The stat bonuses are completely revamped. Only just realized that. It still is probably the case that upgraded weapons outperform the “unique” ones, but now the stat bonuses from intellegence, and faith, boost specific elemental damage (ie, magic and lightining damage respectively) , and share on others (fire and dark). It’s an interesting concept, as it presents the possibility of doing something different than a intelligence stacking katana (my final weapons of choice in the first two).
The boss battles are decidedly less epic. They’re still a solid challenge, but many of the bosses lack the grand scale of the original games. The levels do a better job of providing enjoyment, so it’s hard to be mad. The regular enemy cannon fodder (which is a terrible word because they can still be deadly) seems to have shifted to groups. Survival is now a matter of crowd control, isolating members and picking them off slowly. You always had to worry about multiple enemies in the previous games, but now they aggro together, which means 6 small knights chasing after you isn’t an uncommon occurrence.
A long break, and I’m concerned with how easy I can come back to the game. Enemies don’t continually respawn, and there’s an erie quiet as you travel through an area that was once full. In a way it’s a sense of progress, and a marker for the places you’ve traversed many times before. It serves as a useful flag after a break, making reentrance much easier.
Shortly after a boss fight my first phantom invasion occurs. I last awhile, but they know what they’re doing, and when I leave an opening they have enough stamina to end me. It mentions the word “Grey” spirit, that’s something new. He does what I think is a surfs up sign over my corpse. Weirdly it makes the costly murder easier to swallow.
The covenants are similar but better this time around. I learn the “Bell Keepers” are the grey phantoms. They invade when you enter a certain territory. This existed in the Nottingham-esque forest of DS1 as well. The problem with the forest in DS1, was the area was too large, and you had to hunt them down before the action began. Here it’s a simple goal, kill the player before they march up the small tower to the boss. Clever idea, probably my favorite covenant ever because of its simplicity.
One of the inferior things this time around are the actual worlds. DS1 had clearly delimitated worlds, each one unique. Sure, it was a bitch to get around, but you always knew where you were. It’s not the case this time, the aesthetics of each world bleeds into the other, the only thing providing clarity is the menu for fast travel at the bonfire. I realize this after clearing the Bastille, as the Belfry and Sinner’s, are essentially the same thing.
There are a lot more secrets, hidden paths and treasure chests, in DS2. Where as I used to blow past player notes, I become accustomed to reading every player note I come across. I even end up leaving a few. I’m progressing relatively easily, which leads me to believe I’m about to run into a sharp difficulty spike.
Shortly after writing the last paragraph, I drain all of my humanity dying over and over on the same boss. Beginner’s luck the first time, I leave him with a sliver of life when I die. I’m so frustrated, I’m quickly destroyed the next 3 times due to a lack of patience. I’m out of humanity, so I back track. Trying to find paths I overlooked before. 2000 souls open a path to a “copse”, which seems like they’re searching for nouns. The enemies are easy but I die 10 times on a jump before I realize I can press R1 to prevent myself from rolling off the landing. There must be a thousand people who have gone though the same thing. A quick google search and there’s huge threads of people bitching about the landing.