>>64
>Not only is DS2 the single most unique Souls title, it's also the most experimental. DS2 had ideas, and it tried new stuff. It put a twist on the formula, tried to add extra depth or options to areas that might have been lacking.
This is the point I was referring to in the beginning of my post. This, along with what you consider to be “soul”, are what I fundamentally disagree with, so I hope you bear with my very long explanation.
If we are talking about pure experimentation and innovation, then Demons' Souls has to be the winner of the series. Not only does it establish all the unique mechanics the series is known for, such as the messaging system, phantoms and other online mechanics, and the stamina system which sets its combat above previous action-rpgs, but it also has unique setups and gimmicks which offer a unique experience for the player. The boss fights are the most obvious point for this. Of course, the game has its fair share of traditional boss fights, but it also has a lot of interesting gimmick fights. Maiden Astraea is a fantastic setup for a memorable moment and is probably my favourite boss in the series. The Storm King is a great encounter where you get to use a unique weapon just for the fight. The Old Monk is something that I don't think any game had ever done prior to or maybe even since Demons' Souls. That's not considering some of the lesser gimmicks given to other bosses, such as Maneater, Old Hero and the Fool's Idol. Even the final boss has a grab move that literally delevels the player. There is also the NPC interactions to consider, such as Patches' trick and of course Yurt, who murders all of your NPCs behind your back. Then there are other mechanics such as your health being cut in half as soon as you die, and the player being forced to retread entire sections of the level in order get back to where they died.
The worst part about all of this, is that practically all of the more experimental features have been reused countless times over and over again throughout the entire series. The Maneater, Tower Knight, Storm King, Patches and Yurt have all been reused at least once in subsequent games and these are just setups I can think of off the top of my head. That’s also not considering that the online systems have had very little changes since Demons’ Souls with really the only major change being the covenants, which have kind of always been a bit half-baked, and the games including more ways to have pvp duels, which seems like a complete waste of time to me when you could be playing a game with more combat depth.
When you consider that this game is the first entry in the series, and borrowed little of these mechanics from other games, it seems obvious to me that it would be the choice for most experimental.
An important point to consider is why Demons’ Souls bothered with these sorts of mechanics. The appeal of the game, to me at least, is that it asks you to take its world seriously and wants you to approach each level and situation cautiously without rushing in head-first. It establishes itself as being a grim world but one that has clearly had lots of care put into it. The levels manage to not only have interesting layouts, but they also have practical layouts, almost as if they were real places. A good example would be the shortcuts in each level. In Boletaria, you open up barricades because it's a castle. In Stonefang, you use a lift which would've been used to transport ore from the mine down to the blacksmith. I think this helps to draw you into the game and take it seriously, because it takes itself seriously. These immersive qualities help it to really feels like there is danger lurking around every corner, and the game throws curveballs at you every once in a while to keep you on your toes. This, along with the unconventional aspects I mentioned previously, let the game offer a unique experience more so than anything else. I would put Demons’ Souls alongside games like Ico or Shadow of the Colossus, where the gameplay itself is quite serviceable, but the real strength lies in this experiential approach.
As a sequel, Dark Souls does a lot of things to improve the moment to moment gameplay, while also putting a spin on the formula by setting the game in a single, interconnected world. In terms of providing the experience of exploring a hostile environment where you are left entirely to your own devices, I think it's unmatched in the series. The inability to warp in the first half of the game really helps to draw you in, and the excellent level-design really helps heighten the enjoyment of exploration. Although a lot of things are reused from Demons' Souls, such as Yurt and the Maneater setup, I think there are still a decent amount of unique areas and bosses to offset this. My favourites being the part where you are taken away and locked in a cell and must escape in the Duke's Archives and how Sif limps after you get his health low enough.
Neither of these games are perfect, but I think they managed to identify their appeal, and they rolled with it quite well. Both of these games understood that it was the experience that they could provide that was the most important aspect. This is where I feel like Dark Souls 2 is lacking.
>your post is practically incomprehensible drivel to me.
