DARK SOULS™ II

DARK SOULS™ II — ReviewVeterans willing to wrestle sixty hours of harsh rules get hooked, while players wanting easy guidance should look elsewhere.

External ratings87%Steam Reviews33.3K reviews91Metacritic/10088OpenCritic/100
Reviewed by: Mo Bai · Published: ·review.views: 2,993 Comments
DevFromSoftware, Inc.|Released2014-04-25|ActionAdventureRPG|
8.0
Overall Score

“Veterans willing to wrestle sixty hours of harsh rules get hooked, while players wanting easy guidance should look elsewhere.”

Graphics
8
Audio
6
Gameplay
9
Story
8
Content
7

Verdict

Dark Souls II is, in the end, a very clear multiple-choice question put to the player. Are you willing or not to spend sixty hours — likely more — locked in a contest of wills with a rule set that does little to flatter you yet remains entirely self-consistent? Everything else flows from how honestly you answer that.

From the moment-to-moment combat to the storytelling, on through the scenery and the sound, it holds a single line throughout: it does not pander, but it respects every ounce of serious effort you bring. The fights are hard, the penalties heavy, the routes many, and even your healing ceiling can be converted into psychological pressure — none of which exists merely to crank a difficulty dial. All of it keeps asking you the same underlying question: do you actually want to keep walking this road?

What You Take Away If You Stay

If your answer is yes, those sixty hours amount to far more than grinding numbers and ticking off a completion bar. You will carry away specific roads, the particular menace of certain regions, and the story threads you teased out of an NPC's scattered half-sentences. The "mystery" and "magnetic atmosphere" so many reviews reach for do not come from grand spectacle; they come from these small, continuous, accumulating signals that the game trusts you to notice.

That is the quiet contract at the center of the whole experience. The world gives sparingly and asks much, and in return it makes the things you do earn feel genuinely yours. Players who lean in find a setting that keeps paying out long after the credits, precisely because so little of it was handed over for free. It is the kind of game you end up talking about in specifics rather than slogans — not "the combat was good" but "the second time through the harbor I finally understood why that bridge was built the way it was." The memories it leaves are granular, and granular memories are the durable kind. That texture is the real return on the sixty hours, and it is why the people who finish it tend to recommend it in the same low, deliberate tone the game itself speaks in.

Who Should Stay Away

Of course, this is not a work everyone can enjoy without friction. The steep difficulty and the oppressive temperament will turn a portion of people away, and the nonlinear structure and restrained narrative have no intention of catering to every palate. Yet if you are willing to accept those terms up front, a journey of genuinely solid quality is more or less guaranteed.

Measured against the evolution its faster, more polished successor represents, this entry still holds ground its sibling cannot quite occupy. The third chapter refines the swordplay and tightens the spectacle, but it walks a more linear, climactic road; it lacks the free rerouting and the relentless, vitality-decaying pressure that make the second game's high-density exploration feel so distinctly its own. It will not necessarily become the singular masterpiece of your year — but the odds of genuinely regretting the time you put into it are slim indeed. Think it through before you step into Drangleic. Once you are in, it is very hard to pull yourself back out.

Pros

  • On the classic roll-block-stamina foundation, combat layers in fresh systems like a decaying health ceiling and limited enemy revivals, building a distinctive cumulative pressure.
  • A nonlinear multi-route structure lets you reroute when stuck, lowering single-path frustration while keeping exploration density high.
  • Item descriptions and environments carry fragmentary storytelling, with a restrained, long-aftertaste setting and excellent atmosphere.
  • Forest, harbor, and graveyard zones each grow a distinct face under one gloomy key, with pacing pushed by the visuals themselves.
  • A solid sixty-hour content body avoids filler, rewarding players who enjoy studying routes and builds repeatedly.

Cons

  • The high difficulty and decaying health-ceiling penalty can push newcomers to give up within the first ten hours.
  • The oppressive, grey-cold visuals and vague main objective may cause aesthetic and pacing fatigue for some players.
  • The score fits each scene yet lacks hooks, leaving almost no melody you can hum after stepping away.
  • The sheer content volume plus harsh difficulty can make the mid-to-late pacing drag and feel heavy.

Opening

By the time I dragged myself back to Majula from the graveyard beyond Drangleic's outer reaches, I had already fallen more times than I cared to count. My maximum vitality had been shaved down sliver by sliver, the health bar gnawed at like the crust of a loaf left too long on the table. And still the road kept forking ahead of me — forest, harbor, a grim stretch of tombs — each path muttering the same quiet verdict in its own dialect: you are not strong enough yet.

