Posted: April 1, 2014
I’ll keep this travel log spoiler free as best I can, and instead discuss the ebb and flow of a game whose earlier entries I’ve enjoyed a tremendous amount.
My biggest complaint from the first two games, is how beautiful the world was created, while the story was left undeveloped. This is especially true for the DS1, which leaves an insane amount on the table. In DS2, the opening scene is phenomenal, and I watch it several times as I let the controller charge (and because I like the mood it puts me in).
Alone and forgotten, you need to choose a character. This is usually one of the most enjoyable parts of any game for me. In DS2 you have a number of choices, all with a decent amount of experience under their belts. Except for the last, the depraved, soul level 1 (the second lowest is 10), nothing equipped. But I like he description- “Has nothing to fight with, except life-affirming flesh.” I pick the Depraved, because if you’re going to play a game known for its difficulty, you might as well do it right.
Unknowingly I skip the practice area, which when I finally go back and play it, gives me a weapon (a dagger). But for the first hour or so I’m punching and fleeing from most enemies. I also appreciate how the series will give you access to monster at the beginning that can instantly kill you. This training area is no different, and after I go down I think to myself, “Ah, I should know better!”
At the bottom level, and with a low damage dagger, I have to spam the beginning level a bit. If the last two games have taught me anything, you dump your souls into endurance so the first soul level choices are cut and paste. It is nice to see that the feel of the previous two games has translated well, and I can dance around avoiding damage pretty well. Nothing’s changed, and hours run by quicker than I can remember.
Even though most of its familiar (the gradual progression from bonfire-to-bonfire, descending platforms, alternative paths), when I wake up the next day, I’m generally excited to keep playing. I found the beginning world of dark souls disappointing, and all the backtracking grates, and while many people will cry foul with the instant traveling between bonfires, it seems like a perfect alternative to the constant sprinting between already traveled areas.
I finally figure out how to light a torch halfway through the first area, not that I’ve realized the value of it yet. It was more the fact that all the unlit pyres were starting worry me. At the boss I’m killed quickly. He’s harder than the first boss in the previous two entries, and I realize I’m underleveled. My play style is shield-and-sword, but I’ve avoided putting points in strength, because I had the urge to go for a dex build. But either I need to learn how to parry, or give up the ghost, and just accept the way I actually play.
I push if off and decide not to make a decision about the strength vs dex and just keep dumping points into endurance and vitality. The first boss goes down but it takes a couple tries, and a NPC controlled summon. You can fly through the game by summoning live players, but I always felt guilty when I did it in the first Dark Souls. I would always wind up forcing myself to play without the aid the second time around.
There’s significantly less linersity this time around. Bosses come almost immediately when entering areas, so that everytime you enter a fog you run the risk of immediate death. Thanks to fast travel, you can also slowly work your way through multiple areas. Stopping with one, and picking up where the other left off. You tackle things in bits and pieces. In many ways, the progression has more in common with Demon’s Souls than Dark Souls- skip from world to world, eventually coming back to progress in the ones where you started