Finally taking the time to play Dark Souls 2 and I'm really liking it. I tuned down the video settings, so I can play on my TV. It's a little disappointing to have the game with such unpolished graphics, but I prefer using a big screen.
I'm playing the game blind, with no guides or internet help. It makes for a really fun (and frustrating at times
) experience. Now that I know the game systems a little better from playing DS1, I'm managing to find a lot of things about the game by myself, without that much frustration (knowing the importance of exploration and that most of the things in a certain level are placed for a reason really help).
By the way, spoilers about the game below, about what I have already done.
I already killed 3 bosses, the Lost Giant (on my first try), the DragonRider (on my second try) and the Skeleton Lords (third try). I kind of see a pattern here.
Well, the boss fights so far have been pretty fair, which is easy in terms of Dark Souls. I'm finding the level gameplay to be harder than the bosses.
I almost gave up during (not really) the Forest of Lost Giants, because the game was too difficult. I started with the deprieved, the class without any equipment and starting at lvl 1. I was running through the level with a two-handed dagger and a broken straight sword and wondering why I sucked so much in the game. I got my cool back and bought a rapier (I played DS1 with a halberd, so I'm really used to thrusting weapons), which showed me that broken swords are really bad weapons. After that and managing to find a decent shield, everything became easier. I'm still using this setup, but I'll probably switch to a halberd when I manage to find one.
About the gameplay, I think it's better than ever. I love the enemies. They have interesting patterns of attack and you need to find ways to counter these patterns with your moveset, which is a very nice puzzle. I feel like this is even better than in DS1. Backstabbing also seems harder, which is nice.
The overall world design is not as good when compared to DS1, I feel. I think someone said in here before (not looking for it because I'm afraid of spoilers), but DS1 had a more organic world design, with mostly everything connecting at some point. DS2 is more linear, the levels seem more separated. Not sure if that's why they made bonfire travel avaiable from the start or if the decision of allowing the bonfire travel from the start resulted in such a world design, but I definetely think these 2 things are connected.
The level design, on the other hand, is spot on, I think. I really like it.
I'm happy with most of the gameplay changes. Shields not blocking all damage for the most part is fair and it makes spacing more important. The stat distribution seems more balanced. I also like how the rolling works (through %, not thresholds), even though I don't understand it that well yet.
The one change that I don't understand the reasoning behind is the loss of max HP when dying. It has to be a gameplay decision, because it would be too big only for a flavour thing (to represent you hollowing more each time you die). I guess they use this to make people go to human form from time to time, perhaps seeing that no one used humanity in DS1? I think a problem that need sto be solved by game design is players not using consumables. I find this to be true with a lot of people, so I guess it's a sort of player trend. That's why I love the Estus Flask mechanic: you don't worry about using them, because they always refill, but the limited number make them a very precious resource and a gameplay consideration. Human Effigies, on the other hand, are limited, so I always feel like I shouldn't be using them and, therefore, I'm always running around as a hollow with 75% HP. Maybe the problem is me, though...
The enemy stopping spawning after killed too many times was something I didn't like, when I read about it. But playing the game, it works, I think. I don't farm enemies usually, so the only enemies that disappeared for me were in places where I was having trouble and became more manageable/less tedious after that. So I'm quite alright with it.
Anyway, loving the game and very excited for what's to come.
I'm playing the game blind, with no guides or internet help. It makes for a really fun (and frustrating at times
![lol lol](https://www.realmsbeyond.net/forums/images/smilies/lol.gif)
By the way, spoilers about the game below, about what I have already done.
I already killed 3 bosses, the Lost Giant (on my first try), the DragonRider (on my second try) and the Skeleton Lords (third try). I kind of see a pattern here.
![lol lol](https://www.realmsbeyond.net/forums/images/smilies/lol.gif)
I almost gave up during (not really) the Forest of Lost Giants, because the game was too difficult. I started with the deprieved, the class without any equipment and starting at lvl 1. I was running through the level with a two-handed dagger and a broken straight sword and wondering why I sucked so much in the game. I got my cool back and bought a rapier (I played DS1 with a halberd, so I'm really used to thrusting weapons), which showed me that broken swords are really bad weapons. After that and managing to find a decent shield, everything became easier. I'm still using this setup, but I'll probably switch to a halberd when I manage to find one.
About the gameplay, I think it's better than ever. I love the enemies. They have interesting patterns of attack and you need to find ways to counter these patterns with your moveset, which is a very nice puzzle. I feel like this is even better than in DS1. Backstabbing also seems harder, which is nice.
The overall world design is not as good when compared to DS1, I feel. I think someone said in here before (not looking for it because I'm afraid of spoilers), but DS1 had a more organic world design, with mostly everything connecting at some point. DS2 is more linear, the levels seem more separated. Not sure if that's why they made bonfire travel avaiable from the start or if the decision of allowing the bonfire travel from the start resulted in such a world design, but I definetely think these 2 things are connected.
The level design, on the other hand, is spot on, I think. I really like it.
I'm happy with most of the gameplay changes. Shields not blocking all damage for the most part is fair and it makes spacing more important. The stat distribution seems more balanced. I also like how the rolling works (through %, not thresholds), even though I don't understand it that well yet.
The one change that I don't understand the reasoning behind is the loss of max HP when dying. It has to be a gameplay decision, because it would be too big only for a flavour thing (to represent you hollowing more each time you die). I guess they use this to make people go to human form from time to time, perhaps seeing that no one used humanity in DS1? I think a problem that need sto be solved by game design is players not using consumables. I find this to be true with a lot of people, so I guess it's a sort of player trend. That's why I love the Estus Flask mechanic: you don't worry about using them, because they always refill, but the limited number make them a very precious resource and a gameplay consideration. Human Effigies, on the other hand, are limited, so I always feel like I shouldn't be using them and, therefore, I'm always running around as a hollow with 75% HP. Maybe the problem is me, though...
The enemy stopping spawning after killed too many times was something I didn't like, when I read about it. But playing the game, it works, I think. I don't farm enemies usually, so the only enemies that disappeared for me were in places where I was having trouble and became more manageable/less tedious after that. So I'm quite alright with it.
Anyway, loving the game and very excited for what's to come.