That is the moment Dark Souls II shows its real teeth. The cruelest thing here is not how hard the enemies hit. It is that ever-shortening bar, a valve being slowly tightened until every last drop of recklessness is squeezed out of you. You stop charging in blindly. You stop treating a loss as a free trial run. You begin to plan each step, each roll, each commitment of stamina as if it were the only one you would get.

Majula is safe. The bonfire is safe. Step beyond either and the whole flavor of the world curdles. Enemies return only so many times; the routes, meanwhile, keep multiplying. You can skirt a region you cannot yet handle — but the price is that whatever waits further on is often worse. Loss, choice, and consequence get crammed into the same pressure cooker.

Reaching the end demands the kind of stubbornness measured in sixty-hour stretches, not a single satisfying gulp. It is closer to slowly chewing through a thick, difficult book. You will grow tired, even irritated, and yet at the next crossroads you find yourself pulled back in once more. "One more lap and then bed" is an easy sentence to say and a nearly impossible one to honor.

Story | 8/10

Story: 8/10

On paper the premise could not be more conventional. A cursed soul sets out for Drangleic, gathers the great souls scattered across the land, and finally goes to seek the king. Drop that skeleton into any fantasy setting you like and it reads as the standard-issue template, the kind of quest log you have ticked off a dozen times before.

A weathered traveler gazes across the ruined land toward a distant keep

What gives the thing its real flavor is not the plot but the method of telling it. The text is severely restrained. It feeds you almost no ready-made explanation. The world simply expects you to do the assembling yourself, and it never once apologizes for that demand.

Storytelling That Refuses to Explain Itself

Talk to the people you meet and you rarely get exposition. What you get are fragments — half-remembered confessions, snatches of prayer, lines that feel like the middle of a thought you arrived too late to hear the start of. The crucial pieces of lore are tucked away inside item descriptions, and those items are themselves strewn across different routes, so that the story exists only as a scattered constellation rather than a straight line.

You will not reach some clean moment where everything clicks into place. Instead, many hours later, a single description will suddenly snap into alignment with a line of dialogue you half-forgot, and you will sit there stunned — so that small thing from before meant this all along. The narrative rewards patience and punishes nothing except inattention, which is precisely why the people willing to read closely come away with the richest version of the tale. There is a strange generosity buried inside that stinginess: because nothing is spelled out, every conclusion you do reach feels earned rather than delivered, and the connections you stitch together carry the weight of personal discovery instead of secondhand summary.

The Environment Carries the Plot

The scenery itself is doing narrative work the whole time. Harbor, forest, graveyard — each region carries its own temperature and its own mood. Some places look lively at a glance and reveal, on closer inspection, that they are riddled with rot beneath the surface. Others raise the hair on your neck the instant you arrive, yet still preserve, in some forgotten corner, a stubborn trace of remaining humanity.

You are not chasing a main thread so much as continually picking shards out of the surroundings, leafing through Drangleic's past and present the way you would page through an old photo album. The cumulative effect is a setting that feels lived-in and decayed in equal measure, where the act of simply moving through space becomes the act of uncovering history. This is environmental storytelling at its least decorative and most functional: the world is the document, and you are the reader assembling it page by page. Even the layout of a room can imply a tragedy — a barricade built from the wrong side, a shrine left mid-ritual, a path that clearly mattered to someone now long gone. None of it is captioned, and that is exactly why it lingers.

A Method That Divides Its Audience

This approach is not for everyone, and the game makes no pretense otherwise. Players accustomed to cutscenes driving the plot forward may find the main line strangely faint, and the question of "who exactly am I fighting for" can go unanswered for a very long stretch. The setting is genuinely magnetic — but if you never volunteer to read the item descriptions, never linger to trade a few more words with an NPC, what you are left with at the end may be nothing richer than the hollow impression of "I fought my way to the royal city."

The tension is not fatal, though. It plays out like a novel you are meant to annotate as you go. You can rush through it and mutter "it was fine," or you can copy down every hint, debate and reason it out with others, and slowly discover that many events were foreshadowed long before they arrived. For those willing to invest the thought, this style of storytelling has a long, lingering pull. For those who only wanted a brisk, satisfying adventure, it can feel a touch too cold. Set beside the dense, signposted lore of a peer like the open-world Elden Ring, Dark Souls II's restraint looks deliberate rather than thin: it is asking a specific kind of reader to lean in, and rewarding exactly that reader when they do.

Audio | 6/10

Audio: 6/10

The sound design here functions, more often than not, as a pressure amplifier rather than as decorative background. It is not there to make the world cozy. It is there to keep you on edge, and it does that job with a quiet, almost clinical reliability that you only fully appreciate once you stop and notice how rarely it lets you relax.

