Reviews from

in the past


extra star for saying "dark souls" on the box

really good if you like concrete

the best dark souls

fight me

Honestly my favorite Souls game, in part because of how messy and wildly ambitious it gets. Scholar does a lot to clean up some of the weaker parts without ever sacrificing what makes it interesting, too.

The game itself is good, the changes made to how your character controls are awful. If your character moved and felt like Dark Souls 1/3, this would be a 4/5 easy.


El peor de su franquicia, pero aun así recomendable.

Definitely a bit of a let-down after the first game. Has some great ideas (and many not-so-great) but ultimately comes out to be a mediocre Souls game. A few select fights towards the end of the game are great, but the majority of the game feels like a mess. It still has the addictive quality of a Souls game but lacks the well-thought-out, ingenious design of the first game. Boss fights are overall lacking, but the few genuinely good fights are some of the best in the series.

Oh, dark souls 2. How cool you were for the totally wrong reasons.

Dark Souls 2 feels more like a fangame of the original Dark Souls. Hey, you guys liked fast travel, right? Here you go! You wanted dual wielding right? Here you go! You didn't like twinking, right? Soul memory! It goes on.

It results in a game that somehow had the best pvp mechanics in the entire series but its pve fell into the floor. There were some cool things that never really got replicated in the others, such as the sheer mountain of worthwhile things to find and build diversity, but the absolute death of the series atmosphere a long with iframes being tied to a stat AND the boring level design makes it a 60 hour long letdown.

i love this game so much :D
but i also hate this game >:(

I love the souls game, and even the worst souls game is ok, but I was expecting to like this a lot more than I did on a replay. The level design is not great, and the way the game is structured makes the difficulty curve not really flow the way it does in other souls games. The running bit of every boss being a big dude with a sword is 100% true, very uninspired enemy and level design throughout this thing. It really feels like it was made by the b team.

That being said, it IS still a souls game, and the combat is still better than most games in the genre (outside of every other soulsborne game). sometimes the hitboxes feel off, which is the last thing you want in a game this precise.

I replay dark souls 1 every year since I first played it in 2011, and cannot see myself ever replaying dark souls 2 of my own volition again.

Não parece Dark souls,parece um outro jogo com elementos de dark souls,deu uma boa melhorada em coisas tecnicas em relação a o primeiro,porem no quisto artistico decepcionou,mas ainda é um otimo jogo

"What if we made it more fucking annoying than the vanilla version?"

Probably my personal favorite souls game. It has a lot of problems, but it's pretty fun.

+ PvP is probably some of the most fun i've ever had.
+ The story is pretty good, and Aldia is a great character
+ Powerstancing is a fucking sick mechanic

- There's so many enemies holy shit why
- Soul memory is kinda lame, but not that bad
- Rushed like every souls game

Quem deu a ideia de trazer uma palheta de cor hipersaturada, tirar a escuridão, diminuir o peso do dark fantasy e implementar mecânicas retardadas como o Soul Memory?

Pelo menos, vou te falar que coisas como power stance e bonfire ascetics foram ideias boas que deviam voltar nos futuros jogos da From mas, pelo fracasso entre os fãs que esse jogo teve, foi totalmente descartado. É o pior Souls, mas não deixa de ser um jogo divertido com seus próprios méritos. Tem o melhor PvP da franquia, mesmo com uma história menos engajante e uma experiência singleplayer mais fraca. O level design é o principal afetado e, se espera aquela conexão de levels maravilhosa do 1, ficará decepcionado. Ficará mais decepcionado ainda se gostava da dificuldade bem projetada do 1. Mesmo cara que projetou a dificuldade desse jogo deve ser quem projetou a dificuldade do Nier original.

honestly i thought this game was fine

a game about loss, the loss of humanity (played in a way similar to dementia), the loss of life in the world as its elements dwindle as the cycle repeats with each bonfire rest, the loss of form in the world (yeah I know, the windmill > Iron Keep transition was due to a lack of dev communication, ngl I kinda don't really care that much in the end), topped off with a delicious dreamlike melancholy that is the atmosphere

