Dark Souls II is something of the black sheep of the Souls series. Given the standard laid forth by the original Dark Souls, it was always going to be a tough act to follow. In addition to not achieving the same impact as its predecessor, Dark Souls II is also noted for being the only entry in the series not directed by series creator Hidetaka Miyazaki, who merely took on a producing role this time around. Dark Souls II would be directed by Tomohiro Shibuya and Yui Tanimura (as such, it’s also the only entry in the series to not feature Miyazaki’s signature character, Patches, who even found his way into Bloodborne).
It probably didn’t help Dark Souls II that it didn’t get a whole lot of time to build its own legacy. Dark Souls II was the first in a line of three “Souls” entries released in as many years. While there was a three year gap between Dark Souls and this sequel, Bloodborne was released the year after Dark Souls II, and Dark Souls III capped off the series the year after that. Bloodborne is widely considered the best follow-up to Dark Souls, and has a setting distinct from the Tolkien-esque fantasy worlds of the rest of the series, while Dark Souls III felt like the proper culmination of all previous entries. Dark Souls II, by comparison, got a little lost in the shuffle, with less identity of its own to make it stand out.
When Dark Souls II was first released in 2014, it was the highly anticipated follow-up to one of the biggest hits of the decade. But because of the aforementioned reasons – as well as a couple of questionable design choices – Dark Souls II has gained that reputation as the black sheep of the franchise.
But being the black sheep is really a relative term in instances like this. Despite its drawbacks (and yes, it does fall short of its predecessor, successor, and Bloodborne), Dark Souls II is still an excellent game that retains the series’ quality.
The “Scholar of the First Sin” edition of Dark Souls II was released on the PS4 and Xbox One in 2015, and featured improved visuals and some minor tweaks, and also included all of the downloadable content from its original release.
If Dark Souls II has any immediate drawback, it’s that it’s a little tepid when it comes to branching out of its predecessor’s shadow and constructing its own identity. Now, given that the first Dark Souls is one of the best games ever made, that’s not a horrible thing. But suffice to say that Dark Souls II is the safest entry in the series, creatively speaking.
The gameplay retains the depth and intricacy the series is known for. You create a character whose play style becomes more and more customizable as the game goes on. You can equip weapons, armor and shields, as well as gain magic abilities (which come in the form of sorceries, miracles, pyromancies and hexes). You fight your way through incredibly difficult lands and dungeons – where many foes can fell you in a single hit – and search for those heavenly bonfires for those blessed moments of reprieve.
That’s not to say that Dark Souls II doesn’t feature any tricks of its own. One feature – unique to the series – is that each area has a finite number of enemy respawns. True to its predecessor, igniting a bonfire may serve as a checkpoint and a means to recover health, spells, and your ever-trusty Estus Flask, but doing so will also respawn every enemy in the area surrounding said bonfire. Unlike its predecessor, or either of its successors, however, is that if you slay particular enemies enough times and keep using the local bonfire, these enemies will eventually cease to spawn for the remainder of the playthrough.
It’s an interesting concept, admittedly. And if you’re having too much trouble with a particular area or enemy, it gives you something of a cheat in that you can keep chipping away at such troublesome moments until the source of said troubles just disappears entirely and is cleared out of your path.
However, this concept of finite enemy respawns comes with a few caveats. Notably, if a certain type of enemy holds particular items or materials you’re looking for, you only have so many chances to try to farm said items during any given playthrough. And should you choose to use the aforementioned method of exhausting certain enemy spawns to make progression a bit smoother, be prepared for a large amount of tedium.
Unfortunately, I get the impression that the developers assumed many players would go the route of slowly extinguishing enemies, because there seems to be way more foes in any given area than in any other entry in the series. That’s not innately a bad thing, but it becomes an issue when some places within the game feel like they’re just tossing in hordes of enemies willy nilly.
By that I mean one of the strengths of the first Dark Souls (and Bloodborne and Dark Souls III) is the sense of staging. The games not only feature excellent level and enemy designs that add to the gameplay, but the placement of those enemies in those areas really add to the gameplay. There’s a brilliant sense of staging that few games can match. But in Dark Souls II, there are more than a few areas where it feels like there’s no cohesive structure in the enemy placements, and that it simply bombards the player with as many enemies as humanly possible as it assumes said player will gradually exhaust the spawning of these enemies.
