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.
Probably de best Soul. Very replayable, it adds countless improvements compared to Dark Souls 1, such as being able to reset stats, being able to use a weapon in each hand, etc.
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.
A decent sequel that suffers from the lack of the creator of the original Dark Souls. The narrative and settings deviate from those of the first game, showing respect for the author, without delving into anything that had already been previously mentioned. There are drops in the quality of the level design but at the same time a substantial increase in the quantity and variety of weapons and items. An important combat design innovation called "power stance" is also introduced, capable of exponentially multiplying the variety of builds and approaches to enemies. However, everything is ruined by a terrible design of the bosses which makes them unreadable and frustrating on many occasions and by a terrible movement system that uses realistic motion capture animations that do not suit the arcade nature of the genre. In summary, it is a title that is not necessary for the purposes of the narrative and the evolution of the franchise, but among its problems it guarantees a good amount of hours of entertainment and some ideas that in the future could be reworked into much more ambitious projects.
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.
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...