "well, technically" fashion of Dark Souls 1, but by having a more consistently challenging game that retains its difficulty regardless of what path you go down. However, these paths do the infuriating and yet somewhat fascinating thing of refusing to make any logical sense. You walk through tunnels that teleport you from daylight in a forest to rainy nighttime on a mountain, you climb elevators that lead from the top of a tower upwards to the base of a volcano that doesn't even exist, and your tutorial zone is called Things Betwixt, as though its lodged between worlds in some way, and the only exit is through a crack in the barrier between the world of Drangleic and the world of Things Betwixt. If it wasn't a concept that was explored further in Dark Souls 3, culminating in the complete devolution of time and space in The Ringed City, it would be easy to call this lazy design, but its clear in retrospect that this game is very intentionally building an atmosphere of unreality that is utterly fascinating to look closely at once you start to pay attention to it and look at how many ways the game's story and world ties into this idea.

DLCS

Sunken King plays like a Zelda level, with a bow and arrow being necessary to explore the level. Most of the bonfires are hidden and well spaced, and I could see somebody getting through the whole DLC only ever finding two of them. Enemies are challenging to fight, and the ghostly suits of armour are a very interesting challenge that I won't spoil, even if I struggle to imagine being able to defeat them all on just one life. Sinh is the best endurance fight in the series, and possibly the best dragon fight in the series -- I'm still torn on whether or not Midir is the ultimate challenge or just obnoxious -- with his movements making him difficult to follow across the room and his damage being difficult to avoid. Taking him down feels like a triumph simply because the odds are so stacked against you, with the durability damaging armour plating, the toxic building flame he spits at you, and the massive hitboxes of many of his attacks.

Old Iron King has the best level design in any Dark Souls game ever, with an absolutely perfect understanding of how to pace the DLC. The DLC only has one mandatory boss fight, and he is an incredible challenge, and certainly the best humanoid boss pre-Dark Souls 3, where the humanoid boss bar was raised so high that nothing could ever reach it. When you activate the elevators that span the tower, what was previously an incredibly difficult to navigate maze becomes much more accessible, and dozens of secrets are opened to you. Incredibly satisfying level design elevates this DLC to the top of the pack.

Ivory King is the worst of the DLC, but has the perfect fight to end your DLC experience with, as Ivory King is the most gorgeously presented boss in the entire series. However, exploring the level twice after melting the ice feels tedious, and the Frigid Wastes are a war crime. Although great, I spent more time being lost than making progress in this DLC.

FINAL THOUGHTS
Overall, this game is a solid 8/10 for the base game, weighed down by poor boss encounters and bland presentation but carried by a top-notch combat and progression system, but a 9/10 once DLC is included, with the drought of good bosses being augmented with several fights ranging from great (Aava, Elana) to fantastic (Fume Knight, Sinh, Ivory King), the story being heavily improved, and the already great level designed being honed to perfection.
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8 Comments
Keneor 9 Dec, 2022 @ 10:36am 
Reviving this post if ever, and you prolly already learnt this somewhere but the game world making so little sense is due to a very chaotic development, with a change in director and overall plan midway through, they threw what they already had worked on together however they could to make sense gameplay wise but with less time to care about how it would make sense lore wise, thus Iron Keep's magical non existing volcano among other things. A shame really.
Zidane Lionheart 26 Jun, 2021 @ 8:43pm 
I could read entire essays of you breaking down these games. Excellent writing. I think your analysis is spot on. I never liked this one when it came out but I've always come back to it; bought it three different times, haven't finished it once. I'm determined to finish the DLCs but last time I got to Shulva after Ancient Dragon and just got burnt out. Still, I love the beginning of this game. I still think the elevator to Iron Keep is the most egregious sin, almost everything else can be forgiven or ignored IMO. Nice review. :praisesun::bonfire2:
Olive 16 Apr, 2019 @ 3:30pm 
You're right! Just as written, it's an 8, but the DLCs bring it to a 9 due to being a significant portion of the overall playtime and being consistently extremely high quality. The core souls formula is still done very well, even if the lacklustre bosses tend to disappoint when compared to other games in the series. Either way though, when it comes to media, quality is mostly subjective!
Sir Alonne 10 Jun, 2017 @ 3:44pm 
Possibly? He was a great boss, no matter what. His moves were very fluent and fast.
Olive 10 Jun, 2017 @ 12:48pm 
I killed Alonne on my first try and barely got hit, which was really disappointing after fighting Fume Knight. Maybe I just got lucky?
Sir Alonne 10 Jun, 2017 @ 1:44am 
Hey hey hey, no credit to Sir Alonne when talking about DLCs? That is disappointing!
Olive 6 Jun, 2017 @ 3:00pm 
>Tauros Demon, Capra Demon, Bed of Chaos, Moonlight Butterfly, Ceaseless Discharge, Centipede Demon, Bed of Chaos, Demon Firesage, Dark Sun Gwyndolin, Pinwheel, Bed of Chaos, Stray Demon, Bed of Chaos.
>Arguably Nito, Seath, Iron Golem, Sanctuary Guardian

Dark Souls 1 has a few PERFECT fights, but most of the game's best points are in the level design and how it all links together. Artorias, Gwyn, Sif, and O&S are probably all in the top ten bosses in the series, but I really think the boss fights were much better playing them the first time than they are looking back.

I do agree, though, that nothing in DS3 matched the satisfaction of beating O&S the first time.
oribabkt 4 Jun, 2017 @ 5:59pm 
>Boss fights better in Dark Souls 3.
>Vordt, Greatwood, Crystal Sage, Wolnir, Old Demon King, Yhorm, Ancient Wyvern, Oceiros, Champion's Gravetender, Halflight.
I'm not saying that Dark Souls 3 doesn't have it's fair share of decent bosses, but I feel like Dark Souls 1 is way superior in terms of displaying much more memorable bosses. Dark Souls 3 was coated with bosses that look cool, but turn out to be the biggest pushovers. Nothing in DS3 came close to the magic of O+S or Kalameet.

But the bed of bullshit is still bullshit.