TIF’s 2014 Game of the Year Awards: Day 4
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TWO
Dark Souls II: FromSoftware/Bandai Namco (PS3)
I am a huge fan of the Souls
series. I decided to bite the bullet and buy my PS3 when I learned about Demon’s
Souls. From the eerie atmosphere I saw in trailers to the talking points of its
brutal difficulty and high-risk-high-reward combat style, Demon’s Souls seemed
like my kind of game. I was not disappointed. Perhaps this is for another
article at another time, but Demon’s Souls was one of the most forward thinking
games of the PS3 generation—and it’s influences have shaped what we now view as
current gen experiences (seamlessly integrated online features that contribute
to the single player experience in meaningful ways). I played through the
entirety of Demon’s Souls with a hunger for more. So, when Dark Souls was
announced, I instantly pre-ordered the game. FromSoftware and Hidetaka Miyazaki
did not disappoint, again. In fact, Dark Souls improved upon every foundation
established by Demon’s Souls: the combat, the lore, the character progression,
the checkpoint system, the boss fights, and the (brilliantly) interconnected
open world. Dark Souls is a seminal experience in gaming, and is my third
favorite game of all time. To sum up this long preamble—I had high expectations
for Dark Souls II. Really high. For
most games, this is the kiss of death. In 2014 alone, astronomical expectations
killed games like TitanFall and Watch_Dogs. Not to say either is a bad game,
but they are not the exceptional games everyone wanted. But for Dark Souls II,
my expectations did not work against the game at all. In fact, by both meeting
my sky-high expectations and subverting them in interesting ways, Dark Souls II
earns its place in the phenomenal Souls series and this game of the year list.
Dark Souls II's desolate landscapes all hint at a rich history, all but lost to the sands of time. |
Let me unpack a little of why
I loved Dark Souls II (DSII). First and foremost, DSII checked off all the
boxes I expected it to as a Souls game. The combat was brutal, quick, and
unforgiving. The character progression was smooth and left you with interesting
trade-offs when it came to balancing health and attack, speed and armor, magic
or heavy weapons. The lore was deep and rich, but not shoved into your face
with overly-long or overly narrated cut-scenes. The boss fights were
challenging and memorable. The game offered enormous value, with my first play
through chalking in at about 80 hours. And finally, nailing the desolate and
depressing world rife with hints of its long forgotten history. DSII is a
proper Souls game, and it no way felt like a cash grab like so many sequels do
these days.
DSII was not content to just
check boxes, however. Almost every system from Dark Souls that made it into the
sequel was tweaked and, in most cases, the game benefitted from these changes.
Enemies no longer endlessly respawned, which prompted the player to keep moving
forward, rather than grind in an “easy” area for quick souls. The skew of
player stats was improved. DSII removed the useless luck and resistance stats
and added adaptability, which acted as a resistance + roll-speed stat. With
this simplified, and other player bonuses more spread out between categories,
you had to make tougher decisions when leveling up your character. For example,
DEX was pretty powerful in Dark Souls as it modified DEX-based weapon damage
and improved attack speed and roll speed/invincibility frames, and this was
reduced in DSII. Boss encounters were tweaked to avoid “lame” strategies from
working (like hiding from the Flame Lurker in Demon’s Souls) or bosses that
felt unfair to the player (Bed of Chaos in Dark Souls). Combat was made more
challenging in interesting ways, too. In Dark Souls, the play could just chug
the very-quick healing Estus Flask. Here, the flask was much slower and
required managing dodging while healing in ensure survival. The game world also
offered perhaps an even greater diversity of zones & monsters to encounter,
as DSII felt more a hybrid of the previous two Souls games. It was open world,
but zones were relatively discrete i.e. one zone was connected to only one or
two other areas, usually. Bonfire ascetics added a new layer to the gameplay as
well, allowing you to up the challenge in certain areas and reap tremendous
rewards. This was great, because it also let you re-fight bosses you
particularly liked, avoiding the need to enter NG+ mode. And finally, magic was
smartly rebalanced, making it the first Souls game where spells were not
completely overpowered compared to traditional melee combat.
Boss fights are a highlight of the Souls franchise, and Dark Souls II is no exception. |
Despite being a sequel, DSII
is very much its own game. There are a couple direct nods to its predecessor
(the chapel fight in particular), but DSII doesn’t spend too much time
reminding you it is a sequel to one of the best games of all time. It proves
itself through its gameplay and world. By improving many of the Souls game
systems, DSII also gives hope that the IP is not likely to get stale anytime
soon. FromSoftware is not resting on its laurels, which is even more apparent
when looking at their upcoming title, Bloodborne.
In a world without Dark Souls, DSII would make
my best games of all time. The game is only hindered by being exactly what we
want it to be: more Dark Souls. What I hope I got across in this article,
though, is that DSII smartly tweaked the formula to create a standalone success
and establish and even more solid foundation for Souls games to come. I put
over 150 hours in DSII, and I’m tempted to reroll a new character just to go
through the DLC. Much like Dark Souls, number two should not be missed. Period.
Go play it.
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