With all of this explanation, I am going to bring up the two points I made other than the movement again in the hopes that you can understand why I made these complaints.
>The old lady introduction
This also goes in hand with the statue which shows the total number of deaths in Majula. The issue I have with shoving the fact that you will die a lot into the player's face is that it's just tone-deaf with the other games and takes me out of the experience more than anything. "Prepare to Die" is a marketing slogan, most likely produced by Bamco, but I would hope that Fromsoft would not also shove this crap into the game as well. I don't think difficulty is the focus of these games and this complete lack of subtlety is kind of like the developers are laughing at you like, "check this out, your going to die a lot". The previous entries are certainly challenging games, but if you approach them in the cautious manner they expect you to, their challenge will dissipate quite quickly. I think this focus on the difficulty shows up in a couple of other areas. Some of the bosses just have random fodder enemies thrown in to make it more difficult, while also lacking a lot of the gimmicks and variety found in the previous games' bosses. There are a lot of sections where multiple enemies just aggro you at once, many having shields or powerful weapons which just makes it annoying to deal with rather than being an interesting challenge. I think that fairness is quite important with these games too, so things like the trap chests that don't have a tell just feels kind of cheap. In other words, it feels like the developers were more focused on providing a game that would fit the snappy marketing phrase rather than something that truly reflected the strengths of the series, which is why I brought this up as not having “soul”.
>The guy who needs to get inside his workshop
As I said before, something that these games do quite well with is having a very believable world as this helps to draw you in and take it seriously. This guy just made me roll my eyes because, realistically, he could just pop through one of the many open holes in the building and continue working, but instead he sits outside like a retard and asks some random guy to help him. I bring up this particular instance because it was right at the beginning of the game, just after the intro, and both of these soured my mood very quickly.
This last point, as well as the point about fairness, could easily be turned around on the previous two entries as there are some parts of these games that do not meet my standards. The difference is that other parts do, and I think they more than make up for these shortcomings, but there is also the fact that Dark Souls 2 is a direct sequel: an opportunity to fix problems with the previous games. It doesn't have the believable world or the unique, novel mechanics from Demons' Souls, it doesn't have the well-designed and interconnected levels of Dark Souls, and it has shortcomings of its own that extend beyond these issues. I did not find it to be an immersive experience, and I could not take it seriously. Some parts of the game were such obviously poor decisions that could have easily been fixed or just not implemented in the first place, yet they decided to throw them in anyway. This is the main reason I don’t understand why you think this game has “soul”, because the lack thereof is the chief reason why I didn’t like it. This is an issue I have with the other entries in the series, but they at least have some kind of other redeeming qualities. Bloodborne has excellent art direction and atmosphere and some of the most intricate level-design in the series which still manages to draw me in, despite taking a more action-heavy approach. Elden Ring is not a game I think I could bother to finish, but I think the open-world is, at the very least, decently well executed and some of the traditional dungeons have interesting layouts. This is on top of the fact that the build-variety and stats at offer are arguably at their best. The only reason I like Dark Souls 3 more than 2 is because I think some of the core mechanics are a bit better, such as the improved Estus system, and I prefer its art direction.
Before wrapping this up, there is one point that you made that I have a fleeting suspicion you will use to disregard everything I’ve said.
>Really, it just sounds like you're angry that DS2 is "too different"
>and you can't understand it
Yes, I don’t like that Dark Souls 2 is different from the previous titles, but that way of wording it doesn’t fully explain it. Dark Souls 2 is different in that it doesn’t understand what make the previous games great. It’s the start of the series’ stagnation, and focus more on its very basic core gameplay rather than the overall experience, and compared to later entries, it has very few redeeming qualities of its own. If you seriously turn around and say “you don’t understand it” after I’ve laid out everything I’ve said, I will not be willing to accept that.
Even if you do not agree with anything I’ve said, I hope you can at least understand where I’m coming from. I recognise that my first response was a bit angry and not very well thought out, so I hope that this time I can make up for that. If you bothered to read till the end of this post admittedly very long post, then I thank you for your time, and I’m eager to hear your response.