![]() It’s like the “game feel” has forms of resistance layered over it that I gently wrestled with throughout my experience, making gameplay unusually awkward and stilted in minor yet constant ways. Even the enemy lock-on function is inconsistent. The camera is more slippery and accelerates unevenly. Movement is lighter yet restricted (as if this were a PC port that didn’t take advantage of 360-degree movement with analog sticks). It retains the same layout but feels weird, even in contrast to the third game. It’s immediately apparent how different Dark Souls II is with controls. ![]() And those mixed thoughts are what makes Dark Souls II a black sheep in the Souls trilogy with pros and cons alike. I remember how fears were compounded with press comments on making the game more “accessible,” but in playing it, that was meant more from a communicative angle rather than a difficulty one…well, mostly. If anything, the game feels more like a spin-off than a sequel, and that makes sense given how Hidetaka Miyazaki (the mastermind behind Demon’s Souls, Dark Souls, etc.) wasn’t in the director’s chair. ![]() The gameplay, level design, and bosses take some surprising twists as well. It takes place in a far-off land where the legends of Lordran are tangentially connected to the story. Dark Souls II is somewhat deceitful in name. ![]()
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