Majula, the game's hub, where you'll be returning to very frequently to level up, repair items and see just how many times players have died worldwide |
A hugely convenient fast travel system is available as soon as you've lit your first bonfire, which, although a huge time saver, inadvertently makes the world feel a lot less like the continuous and sprawling world that the original Dark Souls created. The ability to quickly zip from one place to another from any bonfire makes returning to locations in search of items, bosses or simply to farm out some much-needed souls significantly easier. However, this time-saving mechanic has the confusing effect of making the game feel a lot less focused from a narrative perspective (since you're going from one very different area to another fighting boss after boss with no apparent narrative connection between them) whilst simultaneously making it feel more focused from a gameplay perspective (since there's more boss fights and less finding boss fights). Dark Souls 2 basically feels a lot more like an elongated endless boss run, which somehow manages to both diminishes a lot of what Dark Souls 1 felt like whilst also cutting out a lot of the middle-man and just getting to the meat of what Dark Souls is really about: banging your head against boss after boss until eventually it breaks through.
Multiplayer summons and being "invaded" by other players remains a very big part of Dark Souls 2 |
Although this may sound like Dark Souls 2 has done a great job of streamlining the core of the Dark Soul’s experience, in reality it’s actually done the opposite. Despite the many interesting and immensely challenging boss battles being the core of what people loved about the original Dark Souls, it was the little things that really made it special. The sudden realisation that the entire world is connected by these little passages and doorways, the weird, mini-boss-like elite enemies that were almost as difficult as some of the bosses, the exasperated sigh of relief when you finally stumbled across that bonfire you’d so desperately been hoping for. That was so key to what made Dark Souls such a unique and memorable experience, and, for the most part, Dark Souls 2 feels like it lost a lot of that mystery and unpredictability in a somewhat disappointing attempt to recreate such an amazingly unique game. The inherent and consistent focus on quantity over quality is one of Dark Souls 2’s biggest downfalls. More areas, more bosses, more weapons, more loot. Dark Souls 2 has around 32 boss fights in total, around a dozen more than Dark Souls 1. However, all that having more boss fights does, in reality, is make the majority of the bosses bland and fairly generic (the majority of the game’s boss fights are just tougher-than-usual dudes with a large weapon, a handful of plain attack patterns and a lot of health). Furthermore, the extreme over-saturation of boss fights also ruins the excitement and unpredictability of finally reaching a boss fight, mainly because there are just so many of them, but also because most of them are incredibly trivial (which was extremely disappointing considering the crux of the Dark Souls experience is that it’s meant to be extremely difficult). I should probably clear up one thing, however: for all my complaining about the extreme ease of the game, Dark Souls 2 is not an easy game, especially not by typical RPG standards, my problem is simply that compared to the gruelling fights that filled Dark Souls 1, this game feels substantially easier.
The HUD and on-screen information remains pretty much unchanged |
The obnoxiously cryptic nature of how information is delivered to the player is very much a part of Dark Soul's unique charm; the sheer lack of useful information (i.e. item descriptions that actually explain how much stat X is increased by, instead of simply saying “increases stat X”) can get a little frustrating. Discovering what weapons, items, spells etc. can or cannot do can be quite a lot of fun in itself, but some things are just unnecessarily mysterious (severely lacking explanations for pretty rudimentary spells, for example, just feels a little over the top). The non "hand-holdy" nature of Dark Souls 2's approach may serve as a refreshing reprieve for those who have grown tired of the crude and somewhat condescending way in which many (typically Western) role-playing games treat new players, and a lot of people love Dark Souls for that very reason. However, when a lot of the game’s core mechanics are hardly explained, that's just bad game design and not something that should be so heavily praised. By all means keep the description of some really rare, obscure item a secret and allow me to find out for myself, but when the player has to go to walkthrough to understand how to summon in NPCs and other players (a fairly core mechanic, and the crux of the multiplayer), there's a problem.
An example of one of the game's earlier bosses, the Flexile Sentry |
Ultimately, Dark Souls 2 is, for all my grievances, still a great game. It’s just that when compared to the incredibly unique game that the first Dark Souls was, this feels like a cheapened and diminished experience. If you played and enjoyed the first Dark Souls, then you’ll most likely still have a good time here, and, in a lot of ways, it’s a better game than Dark Souls (from a technical and mechanical perspective). The game looks, plays and runs a lot better than its predecessors, and there’s still a lot of satisfaction to be gained from slaying boss after boss (however easy a lot of them may be). If you were hoping for a harder and even more punishing Dark Souls, then unfortunately this isn’t it, but you should be more than happy if you’re looking to get in on some more accessible Dark Souls action.
No comments:
Post a Comment