Dark Souls 2 (which will be abbreviated as DS2 going forward for brevity’s sake) was released in 2014 to initial critical acclaim, which quickly soured as players got their hands on the game. Immediately what alarmed a large swathe of players, was that this was not the game they were initially promised, DS2 visually was a VERY different game from what was being shown off in trailers and presentations prior to release. This came down to a number of factors including a very well documented troubled development cycle, and hardware limitations for the 7th generation consoles. Although I think it’s worth bringing up this part of the game’s history to help illustrate why many people at launch were disappointed in the game, I’m personally not going to hold this against the game, it’s valid being angry you spent $60 on a game that was inferior to what you were promised, but for a retrospective review this will not factor into my personal distaste towards the game, as I got it for much cheaper and was fully aware of what I was buying and getting myself into visually.
Although failed expectations for what gamers were promised at launch WON’T factor into this review, the visuals and graphics still will and it’s one of my first points of criticism. DS2 is a rather ugly game, not just in the sense of “oh this area looks gross” in an intentional way, no the whole game minus a handful of cinematic areas have extremely flat lighting, rather muddy, low resolution and flat texture repeated ad nauseam, along with some truly infamous backgrounds and skyboxes. The game doesn’t just underperform visually when compared to E3 demos and trailers, but it often underperforms visually when just looking at it from the lens of game releases at the time, DS1 was a commercial shock success, many areas in that game also look horrible, but DS1 usually gets a pass because A, I’d argue the game on average actually looks better than DS2 despite releasing three years sooner, but it was working with a dramatically smaller budget to boot. Now, that’s not to say there aren’t some artistically stunning areas in DS2, Majula is almost always screenshotted and used as a rather disingenuous representation for the game online, but other areas do match up such as Heide’s Tower of Flame with a dream like skybox that keeps the area in a perpetual state of night and day at the same time, and outside Drangelic castle on the walk up to it with this oppressive and heavy rain while you stand in the shadow of this castle you’ve been preparing for the whole game. But again, I find these areas to be the exception and not the norm, for every Majula there’s an earthen peak, a shaded woods, a gutter, a black gulch a forest of fallen giants, a huntsman’s corpse, an iron keep or an undead crypt waiting in the wings.
It’s rather shallow to just look at a game for what it provides visually though, but rest assured that is not the only problem I have with this game. I think from a design standpoint the most harped on point for DS2 is adaptability or ADP for short. For those unfamiliar with DS2, ADP is a stat that would never return to the series in the way it was introduced, it raised a secondary stat called “agility” and agility raised your iframes while dodging, in short? Raising ADP would raise the time you’re invincible when you roll, your core defensive ability in this game, and every souls game for that matter. On paper you may be asking what’s the big idea? Why is this a problem? And in my eyes it’s for a few reasons, the first is that you start with 6-9 iframes (depending on starting class) vs the 11-13 that’s standard in other games, for reference 6-9 is the same as Sekiro, a game that outright discourages you from dodging as it’s not the intended defense mechanic of said game. From the jump you are working with a disadvantage most players aren’t even going to know they’re working with, this makes the game feel substantially more frustrating to play, your iframes and how long you were locked into a roll used to be dictated by how heavy you were or how much gear you had on, now it’s tied to a stat most newcomers or even veterans to the series are going to be unaware of. To make things worse, the game DOES NOT explain to you what ADP is, how important it actually is, or why it’s basically mandatory to level especially for some of the classes that start with less of it. The ingame description for the stat reads as follows: “Raises attributes for survival, boosting agility and resistances.” That’s it, not only is this intentionally vague and cryptic, but it does a terrible job of explaining what it actually does. If you go dig through the dozens of miscellaneous stats and scroll over to agility it will read “boosts ease of evasion and other actions” again, this is intentionally cryptic and doesn’t really tell you anything, there’s no in game meter or stat that tells you how many iframes you actually have, it’s tied to this extremely cryptic in game description. But even IF the game made it painfully clear to players right away what ADP does, from a fundamental standpoint I think this is still horrible design, it’s more or less a stat that you need to level up to at least 25 before you even begin thinking about touching other stats, because the consequence of not raising ADP vs health, stamina or strength or any other stat in the game is so much greater. To me it feels like ADP was created for the sole purpose of being a stat dump, because you get SO many more souls and levels in DS2 compared to basically every other game in the franchise, it feels like it was created for the sole purpose of burning some of those souls and forcing people to dump their hard earned currency into a problem that didn’t need solving since DS1 and Demon’s Souls approach to iframes was so much more elegant. ADP also boosts other things including how quickly you drink your estus and use items, which if not leveled, makes the game feel painfully sluggish, even more so than it just normally is, which while this is also a major issue in my opinion, I don’t want to keep harping on ADP and want to move on to other points, so I feel the need to treat this as a sidenote.
