Dark Souls II, in my view, has 3 major issues.
1. Inflation of boss numbers.
There are simply too many bosses in DS2, to the point where it cheapens the overall experience. Whereas something like the Dragonrider would've been a non-respawning miniboss in DS1, in DS2 he is a boss, and twice at that. Or the Prowling Magus and Congregation. In the other games, just a room filled with enemies, in DS2 a boss. There's some great fights in the game (mostly in the DLCs), like Sinh, Fume Knight, and the Pursuer, but too many bosses are either forgettable and easily killed on the first attempt or just follow the template of a big guy in armor with a big weapon.
2. The healing system.
Lifegems kinda broke the game for me. DS1 had the perfect healing system. You get your set amount of Estus, representing how many mistakes you can make before you have to start over. Simple and efficient. With lifegems, a great amount of tension is removed. Some of my favourite, most memorable moments in all DS1 and DS3 are when I'm nearly out of Estus, far from the bonfire, and I've to decide whether I should keep going and risk my souls or just start over with a filled flask. Venturing further into levels, with barely any health, not knowing where I'm going, just hoping for that next shortcut or bonfire is just an amazing, tense experience. In DS2 there is no such tension, because you have essentially unlimited lifegems which you can use to heal after fights and you save your Estus for battles.
3. Level design.
This can be broken down in three categories of its own.
I) The first is world design, and I know many were disappointed because the world isn't interconnected as DS1's is, but I don't really have that big of a problem with this. Here, my issue is with how nonsensical the world feels. in DS1 a real effort was made to make it all feel like a real place. When you see a location in the distance, that level is actually there; it all fits. DS2 is a mess in this regard, most notably with the infamous ascent from Earthen Peak to Iron Keep. But just think of how the levels connect. Think of how many of the levels are separated by long, lifeless, grey, boring corridors. There's no clever, simple transition like from Duke's Archives to Crystal Cave or from New Londo Ruins to Blighttown via the rickety bridge in the Valley of the Drakes - if these two levels were in DS2, you would come to the end of Blighttown, and there would be a corridor like the one between Heide and Majula, or Majula and Huntsman's Copse, or Majula and Forest of the Fallen Giants, or Huntsman's Copse and Harvest Valley, or Heide's and No Man's Wharf (you get the point), and that corridor would lead to New Londo.
II) Then there is the simple stuff. The micro level design, just the ordinary rooms. In the other Souls games there is so much detail and clutter and the spaces feel lived-in and real. In DS2 so many rooms are, again, just boring grey rectangles. The castles don't feel like castles, the villages like villages, the churches like churches, and so on, because it's all just grey rectangles.
III) Finally, and with the lifegems, this is the big one, the overall design of each level. Simply put, not enough shortcuts, too many bonfires. The levels in no way loop around, they're all more-or-less different shapes of long, linear corridors. Think of Cathedral of the Deep in DS3, how that one bonfire in the chapel is used for the entire, huge level, from the graveyard outside the Cathedral, to the Cathedral rooftops, to the huge interior of the Cathedral. If that level were in DS2, there would be a bonfire after you open the rooftops gate to the interior, and there would be another where you can get kicked down by Patches.
When people say the DLCs "fixed" DS2, the only think they do better then the base game is what I put under 3. III) and most of 1. (but each DLC has one awful boss in it). The lifegems are still there, as is the rest of the level design.
Dark Souls 3 has none of these issues, and it's by far the better game.
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