One of the best games I've ever played. It has it's faults (like some part of the level design, enemy/boss/character designs or lore) but it's at the level of the other ones in terms of quality. It's actually the Souls game I've played the most and the one I feel more like revisiting, with a huge variety of builds or weapons such as bows or even items that become valuable to overcome challenges with ease. The game teaches you up from the beginning to use the camera as much as you can and to take your time with every zone and enemy, as impatience will only kill you. I love it.

meu jogo favorito e o melhor já feito

While Dark Souls II largely misunderstands some of the core appeal of earlier games in the series and makes some divisive changes to core mechanics, it offers possibly the most expansive build variety of any Souls title and some of the games' best lore.

Dark Souls II has remained incredibly controversial since its release, and it is the most likely Souls title for newcomers to be told to skip entirely. While I ultimately think that this widespread dismissal is unfair, it's worth understanding the complaints while understanding what philosophical differences might have been brought by the design team to this title.

For one, Dark Souls II certainly substitutes quantity for quality in boss encounters. Many bosses feel samey and redundant, with a large amount of the roster consisting of outright repeats of earlier foes and an over-reliance on humanoid designs. While the bosses can be progressed through in a much larger variety of orders than earlier games even offered, the result is that they are poorly balanced around character progression and feel much easier this time around until a large spike in difficulty in the endgame. I didn't catch it my first time through, but apparently bosses are also much weaker to strafing in this game than the classic approaches of strategic blocking and/or dodging that characterize the highlights of the series.

The character building system in general has gotten an overhaul in the form of some stat adjustments from earlier titles. One enduring (ha) change was an overhaul of the way equip load is increased. In Dark Souls II, instead of Endurance (END) being a stat that increases both stamina and equip load, Vitality (VIT) has been reworked to increase equip load with the new stat of Vigor (VIG) used to increase the character's health pool. This makes a certain amount of sense and challenges players to more carefully weigh (ha again) how they'll balance having good armor with being able to execute more actions and take more hits, and it's in many ways an obvious way to deepen these calculations. Adaptability, or ADP, is a much more controversial change that was not extended. Essentially, ADP's primary function is to increase the new stat of Agility (AGL), which affects rolling invincibility frames. While this is a deeply loathed adjustment by the player base (including myself, as I am one of those obnoxious rolling curved sword katana guys), it kind of makes sense if you think of it as a secondary stat that Dexterity (DEX) users will need to invest in the same as Strength (STR) users will need to invest in VIT. It works great on paper, but rolling i-frames are too useful to players of virtually all playstyles, and it basically means that you'll be dumping early levels into ADP until it's at a level that feels good for you and then moving on to level everything else. Levels are also much easier to come by to offset these stat sinks, and it makes it too easy the enterprising player to rapidly become overpowered.

While some of these changes work and some fail, I do admire the team for trying to tweak the math in the game, and one of the most widely-praised changes to character building comes from power-stancing, the ability to dual wield weapons in a special stance utilized by holding Triangle with the right stat requirements that gives the player a huge new variety of ways to mix and match weapons. Combine this neat new feature with the most expansive weapon selection in any Souls game, and it's clear to see why even the biggest haters can find some merit in the PvP of the game.

Level designs are pretty serviceable. The addition of the torch mechanic leads to some occasional interesting light puzzle elements or unique navigational hurdles, but this mechanic is certainly under-utilized. In Scholar of the First Sin, the only edition I've played, enemy placement is a bit egregious, and the prevalence of "gank squads" can be frustrating. This is balanced by enemies staying dead after multiple deaths, but it can be frustrating in low-level early areas such as No-Man's Wharf to feel that your options are to either repeatedly clear an area of seemingly endless waves of enemies or to avoid combat with well-routed runs. Later areas such as the Iron Keep and Shrine of Amana can be grueling. In general, it hurts that the levels seem to be designed to be combat gauntlets much more often than they're designed to be interesting to explore. Beyond this, world design suffers from a structure of essentially multiple linear pathways to take that are sometimes nonsensical in their execution (most infamously, the elevator up to the Iron Keep, which could have been remedied by the simplest of amendments - make the elevator ascend diagonally so that the arrival at the edge of a mountaintop crater is more obvious to the player).