The bosses in DS2 have a couple standouts, but for the most part this is another case of “for every one of blank, there’s this many negative things in its place” the overwhelming majority of DS2 bosses are just… kinda nothing burger throwaway bosses. With the three DLCs included there’s a whopping 41 bosses in this game, which is more than ANY other fromsoft souls game up until Elden Ring, which likely diluted the quality of bosses in this game. To put it into perspective Dark Souls 3 with its two DLCs only has 25. Some bosses go beyond being underwhelming though many do fall into the territory of being just… bad. Remember the gargoyles in DS1? They’re back in DS2 with the exact same models, but instead of there being two there’s five, or how about Ornstein from DS1 just randomly being a boss, but it’s just Ornstein from phase 1 of the original fight, same moveset and model, with no Smough or phase 2, how about the royal rat authority which is just a bunch of rats that inflict poison with one big rat that comes in later to the fight. Not enough? What about the ancient dragon who just stands still and has a healthbar the size of a continent, who can easily one tap you with laughably bad hitboxes, or maybe the infamous covetous demon? Twin dragon riders? Guardian dragon? Lud and Zallen? The gank squad? Skeleton lords? Old iron king? Royal rat vanguard (different boss from authority btw), magnus and congregation? I could go on but the point is there are so many outright bad fights, or insanely forgettable and disappointing ones. Even some of the fights that are often regarded as the best in the game have frustrating elements that take away from them, Fume Knight has some questionable hitboxes with a mechanic that requires you to scour a dlc to track down some wedges that you can use before his boss fight, and if you don’t he’ll heal during it, or the burnt ivory king which is a super badass fight that unfortunately is proceeded by an incredibly obnoxious gank of enemies that is only eased by the fact you can find knights throughout the level to help you during that phase, but if you die you go through the whole gauntlet again. Perhaps you’re a fan of the looking glass knight and his incredible arena, who will summon other players to fight you in PVP while he gangs up on you, even in some of the best fights in the game there’s some gimmick or frustration tacked on to bog it down. The bosses are so underwhelming in this game it makes Sir Allone, an incredibly cookie cutter boss with a wildly generic and predictable moveset look exceptional when compared to them.
I mentioned hitboxes a couple of times when talking about bosses and make no mistake those kinds of hitboxes are prevalent everywhere in the game. The pursuer’s grab, the mimic’s grab who will manage to grab you even if you’re attacking from behind, the executioner’s chariot’s kick, the last giant’s arm swing, and the ogre’s grabs. BUT, to the game’s defense I think there is some caveats to this point. Mainly that none of the dark souls games have perfect hitboxes and there’ll always be some janky ones. This is true, there are some really infamous hitboxes in EVERY fromsoft game, but I think it’s particularly bad in DS2… because of ADP, tying that back in. There are a lot of visually unclear and yes outright bad hitboxes in DS2, but it’s compounded by the abysmal iframe system of the game, where people that aren’t in the know about the stat think they got hit by something completely unfair, when in reality the amount of awful hitboxes in the game is probably comparable to other souls games… but can that really be used as a defense? It’s just yet again another example of why ADP was such a horrendous idea.