A dim, narrow corridor where unseen threats lurk in the shadows

The scrape of an enemy hauling itself up out of the shadows, the crisp metallic snap of a trap springing — these become your key cues for reading danger. Walking a narrow passage, you can seldom advance on sight alone in any comfort, because what you cannot see tends to announce itself by ear first.

Hearing Before Seeing

That "hear it, then see it" sequence turns every stretch of exploration into something like the listening stage of a horror game. You learn to trust your ears ahead of your eyes, to freeze at a sound whose source has not yet entered the frame. The audio becomes a forward scout, feeding you warnings a half-second before the visuals confirm them, and that half-second is frequently the margin between a clean reaction and a costly one.

It is a subtle inversion of how most games train you. Usually sight leads and sound follows. Here the order is flipped often enough that you recalibrate, and the recalibration itself raises your baseline tension. You are always slightly leaning in, slightly braced, because the game has taught you that the worst news usually arrives as a noise. Over time you build an entire mental map out of audio alone — you start to know which rasp means a slow shambling thing and which sharp click means a trap primed to spring, and you route yourself through a room partly by what your ears report before your eyes ever confirm it. That kind of trained listening is rare, and it deepens immersion in a way a louder, busier mix never could.

A Score That Serves, Not Sings

The music for boss fights and pivotal set-pieces works like an emotional valve that has been held shut for a long time and is, every so often, thrown fully open. For most of the runtime the score stays reined in, surfacing only at major battles or story beats before erupting, conjuring an atmosphere where epic grandeur and sheer hopelessness are served onto the table together. You get pushed forward by the feeling even when you suspect you will not survive the round.

The catch is that this is not the hummable, melody-forward kind of soundtrack you can recall after switching the game off. Most of the tracks are highly accomplished and slot perfectly into their scenes and pacing, yet they belong to the "exactly right in the moment, impossible to recall afterward" category. Unless you are unusually sensitive to the emotional beats, you rarely feel the urge to go hunt down the original soundtrack and loop it on its own. Taken as a whole, the audio is an invisible workhorse in service of tension — seldom stealing the scene, seldom missing. It lacks the instantly visible dazzle of the visuals, yet it quietly drags your felt pressure from a seven up to a nine. That contribution is something you only register while you are actually playing.

Visuals | 8/10

Graphics: 8/10

Judge this entry on screenshots alone and the visual upgrade will not drop your jaw. The real difference hides inside a quieter quality — how well it holds up the longer you look. This is not a game that wins you over in a single arresting frame; it wins you over across the dozens of small moments where a wall or a tomb keeps revealing more the further you stare into it.

A grey harbor district rendered in cold, decaying detail

Coverage at launch broadly agreed that the PC version runs cleaner and sharper than its console counterparts in resolution and texture clarity. But that "cleanliness" is not merely a stack of better numbers. It registers as a lift in the whole temperament of the presentation, a sense that the world has come into focus rather than simply gained pixels.

Clarity in Service of Cruelty

Same oppressive art direction, same grey-leaning, cold-leaning palette as before — only this time there are far fewer patches that smear into mush, and far more of that particular cruelty of "you would rather not look, yet now you can see it more plainly than ever." Sharper rendering does not soften the dread; it intensifies it, because every rotted plank and every sunken eye socket arrives with newly legible detail.

That is the trick the visuals pull off most consistently. Higher fidelity is usually marketed as comfort — prettier vistas, smoother surfaces. Here it is recruited into the service of unease. The clearer the image becomes, the more unsettling the world reads, until clarity itself feels like an act of quiet hostility toward your peace of mind. It is a rare game that makes you wish, occasionally, that things were a little blurrier. And yet you keep looking, because the legibility is also what lets you read the world as a story: the more sharply a ruined hall resolves, the more of its history you can infer from the wreckage left behind in it. The art direction never confuses dread with murk; it wants you to see clearly and feel worse for it.

Many Faces Under One Gloomy Key

The variety of environmental style is the second pillar holding the whole thing up. Harbor, forest, graveyard and the rest each grow a distinct face beneath the same overcast key signature. This is not the travel-brochure scene-swapping of a game flipping postcards at you; it is closer to the shifting smells of different neighborhoods within one sprawling city.

