Bio
Engineer / Entertainer / Escapist
Personal Ratings
1★
5★

Badges


Noticed

Gained 3+ followers

Gone Gold

Received 5+ likes on a review while featured on the front page

Elite Gamer

Played 500+ games

Gamer

Played 250+ games

N00b

Played 100+ games

Liked

Gained 10+ total review likes

Busy Day

Journaled 5+ games in a single day

Favorite Games

Doom
Doom
Celeste
Celeste
Dark Souls: Prepare to Die Edition
Dark Souls: Prepare to Die Edition
Outer Wilds
Outer Wilds
Star Fox 64
Star Fox 64

759

Total Games Played

000

Played in 2024

370

Games Backloggd


Recently Played See More

Kirby's Adventure
Kirby's Adventure

Dec 28

Bomberman 64
Bomberman 64

Dec 28

Kirby's Dream Land
Kirby's Dream Land

Dec 28

Super Mario Bros.
Super Mario Bros.

Dec 28

The Legend of Zelda
The Legend of Zelda

Dec 28

Recently Reviewed See More

I've copied my DSII review below, but I'll start by addressing what SotFS adds to the game.

tl;dr this game does a ton well, and if you like other FromSoft souls entries, you owe it to yourself to try this one out, understanding that you need to play it differently than the others, especially compared to the far faster-paced Bloodborne and DS3. SotFS doubles down on the difficulty and the intentionality of pace, but fleshes out the story even further while adding some incredible new late-game areas in the form of its expansions.

SotFS takes a great experience and makes it that much more outstanding. The three bespoke stories and areas added via the three expansions are some of the best and most engaging stories told across any of the Souls games. As with the expansions for every Souls game, the new bosses are some of the best bosses you'll find in DSII. The main-game additions to the plot including the new characters and new ending are also some of the most interesting plot points you'll find in any of these games. They are antithetical to DS2's original themes but are engaging all the same.

SotFS takes the enemy density and difficulty and ramps it up further, which truly feels like a deliberate reaction to folks complaining about it when DS2 first released. Now, folks who haven't yet adapted to DS2's more methodical and slow approach to combat will be completely and utterly overwhelmed. As I stated before, if you play this game like you played BB or DS3, you're gonna have an even worse time.

Elephant in the room - each DLC area has optional sections that are intended for co-op, and are purposefully far more difficult because of this. These are the areas you'll hear folks complain about the most, out of any section of any game from this series. Don't get me wrong, they are not really fun for a solo player, but I wanted to provide the context of them being optional and intended for two players, because most people who choose to dump on this game will ignore that facet of it.

The rest of this review is from my review on the vanilla DS2 release.

It bugs me when folks tank this entry's review scores because it's not as strong as DS1 or DS3. On paper, sure, fine, this is weakest entry into the Dark Souls series, but I posit that it's still a phenomenal game, one of the best in its generation. It's like saying it's the slowest runner in an Olympic race. Sure, it's not as good as what it's being compared against, but it doesn't change the fact that it's still a nearly-best-in-class experience.

If you played Elden Ring, DS3, or Bloodborne first, and then you go back and attempt to play this game the exact same way you played those games, you're going to have a bad time. Much like the bad time that many folks (myself included) likely had when jumping from DS2 to Bloodborne back in 2015!

This game requires slower, more methodical playing than DS3 or BB. It is not too much different than DS1 in that regard, though it does feel weightier unless you really deliberately spec into light weapons. Not a good or bad thing, just an observation. You cannot pull a dozen enemies and expect to be able to handle them all at once. This game places a lot more enemies in deliberate chokepoints, and punishes you for rushing. Combine that with the generally slower gameplay, and it's easy to feel overwhelmed by faster-moving, harder-hitting enemies because you can't be bothered to take your time. Take it slow, play intelligently, and you'll be fine.

Healing in this game is very different than any other Souls game, but it is the very best form of healing that we got out of any souls game in my opinion. Taking a drink of Estus takes ages, but if you have the time to pull it off, it's the fastest way to heal (and it's "free" in that it recharges at bonfires). On the flipside, lifegems activate a lot more quickly, but take longer to kick in, BUT you can carry far more of them, and continue to pick them up / refill them between bonfires. It's the best of both worlds - the grass/vial approach from BB and Demon's Souls in the lifegem, and the flask approach from the other DS entries and Elden Ring. You get both, but you have to use them intelligently.

Inevitably, you'll hear people complain about the disconnected levels in this game, like the famous "elevator up a windmill into a volcano." No doubt, DS1, ER and Bloodborne spoil us in these regards (DS3 to a lesser extent - it's a lot more linear and I'm not sure why folks laud it as some great feat in level design). I won't argue that these other entries do it better; my response is instead to ask "why does that matter?" It certainly should be considered a point of praise for the other entries, but it shouldn't be used to condemn this game. Very few games of this scope do anything like what was pulled off in DS1's level design. It should be considered the exception, not the rule. I'm not defending DS2's level design - the interconnectivity is demonstrably worse than the other entries - but I'm instead saying that it missing this aspect shouldn't be a slight against it, but rather a feather in the cap of the other entries.