The railroading of levels in this way and the over-reliance on combat to the detriment of thought-out world-building is definitely a reflection of what I suspect was a major failure of vision on the part of this particular team. While Dark Souls has always been marketed as "that really hard series," Dark Souls II enjoys indulging this conceit (including in very cringe-y immersion-breaking dialogue in the opening cutscene) in the worst possible ways.

While Dark Souls II fails to deliver some of the highlights of the series⁠—strong boss encounters and great level design⁠—it is unfortunately vastly underrated in its lore. Especially with changes introduced in Scholar of the First Sin (that were retroactively added to the base game, despite a lack of fanfare), the "Dark" path in Dark Souls games is deepened greatly by the addition of Aldia's story and his collaboration with Vendrick in trying to understand the role of humans in the gods' plan of continuing to keep the fire burning. Most of the best beats in Dark Souls III can be directly tied back to the way that the Dark Souls II writing team seems to have been just as fascinated by the existence of Kaathe as people like me, and it's admirable that a lot of this addition is delivered in a way that feels very organic to the way the first game presented its lore. The story fails to have the same clarity of purpose as the first game⁠—until I got my first Great Soul, I didn't feel that I was given much direction as to why I was going where I was going besides that it's a Dark Souls game and I'm supposed to move forward wherever I can⁠—but by the end is a contained and fascinating character drama that is probably going to be more readily understood and accessed by a greater amount of the player base than the first game's, and it tows the line well to not undermine the fundamental magic of the Souls storytelling formula by descending into needless exposition.

While I have to admit that Dark Souls II: Scholar of the First Sin left me feeling more exhausted than eager to jump into NG+ (a direct contrast to literally every other game in the franchise), it's still an admirable action RPG that takes some neat creative risks. If you plan on playing Dark Souls III, be sure not to miss this vital installment. I promise it'll enhance that game for you on some level.

The weakest Dark Souls games but still satisfying to complete. The combat feels tighter than DS1 and the art direction more impressive. The connective tissue between areas is lacking however - there is a lack of visual cohesion tying everything things together.

This game is really big. Way too big, in fact. But it has the funnest items and weapons out of all soulsborne games. Just make sure to put some points into Agility so your dodge rolls aren't useless.

Aquí no estaba Miyazaki y se nota tanto que duele, pero aún así es buen juego y si te quieres poco incluso lo puedes disfrutar

Dormi durante minha playthrough toda de tanta merda desinteressante implantada, boss vagabundo, level design feito por amadores recém tirados de uma faculdade da paraíba.
seria 2 estrelas, mas meus cochilos estavam ótimos.


Fantastic game with really laughable bosses that's sadly a victim to extremely hypocritical and nonsensical criticisms from the fans.

I can go on for days about how poorly represented this game is among the general public.

Underrated and misunderstood sequel, again. Some of the Scholar changes are fantastic, others are trash. Vanilla might be overall better.

it's a mess and through a lot of my time playing it i hated it. yet it still got under my skin and i think about it often. don't know if i love it or hate it really but worth playing it ig

95% of the bosses are either complete jokes, poorly designed messes, or both. The level designs are plagued with terrible enemy and environmental placements and the PvP was too dead at the time of playing to even care about it. Only redeeming qualities are the story and a few of the DLC bosses. Also my one and only complete plathrough was done at SL1 but my thoughts on this game would probably not change in the slightess if I actually leveled up.