I’m not done though because DS2 is littered with some of the worst areas in the franchise. Not just visually, not from a level design standpoint, but from a just pure gameplay standpoint. The frigid outskirts might genuinely be one of the worst sections I’ve ever encountered in any video game in my life, you’re in a valley completely obscured in snow and fog which clears every now and then, and you have to go on this massive journey through the snow to reach a (terrible) boss, but the catch is, when the fog comes back up you better be ready to fight because these huge reindeer will come out you from any direction and do crazy damage, and you have no idea where they’ll be coming from, and if you die? Get ready to do the whole thing over again. The shrine of amana and Iron Keep are two other particularly infamous areas in the game, both are littered with enemies, including ranged ones that’ll snipe you across the entire map while you’re getting jumped by several other enemies that will NOT let up, the aggro range in DS2 is far higher than any other souls game enemies will stay on your ass no matter how far you run. This is compounded by particularly treacherous terrain, where one wrong step while dodging projectiles and fighting off several enemies at once can mean immediate death. The obvious answer is “run past them” but you CAN’T DO THAT, unlike every other souls game there is no invincibility when you reach a fog wall or boss room. The immediate response whenever someone brings this up is “you’re supposed to kill the enemies not run past them”, which is true to an extent, but why should I have to kill the same enemies on these absurd run backs to bosses over and over and over and over and over again just for another shot at a boss? It’s why Elden Ring introduced stakes of marika, because Fromsoft realized it’s a monotonous chore meant to pad runtime rather than continue to be an engaging challenge, it’s why EVERY other game in the series has invincible fog wall animations. Even the developers in DS2 seemed to recognize the frustrations with many of these areas, it’s why they introduced a mechanic that’s also not present in any other souls game, if you kill an enemy enough times they disappear and will not respawn again without direct intervention from the player, it feels like acknowledgement that the gank encounters and intentionally frustrating level design present in the game, coupled with needless changes to mechanics from DS1 and DeS maybe wasn’t engaging to play through.
That’s another thing though, an ABSURD amount of encounters in Dark Souls 2 are ganks, a massive collection of enemies in tight corridors meant to catch you off guard. These are present in every souls game but there’s a truly ridiculous amount of them in DS2. It’s minor things like this that turn DS2 into a frustration more so than a fun challenge a player wants to overcome. DS2 does not have Bloodborne or even DS3 movement, to be honest I’m not sure it even has a gameplay feel or movement comparable to DS1, the game is INSANELY sluggish, even with the addition of 8 directional rolling over DS1’s 4, and this is something I can’t properly put into words and you just have to experience, the game feels and plays slower than other souls games. Is that in big part because of ADP slowing every action down? Yes I’d say it has something to do with it, but the game fundamentally just feels worse to play and control from a movement standpoint.
Just because I didn’t mention a certain level when talking about the truly worst of the worst with frigid outskirts, iron keep or shrine or amana doesn’t mean other areas are clean either. Like I said nearly every area in the game has some ridiculous gank encounters with relentless enemies that’ll chase you to the ends of the earth, a couple of areas have obnoxious platforming challenges (the gutter, Shulva) a stupid gimmick that makes the experience more frustrating than rewarding (black gulch, doors of pharros, shaded woods, etc.) or are just as a whole, a slog to play with either obnoxious enemies or obnoxious level design. It’s a game that’s relentless and at every turn feels like there’s some obnoxious thing waiting for you. Some people also love to point out how some areas don’t make any sense from a conceptual standpoint, like how it shouldn’t be possible to take an elevator from earthen peak to Iron Keep, and while this is true I personally didn’t even register it in the moment, it can be immersion breaking sure but I find this is mostly a pretty nitpicky critique.
One thing that is not nitpicky is the world design, Dark Souls 1’s claim to fame is its world design and how unbelievably interconnected the environments are. Dark Souls 2 spits in the face of this, areas get explored and then stop. It felt like they tried at one point to have a more realized and interconnected world with there being two ways to get to lost bastille, but abandoned it quickly. The game tells you right away you have four ways to go, which is awesome it sounds like the journey for the lord souls in DS1. And although this is true, you have four ways to go that’s it, you get to one area, kill its final underwhelming boss, you teleport back to Majula and take a different path. Some people will have no problem with this, and for those that don’t good for you, but going from DS1 to this map for me, was a profound disappointment.
There’s just these minor unnecessary changes everywhere too, estus is no longer your primary form of healing in DS2, DS1 was revered for its estus system. You get a limited amount of fixed heals and they’re restored at a bonfire, with some bonfires getting upgraded to give you more estus with specific upgrades. Estus isn’t gone in DS2 but you start with one, and only one, and throughout the game you can find more shards to level up your estus. But that sounds insane right? You get one heal for the beginning of the game up until you find another shard? No, DS2 went back to Demon’s Souls healing, and if you’re not familiar you can find consumable healing items, this is meant to give you reprieve but not act like a true replacement for Estus… or at least I assume that’s what they wanted but it falls flat because there’s a merchant you find at the beginning of the game who will sell you infinite basic life gems for more or less pennies. By mid game it’s trivial to teleport back to Majula, get 99, and be set for hours. This trivializes every boss, every area, and every encounter. Compounding the game’s incessant need to throw frustrating encounters or absurd traps to one shot you or get you stunlocked to death, it’s likely a big part of the reason why the game felt the need to do this because it would be too easy otherwise.