Folks also love to hate on the health bar dropping as you die, without realizing it's the exact same mechanic as the other souls games, it just looks different. In DS1 and DS3, your hollowed/un-embered form has less HP, and when you use a humanity or an ember, your HP increases. The exact same thing happens in DS2, the devs just chose to keep your "human" HP bar visible and grayed out. If your embered/human HP bar was visible in DS1 and DS3, and simply grayed out when you were hollow/unembered, there would be no difference at all. I understand that it feels like less HP because of that, but the game is balanced around a hollow HP bar, while the human health bar is a nice boost, just like DS1 and 3. Plus, unlike DS1 & 3, the bar actually drops slowly instead of all at once, so it's more forgiving than either of those entries.

The weapon variety is unmatched in DS2, though the weapon leveling is more tedious for sure (Bloodborne nailed this IMO, not sure why they don't just stick with that formula).

The bosses that land, land really well, but there are several that don't, just like every entry into the series. There are more weak bosses in this entry, but there are also more bosses in general, so it's kind of a moot point.

The entire DS series is about the endless, inevitably cyclical nature of dark vs. light, and this game's storyline is an encapsulation of that. For the folks saying the story has no meaningful beats and that it feels tedious or pointless, congratulations! You effectively analyzed the point of the story.

tl;dr this game does a ton well, and if you like other FromSoft souls entries, you owe it to yourself to try this one out, understanding that you need to play it differently than the others, especially compared to the far faster-paced Bloodborne and DS3.

It bugs me when folks tank this entry's review scores because it's not as strong as DS1 or DS3. On paper, sure, fine, this is weakest entry into the Dark Souls series, but I posit that it's still a phenomenal game, one of the best in its generation. It's like saying it's the slowest runner in an Olympic race. Sure, it's not as good as what it's being compared against, but it doesn't change the fact that it's still a nearly-best-in-class experience.

If you played Elden Ring, DS3, or Bloodborne first, and then you go back and attempt to play this game the exact same way you played those games, you're going to have a bad time. Much like the bad time that many folks (myself included) likely had when jumping from DS2 to Bloodborne back in 2015!

This game requires slower, more methodical playing than DS3 or BB. It is not too much different than DS1 in that regard, though it does feel weightier unless you really deliberately spec into light weapons. Not a good or bad thing, just an observation. You cannot pull a dozen enemies and expect to be able to handle them all at once. This game places a lot more enemies in deliberate chokepoints, and punishes you for rushing. Combine that with the generally slower gameplay, and it's easy to feel overwhelmed by faster-moving, harder-hitting enemies because you can't be bothered to take your time. Take it slow, play intelligently, and you'll be fine.

Healing in this game is very different than any other Souls game, but it is the very best form of healing that we got out of any souls game in my opinion. Taking a drink of Estus takes ages, but if you have the time to pull it off, it's the fastest way to heal (and it's "free" in that it recharges at bonfires). On the flipside, lifegems activate a lot more quickly, but take longer to kick in, BUT you can carry far more of them, and continue to pick them up / refill them between bonfires. It's the best of both worlds - the grass/vial approach from BB and Demon's Souls in the lifegem, and the flask approach from the other DS entries and Elden Ring. You get both, but you have to use them intelligently.

Inevitably, you'll hear people complain about the disconnected levels in this game, like the famous "elevator up a windmill into a volcano." No doubt, DS1, ER and Bloodborne spoil us in these regards (DS3 to a lesser extent - it's a lot more linear and I'm not sure why folks laud it as some great feat in level design). I won't argue that these other entries do it better; my response is instead to ask "why does that matter?" It certainly should be considered a point of praise for the other entries, but it shouldn't be used to condemn this game. Very few games of this scope do anything like what was pulled off in DS1's level design. It should be considered the exception, not the rule. I'm not defending DS2's level design - the interconnectivity is demonstrably worse than the other entries - but I'm instead saying that it missing this aspect shouldn't be a slight against it, but rather a feather in the cap of the other entries.

Folks also love to hate on the health bar dropping as you die, without realizing it's the exact same mechanic as the other souls games, it just looks different. In DS1 and DS3, your hollowed/un-embered form has less HP, and when you use a humanity or an ember, your HP increases. The exact same thing happens in DS2, the devs just chose to keep your "human" HP bar visible and grayed out. If your embered/human HP bar was visible in DS1 and DS3, and simply grayed out when you were hollow/unembered, there would be no difference at all. I understand that it feels like less HP because of that, but the game is balanced around a hollow HP bar, while the human health bar is a nice boost, just like DS1 and 3. Plus, unlike DS1 & 3, the bar actually drops slowly instead of all at once, so it's more forgiving than either of those entries.

The weapon variety is unmatched in DS2, though the weapon leveling is more tedious for sure (Bloodborne nailed this IMO, not sure why they don't just stick with that formula).

The bosses that land, land really well, but there are several that don't, just like every entry into the series. There are more weak bosses in this entry, but there are also more bosses in general, so it's kind of a moot point.

The entire DS series is about the endless, inevitably cyclical nature of dark vs. light, and this game's storyline is an encapsulation of that. For the folks saying the story has no meaningful beats and that it feels tedious or pointless, congratulations! You effectively analyzed the point of the story.

Shelved because I accidentally deleted my save when updating GZDOOM, but I figure it was a fine stopping point as well. Pretty good level pack! Good detail using lots of native textures and very large spanning levels without feeling too empty a la TNT. Genuinely tough in spots due to ammo scarcity, I had to get very comfortable using chainsaw in strategic spots, but it felt like an intentional design decision from the developers. Also a cool spin on the "hub world" approach with different events happening within it as the game goes on.