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I don't follow the magazine reviewers, I am assuming you mean professional reviews as 3rd party websites and other known gaming personalities. I personally like Angry Joe, or Total Biscuit. And I occasionally read Kotaku, their Diary series on DaSo2 is pretty good imo.
http://www.kotaku.com.au/2014/03/the-dark-souls-ii-diaries-part-one/
That's a pretty general statement, for me it's not the case. I've done 3 fullplaythroughs on one character, and one more on another with as much pvp as I could on both. Maybe 120 hours all up. I can honestly say that I'm done with the game, especially for now, haven't touched it in close to a week. Like any other triple A game, finish a few times, then done. That alone is a bad sign for me when it comes to a souls game.
Not burned out on Souls games either, I'm still playing Dark Souls as of right now and load up Demon Souls quite often too. DS2 just feels a bit bland to me, for numerous reasons. Mainly all the bonfires and the bosses being so simple, even on NG+3 in the champions covenant(which sems to be health/damage padding.Nothing special when you know all the bosses inside out and them all being so similar.)
Far from a bad game though, 120 hours for 40 dollars is a good deal anywhere, anytime. Can't complain as far as that goes.
Saulden never does anything, unlike the Crestfallen Warrior from DaS, other than allow you to join a covenant that sees no use until NG+. Maughlin becomes a corporate ♥♥♥♥♥, but otherwise his hollowing sees no mention. Straid is a ♥♥♥♥ who does nothing and likes hanging out beside old moldy men like him. The Pyromancy lady does nothing. The miracle lady moves paths, but she never does anything else. The Emerald Herald only starts doing things later on, when she actually leaves Majula on occasion. Otherwise, you only talk to her because you found an Estus shard or you need to level up.
None of the NPC summons mean anything, they're basically just different character archetypes used as summons. You hardly meet any of them, besides Lucatiel and Benhart, and for some people, Manscorpion Tark. Ornifex is actually fairly cool and memorable, but she doesn't talk much, and she serves only one purpose, which is similar to Straid, only giving you different stuff for different boss souls. None of the bosses feel memorable. Lost Sinner is just kinda creepy, but not exactly very interesting, except if you talk to Shalqoir. Old Iron King was a boss I remembered for being super easy, even in NG+ and beyond. The Rotten seems like a lamer version of Nito, and even fights kinda like him. Duke's Dear Freja is a giant spider with two heads. That's far mor spider than I'd like, being slightly arachnophobic myself.
The other bosses feel unnecessary, like the game felt it had to have multiple bosses for nearly every area. Executioner's Chariot and Skeleton Kings? Both rather unique bosses, but one of them is completely optional, and the other is pretty easy if you have a game plan. Heide's Tower of Flame was an area that could be missed incredibly easily, just because it was just a little confusing how to get there, and it is in fact an entirely optional area. Meaning, you could miss one of the only truly interesting bosses in the game. No Man's Wharf is also entirely optional, and I'm rather sure most people missed my favorite NPC in the game. Wheelin' and Dealin' is what Gavlan do. Forest of Fallen Giants, despite seeming like one of two ways to start the game, is, in fact, a completely required area, of reasons you learn later in the game.
Overall, the game felt deceptive, areas and characters were easy to miss as well as unnecessary, and most of the bosses felt pointless, and at times, easy to miss. In general, I liked the game, but it just felt like it was trying too hard, and at the same time, not trying hard enough.
I also think that the game was a lot harder at the beginning than near the end. The Forest of the Giants was incredibly difficult in my opinion. But every successive area has been easier for me. I also think that Melee classes are at an extreme disadvantage in the beginning. For instance, if you are using a strength weapon, you really don't get any decent weapons till way too far into the game. It takes forever to get another bow besides the short bow as well for Dex builds. I am playing a faith/dex build, but so far the dex portion goes unused for me. I am looking forward to the Defenders Greatsword, but you can't get the soul you need till the end of the game, which is kind of lame.
I had similar impressions about both the blacksmiths and NPCs.
In DS 1, many NPCs carried on in the story and the player could miss out interacting with them or experiencing events that progressed the NPCs story and changed events in your own story, to a lesser degree. Many of the DS 2 NPCs are passive and wait for you to do something and then hand you something - end of their story.
And because I didn't feel that the DS 2 bosses were interesting or that the game was really building up to anything interesting, I didn't care about the near end of game levels and history that was revealed. Nor did I really care to play NG+ and earn a few new items, even if it might help in co-op, multiplay, or the PvE aspect.
I couldn't agree more with you about Miyazak's presence and his direction missing from the game.
It seems that Dark Souls 2 leans more on arcade style gaming than the previous two titles. I don't like to use the word casual to describe a video game experience. I believe games fall into an arcade type of game or in a direction that Shigeru Miyamoto, Lord British (Richard Garriott) and others have gone. So I'll explain my rationale.
I grew up in the golden age of arcades (I was very young but remember the magic vividly). The venue was a social one, where you gathered to meet your friends, talk about the girls standing by the air hockey tables and who you wished were checking you out, munch on popcorn, and, of course, play the games. The games were competitive; we dared each other to beat our highest score and breach the newest level of star-riddled outer space. The game playtime was quick and the best and hard core players knew how to get the most gameplay for a quarter and roll the high score.
But as I got older, arcade style games lost their appeal. I wanted more from the experience and eventually became an exclusive PC gamer for years, playing rpgs, strategy and tactics adventures like XCOM and M.U.L.E., and programming them for fun. It wasn't the score or the next level I was after; I enjoyed a broader experience and a different pace. Even home consoles picked up on this and NES's Miyamoto introduced tv gamers to Zelda and other ways of playing.
I only recently returned to console games when FPSs became more evolved than Doom, which I suppose was natural. But these new shooters lean heavily on the arcade game mechanics - short bursts of play, high scores (now, leaderboards) and fit comfortably into a social venue. Nothing wrong with that but I find the short bursts of game play fatiguing and rather shallow. So, I quit FPS games and tried out titles like Oblivion and Fallout 3.
But the gaming industry is seeing a big resurgance of arcade type play. It makes sense, given all the smart phones and consumer electronic devices available. Games have reached a new audience and now they too can have an arcade where ever they go. It's just that the first Souls games didn't present themselves as arcade type games, especially when you consider they evolved out of games like King's Field.
Demon's Souls and Dark Souls still managed to keep the player feeling isolated, only using the multiplayer mechanics to assist or impede the player. It wasn't until the addition of the arena in Artorias of the Abyss dlc where arcade style play is deliberately introduced. Despite many people thinking the arena would be a good idea, my interest in it dwindled quickly. I went back to playing out the levels.
So, it seems Dark Souls 2 is leaning even more on the arcade style play. Shorter distances between bonfires, introduction of voice chat, more arena style play, and so on. This is not the direction I had hoped for and I don't believe Miyazak would have designed for.
There is a more objective and much better discussion on reddit on same kind of topic. Too bad i dont have the link for it.
This is kind of distressing. DS2 was good, but it wasn't a Souls game (for me). The fanbase seems divided on this and I cannot fathom why fans like DS2 more than its predecessors. If you don't mind, could you elaborate on why/what things you like more in DS2 than in Demon's and Dark specifically?
But I do agree, play the game for yourself and form your own thoughts on it.
I like the atmosphere and online functionality much better in dark souls 2...I like some of the new changes to combat and magic as well....although sadly pyromancy is still too strong. Covenants are also without a doubt far superior and there are better options for pvp...and just the fact that you have a much easier time connecting to people when doing invasions and co op. I also thought the ending was more satisfying compared to dark souls 1.