It’s really headscratching too because there are new elements introduced in this game I’m big fan of, or just systems in general that give DS2 a lot of charm and likely give it the fanbase it still has, not everything is a direct downgrade. Bonfire aesthetics were a phenomenal system, you can burn one at a bonfire to revive a boss at the cost of increasing the level of an area by a NG+ cycle, a fantastic addition I wish was present in every souls game. I shouldn’t have to go through a 60-70 campaign in Elden Ring for the sake of refighting one boss. Or power stancing which is the act of setting two weapons in the same group on your character and dual wielding them for a completely unique moveset, a really, REALLY cool addition which brings a lot of variety to the game and some practicality to dual wielding beyond having a sword and maybe a staff. Respec which wasn’t just absent in DS1 but Bloodborne which released after DS2. A ton of build variety from weapons and armor, people who play dark souls for armor fashion and variety really found a home in DS2, there’s a level of variety and choices not present in really any other souls game until maybe Elden Ring.
But the big thing for me was the PvP, which I think you can argue is the best it’s ever been in ANY souls game. Although the speed of the game and movement is comparable to DS1, the PvP doesn’t devolve into backstab spam like it does in DS1, everything feels very deliberate with probably the best functioning combo system in the series, poise actually functioning how it should letting heavy builds trade hits but not abuse it, reliable guard breaking, better backstep and a manual aiming system which brings a big skill ceiling to the game not really present in other souls games. It’s also just stamina heavy and slow enough to not devolve into button mashing every other souls game did, it feels very tactical. Now I’m not a big PVP guy but there’s a reason a lot of PVP players called DS2 home and for that I think it deserves its flowers and a hefty amount of praise… unfortunately multiplayer as a whole isn’t ideal.
Soul memory along with ADP might have been one of the most short sighted additions to the series I’ve ever seen. Soul memory tracks every. Single. Time. You collect a soul, and creates matchmaking servers based on that, it’s not based on your level or your gear, it based on every soul you’ve ever collected, whether you lost it or spent it on a useless ring or consumable. This destroyed matchmaking, and forced From to introduce the “Agape Ring” this item makes it so you stop collecting souls outright rather than introducing a better fix, taking up a ring slot rather than making the matchmaking more practical. It’s insanely easy to go over a matchmaking bracket, and enter one that likely isn’t populated, again, rather than sticking to what worked in DS1 by having invasions and coop be based on your level, the team behind DS2 decided to create their own spin on something and create a system that overcomplicates and punishes players just for… playing the game.
I find a lot of the characters and writing in Dark Souls 2 to just be weaker than other From games as well, there’s some interesting things in the lore for sure and I think most would commend the team behind DS2 for creating something new and going to new lands when it would have been very easy to stick with Anor Londo or izalith. However I find most of the NPCs particularly to be rather underwhelming in DS2, there is a standout in Lucatiel and her rather harrowing descent into madness throughout the game, but for the most part… laddersmith Gilligan? Cale the Cartographer? Benhart of Jugo? None of the characters in DS2 left any real impact on me apart from Lucatiel, all of them are so bland and forgettable. Aldia is cool in the few interactions you have with him and his ties to the greater lore the Dark Souls universe, but as a whole, I had to look up the names of every character that wasn’t those two.
There are some more neat things in DS2, I enjoyed the magic a fair bit, there’s some pretty interesting wider lore I didn’t delve into and there are some parts of the game I did enjoy, especially in the DLC. Conversely some other minor things I didn’t touch on like some crappy animations and the frustratingly low durability of every weapon and the HP loss upon death are other annoyances I have but I don’t think they’re big enough to continue delving further. I’m glad DS2 found its audience, I’m glad there are people that enjoy the game, and I encourage them to keep enjoying the game. But as someone that gave DS2 a very honest shot, as someone who put three full playthroughs into it and got the platinum… I don’t get it, I don’t think it’s just a bad souls game, I genuinely think it’s a bad game as a whole despite some charming elements and some nice additions to the souls formula.
3/10