Hypercop
kiwifarms.net
- Registrado
- 16 de Abr, 2025
I'd personally disagree, because 2's semi-linear world design is its entire identity. When it's good, it feels almost like a 3D Ghouls 'n Ghosts with bullshit around every corner, and the player has his own bag of tricks with which to anticipate and deal with it all. All Souls games have this element to a degree, but it's amped up in DaS2 (especially SotFS) because instead of deliberately designed encounters, they often just threw massive flocks of enemies into a room and told you, "You figure out how to deal with it". It's the only Souls game where you don't feel the invisible hand of the level designer. Very arcade-y. Demon's Souls is like here's some firebombs, it's good for the Phalanx ahead. DS2 is like here's a bunch of random shit you might never use, you figure it out.I think in all honesty a "good" or fully realized DaS2 is Elden Ring because it was also going to have a mount for the player to traverse the world in. I do wish certain ideas from it were implemented into the later games. Makes no fucking sense to not have Bonfire Ascetics in 3 or an equivalent for ER.
Maybe 2 was supposed to be Elden Ring but I dunno. Those two games have totally different feels.