So I've been playing this quite a bit lately (I know I know, late to the party 'n all having still only completed Demon's and DS1), and wanted to comment on this oft controversial entry in the series. I admittedly approached it with equal amounts of both curiosity and reservation after hearing about the more prominent issues for so long, but after reaching the infamous elevator ride to Iron Keep I think I've seen enough to scribble some initial impressions.
- First, I noticed the controls felt a bit mechanically stiffer than DS1 at first. I realize this might be due to either scaled back Havok physics, the Adaptability stat, or both. However, being at I think lvl 84 the last I checked I'm certainly starting to feel more nimble. Apparently there is a bonus in leveling Endurance and Adaptability equally, so I've brought them both up to 20 so far.
- Things Betwixt is an interesting starting point, in that it's not really a traditional tutorial level so much as an introductory one. It feels pretty fleshed out actually, with the former firekeepers providing some initial lore and instruction. The ogre can go to hell though. Definitely a weaker tutorial enemy than the previous games.
- ...Going through this dark abyssal cave and...praise the sun, there is Majula and it's beautiful. It feels like a hub, but also like a normal seaside landscape. Actually, the game seems to have a surprisingly wide amount of level variety. I also like how the Grave of Saints is located underneath by access through the well. There are actually quite a few exceptionally distinct levels like No-Man's Warf and Shaded Woods that have as good an atmosphere as any from Souls.
- NPCs at the very least seem par for the course, with one standout [http://darksouls2.wikidot.com/head-of-vengarl] in particular.
- Inventory is greatly improved over DS1. Itemization is better, and not only is the storage box more functional, but you can actually consume multiple souls at a time while keeping the inventory open. Simple yet so effective. Would've still liked to see stat comparisons at vendors though for new gear vs equipped. I also appreciate that infusing and reinforcement has been simplified.
- Pharros' Lockstones are cool new layer of puzzlement. Statues are...not as much. It wouldn't bother me if Fragrant Branches of Yore weren't so sparse though.
- As previously mentioned, the controls had combat feeling slow and stiff initially but with leveling it's improved most drastically. Parrying has an enemy-specific timing and rhythm, while you can no longer just hope to circle for a backstab on most enemies. Footwork and actually using inventory items in conjunction with stamina management seem to play a larger role than ever before. I also like how there is greater lock-on range, making the crossbow and spells feel more useful in this aspect.
- Enemy variety is pretty typical, but what surprised me perhaps most is that so far the bosses have been...better than expected. From what I heard I would've thought I'd be fighting humanoids in heavy armor for most of the game, but no. The Old Dragonslayer is about the closest I've encountered to that after more than a dozen. I really dug the Executioner's Chariot battle as well as Skeleton Lords. There actually seems to be more boss variety in both design and tactics in this game so far.
I also like how the torch comes into play for different things, like lighting the oil to help see your surroundings in the Lost Sinner fight, and the windmill which I've yet to see what if anything else is affected.
So yeah, long story short, color me pleasantly surprised by this one. So far with my 30-something hours in the game, some awkward level transitions (it was certainly a trippy elevator ride from Earthen Peak to Iron Keep) are about the only significant gripe I can muster. No wonky hitboxes causing unfair death yet, no unmanageable mobs; only perhaps an occasional wall- clipping enemy attack, which was also present in the previous games. I think it has a steeper difficulty curve than the original at first too, but mostly washed away after enough leveling.
I'll follow up as I kindle more of Drangleic.
- First, I noticed the controls felt a bit mechanically stiffer than DS1 at first. I realize this might be due to either scaled back Havok physics, the Adaptability stat, or both. However, being at I think lvl 84 the last I checked I'm certainly starting to feel more nimble. Apparently there is a bonus in leveling Endurance and Adaptability equally, so I've brought them both up to 20 so far.
- Things Betwixt is an interesting starting point, in that it's not really a traditional tutorial level so much as an introductory one. It feels pretty fleshed out actually, with the former firekeepers providing some initial lore and instruction. The ogre can go to hell though. Definitely a weaker tutorial enemy than the previous games.
- ...Going through this dark abyssal cave and...praise the sun, there is Majula and it's beautiful. It feels like a hub, but also like a normal seaside landscape. Actually, the game seems to have a surprisingly wide amount of level variety. I also like how the Grave of Saints is located underneath by access through the well. There are actually quite a few exceptionally distinct levels like No-Man's Warf and Shaded Woods that have as good an atmosphere as any from Souls.
- NPCs at the very least seem par for the course, with one standout [http://darksouls2.wikidot.com/head-of-vengarl] in particular.
- Inventory is greatly improved over DS1. Itemization is better, and not only is the storage box more functional, but you can actually consume multiple souls at a time while keeping the inventory open. Simple yet so effective. Would've still liked to see stat comparisons at vendors though for new gear vs equipped. I also appreciate that infusing and reinforcement has been simplified.
- Pharros' Lockstones are cool new layer of puzzlement. Statues are...not as much. It wouldn't bother me if Fragrant Branches of Yore weren't so sparse though.
- As previously mentioned, the controls had combat feeling slow and stiff initially but with leveling it's improved most drastically. Parrying has an enemy-specific timing and rhythm, while you can no longer just hope to circle for a backstab on most enemies. Footwork and actually using inventory items in conjunction with stamina management seem to play a larger role than ever before. I also like how there is greater lock-on range, making the crossbow and spells feel more useful in this aspect.
- Enemy variety is pretty typical, but what surprised me perhaps most is that so far the bosses have been...better than expected. From what I heard I would've thought I'd be fighting humanoids in heavy armor for most of the game, but no. The Old Dragonslayer is about the closest I've encountered to that after more than a dozen. I really dug the Executioner's Chariot battle as well as Skeleton Lords. There actually seems to be more boss variety in both design and tactics in this game so far.
I also like how the torch comes into play for different things, like lighting the oil to help see your surroundings in the Lost Sinner fight, and the windmill which I've yet to see what if anything else is affected.
So yeah, long story short, color me pleasantly surprised by this one. So far with my 30-something hours in the game, some awkward level transitions (it was certainly a trippy elevator ride from Earthen Peak to Iron Keep) are about the only significant gripe I can muster. No wonky hitboxes causing unfair death yet, no unmanageable mobs; only perhaps an occasional wall- clipping enemy attack, which was also present in the previous games. I think it has a steeper difficulty curve than the original at first too, but mostly washed away after enough leveling.
I'll follow up as I kindle more of Drangleic.