I think it's widely accepted that Dark Souls II is the weakest in the Souls series. Lots of people list different things why it failed where the others succeeded, and I thought we'd compile the big ones in this thread. List one, and only one, main reason why you think DSII was weaker than the others, ie. what you thought was the game's biggest flaw, and elaborate on it.
This didn't hit me until I was playing through the DLCs about 130 hours into the game, but to me the biggest problem with it were the environments, and to be more specific, their visual design. Compared to both Demon's and Dark Souls, they're empty, lifeless, unimaginative and boring. Just boxy, empty, grayish/bluish/brownish corridors after another. There's next to nothing in most areas that would indicate anything having happened or lived there, just generic, typical RPG filler assets like barrels, shelves and boxes. The environments aren't telling a story, they're just something for you to get through. No interesting murals, decoration or architecture to look at. You could show footage of people playing through the Lost Bastille, the Dragon's Sanctum, Drangleic Castle and the Undead Crypt, and not really be able to tell the difference unless you've played the whole game. It was especially strange to have this notion while playing the DLC, because in those the level design improves drastically over the main game, but the visual design just stays the same. Some areas where impressive in the grand scale, like Brume Tower's chains or Shulva's aztec-esque temples, but their interiors were completely interchangeable with the rest of the main game.
So, your picks?
This didn't hit me until I was playing through the DLCs about 130 hours into the game, but to me the biggest problem with it were the environments, and to be more specific, their visual design. Compared to both Demon's and Dark Souls, they're empty, lifeless, unimaginative and boring. Just boxy, empty, grayish/bluish/brownish corridors after another. There's next to nothing in most areas that would indicate anything having happened or lived there, just generic, typical RPG filler assets like barrels, shelves and boxes. The environments aren't telling a story, they're just something for you to get through. No interesting murals, decoration or architecture to look at. You could show footage of people playing through the Lost Bastille, the Dragon's Sanctum, Drangleic Castle and the Undead Crypt, and not really be able to tell the difference unless you've played the whole game. It was especially strange to have this notion while playing the DLC, because in those the level design improves drastically over the main game, but the visual design just stays the same. Some areas where impressive in the grand scale, like Brume Tower's chains or Shulva's aztec-esque temples, but their interiors were completely interchangeable with the rest of the main game.
So, your picks?