For those who would like to farm items and souls (the series’ combination of experience points and currency), you can start the enemy spawn cycle of a given area over again by using a rare item called a Bonfire Ascetic, but even that comes with the drawback of upping the difficulty of the area (for example, using an Ascetic during your first playthrough will up that area’s difficulty to that of New Game Plus, with each additional use upping it further to the difficulty of the next playthrough). And doing so can’t be reversed for that character. So it’s pretty much a double-edged sword.
The finite enemy respawns are a mixed bag, then. But at least I understand why FromSoftware experimented with the idea. Less understandable is that Dark Souls II saw fit to resurrect Demon’s Souls’s punishment for defeat by lowering your maximum health with each death!
Like the other games in the series, the player’s acquired souls are dropped upon death, but they have a chance to reclaim them, if they learned from past mistakes and make it back to the spot they died. But die again before reclaiming them and those souls are gone for good. This element is fine, as it has always been a key part of the series, and one that proved influential to video games as a whole. But lowering the player’s maximum health upon every defeat is a component of Demon’s Souls that never needed to be brought back. It just feels like the game is punishing the player for its own difficulty.
You can undo this effect with a particular item (the “Human Effigy” this time around), but this item is much rarer that the “Humanity” item of Dark Souls, and chances are you’ll run out of them faster than you can get more, until maybe your third playthrough. So you’ll be spending a good portion of the game with only a fragment of your full health. The game would already be more than difficult enough without this feature.
I’m probably sounding a bit negative by this point, but these are the major issues with Dark Souls II that prevent it from being on the same level as its immediate predecessor and its successors. With these negatives out of the way, however, it should be emphasized that, when Dark Souls II hits the right notes, it’s exceptional.
The core gameplay is as fun and deep as ever, and the world design remains exquisite. The boss fights are still epic encounters, though perhaps a bit less memorable than other entries in the series due to a relative lack of variety (a good portion of the bosses are giant suits of armor with swords). There are secrets and hidden areas around every corner, instilling a strong sense of exploration into the player. And while I may have noted the cumbersome nature of the areas packed with excessive enemies, there are still places in the game that are the opposite, and evoke the series’ usual design strengths.
There are a few other tweaks made to the Dark Souls formula. Like in Demon’s Souls, the player doesn’t level up at any given bonfire, but instead has to speak with a particular NPC (the “Emerald Herald” in this case, who resides in the game’s hub of Majula). Some might say having to go to a specific spot to level up isn’t as accessible as its predecessor’s method, but given that you have the ability to warp to any previously visited bonfire from the get-go this time around, it’s not a problem.
Some may also not be too keen on the way the Estus Flask upgrades in Dark Souls II. Rather than Dark Souls 1’s process of boosting the individual bonfires to give you more uses of the Estus Flask, you now have to find two different rare items that, when burned at a bonfire, increase the number of uses of the Estus Flask itself (to a maximum of 12) and increase how much health each usage heals. But I don’t find it to be any worse than its predecessor’s method, just different.
As usual, Dark Souls II looks and sounds great. Although the Scholar of the First Sin edition doesn’t look as pretty as its sequels that were made from the ground up for PS4 and Xbox One, its art direction and visual aesthetics have held up nicely. And, when coupled with its sweeping musical score and the series’ untouchable sound design, it all really gives the game a strong sense of atmosphere.
On the subject of atmosphere, Dark Souls II follows series’ tradition of having the majority of its story and world building told through the level design, item descriptions, and passing NPC dialogue. The story and world here are still interesting (and tell of how the kingdom of Drangleic fell to ruin), but it is a little odd that its story and setting seem far removed from that of the first game. This would be emphasized all the more later on when Dark Souls III felt like a closer follow-up to the first Dark Souls, while only giving the world, characters and elements of Dark Souls II a few passing references. So if Dark Souls II weren’t already seen as the black sheep of the series by fans, it seems its sequel would canonically magnify this labelling.
That’s a bit of a shame. While Dark Souls II undoubtedly falls short of the two Dark Souls entries it’s sandwiched between (and Bloodborne. Can’t forget Bloodborne), it’s still a great game that expands on the world of the series.
Dark Souls II’s faults may be few, but they are certainly more noticeable than those of its sister titles. Only in a series of this pedigree could a game as good as Dark Souls II be considered its “black sheep.” If taken by its own merits, Dark Souls II is close to triumphant. It’s only when one remembers what came before and what came after that its blemishes really start to show.