![]() All pretty much beaten the same way by dodging and attacking during openings, which again, just gets tiresome.Įdit: This article highlights how needlessly obnoxious the collectathon guff in DS2 can feel to a completionist: In DS2, most bosses are just typical 'big bads' and reskins of such. They have great voicing and lines and they all brilliantly ensure you must have a handle on your new abilities to defeat them, by making that mechanic a part of the fight (ie: Tiamat - Shadow Bombs/Crossblade. Oh, and the awsome Bosses of DS1 simply piss all over DS2's. It's the same issue that makes Dark Souls 2, inferior to Dark Souls. It also fails to aid in worldbuilding enough for me to really care about it, unlike a more solid, more tightly paced structure to the locations. Ultimately it'll come down to taste, but personally, I find this uninteresting and tiresome. Whereas DS2 has you constantly warping around multiple maps, following dots like your typical Ubisoftish open-worlder. As a proper Metroidvania, you get intimate with these locations and once done, you know them like the back of your hand. There's far less 'where the ♥♥♥♥ do I go now?', as story progression naturally leads you forwards, whilst maintaining plenty of opportunity to backtrack with later skills. Overall, DS1 provides a much more coherant experience. Death on the other hand, is just smashing rock monsters and skeletons for many hours of the game, which comparitively is just dull as chuff. In DS1, right off the bat, War is splitting demons in two with his sword, skewering angels and tearing poleaxes out of their beaten hands and bludgeoning them to death with them. War is more fun - no so much due to his moveset (which is functionally identical to Death's anyway, bar chain-dodging), but the enemies he fights. The ARPG inspired randomised loot was a bad move imo. In DS2, you can find stacks of hidden things that just don't really do much, or it's just a chest of more crap loot you neither want or need. All of War's important stuff was in chests and as you could see chests on the map, you knew you'd missed something and going back always yielded something of importance. Especially when you're given no idea where they could even possibly be. I still love the action in 2 (and the soundtrack is sublime), but in going full-blown open world it made getting around a constant chore of fast travelling and finding all the completionist hidden guff becomes outright boring. ![]()
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