Walk into the forest and you instinctively slow your pace. Step into the graveyard and you instinctively speed up. That sense of rhythm is not handed to you by the music — it is the picture itself nudging you forward or holding you back. The art is choreographing your tempo before you have consciously registered why. For a setting that leans so hard on a single mood, the range of texture it coaxes out of that mood is genuinely impressive, and it keeps the long sixty-hour march from collapsing into visual monotony. The harbor smells of salt and rot even though you cannot smell anything; the forest feels humid and overgrown though you only ever see it; the graveyard reads as cold the moment you enter. Each district has a climate the visuals invent for it, and that invented climate is doing as much work as any line of dialogue ever could.

The Aesthetic Toll

For players raised on lavish spectacle, this art direction can come across as plain. There is no postcard-perfect vista waiting to be set as a wallpaper at a glance — but there are countless corners that make you stop and study them. A crumbling wall, a leaning headstone, the blurred silhouette of a tower in the far distance: all of it serves the same single goal, which is to keep you in a state of low, constant visual disquiet.

The main criticism lands on the threshold of taste. Oppressive, dark, ruined — pile those elements up long enough and, for a portion of players, they curdle into a source of fatigue. If what you wanted was the kind of wholesale stylistic costume-change where each new region feels like stepping into a different film, you will not find it here. This is more like a single concept album: one consistent genre, with the detail and the layering slowly accumulating track by track. The people it suits will find more to savor the longer they look; the people it does not will feel the game is forever circling the same note. The flaw is real. It is not fatal.

Combat | 9/10

Gameplay: 9/10

On the surface, this is the same old action loop you already know: roll, guard, watch your stamina, repeat. What turns it from familiar into compulsive is the way the game gives every one of those tired mechanics an extra half-turn of the screw. Nothing is reinvented from scratch. Instead, each comfortable habit is quietly made to cost you something it never used to.

A lone player faces a towering foe at a fork in the road

The most immediate of those twists is the vitality ceiling that recedes every time you fall. It does not, strictly speaking, change a single rule of how a fight plays out. What it changes is your psychology. Each additional loss chips away at your tolerance for careless experimentation, until "let me just poke this boss to learn its moves" stops feeling like a freebie and starts feeling like a wager you have to weigh.

How a Decaying Ceiling Rewires Your Instincts

Picture the difference between a casual pop quiz and a final exam. In most action games, probing an unfamiliar enemy is the pop quiz: you guess, you whiff, you shrug, you try again. Here the shrinking ceiling promotes every encounter to final-exam status. You no longer wander up to a new threat with the easy confidence of someone who has infinite retries banked. You pause. You calculate. Is this attempt worth the slice of maximum life it might cost me?

That single design choice reshapes how the entire body of the game feels to play. It does not make the swordplay harder in any mechanical sense; it makes you take the swordplay seriously, which is a different and far more durable kind of pressure. The forced earnestness becomes its own reward. You stop spending lives like loose change and start treating each one as a considered investment, and the game becomes a long ledger of risk you keep balancing in your head, weighing each gamble against a balance that only ever shrinks until you find a way to restore it.

Limited Revivals and the Demise of the Grind

The second screw-turn dismantles a habit even more sacred to the genre: grinding. Foes in a given area come back only a finite number of times. You are free to farm them the way veterans always have — until, at some threshold, they simply stop showing up. Suddenly the well is dry. It is a design that manages to be both considerate and faintly malicious in the same breath.

Considerate, because it spares you the mindless treadmill of clearing the same corridor for the hundredth time. Malicious, because it removes the lazy escape hatch of "I'll just farm here for another half hour until I overlevel this wall." You are denied the comfortable, brute-force solution and gently shoved toward actually getting better. For some players that nudge is liberating; for others it removes the safety net they leaned on, and the loss of it stings every time they hit a brick wall with no padding to fall back on. The deeper effect is that it shifts the burden of progress from your stat sheet to your hands — when you cannot simply grow numbers, the only remaining lever is your own improvement, and the game knows it.

A Hub Like a Transit Interchange

The genuine surprise, though, is structural. Majula is not the mouth of a single one-way hallway. It behaves more like a subway interchange: forest, harbor, graveyard and more light up almost at once, and you are free to switch lines whenever one of them grinds you down. Stuck on a route? Set it aside and ride a different one for a while.

For newcomers this is a quiet mercy, because it removes the despair of being beaten senseless against one fixed path with nowhere else to go. For veterans it is closer to temptation — every line has its own rhythm and its own brand of menace, and it is hard to resist sampling all of them. The fights themselves remain that brutal, mistake-punishing school the series is known for: guard a frame early or late and it is a disaster, tap the roll once too often and you have flung yourself straight into the jaws of something. For the first few hours you may grumble that the handling feels "stiff." Once your body learns the cadence, every clean dodge earns a reflexive little smile — not the grin of flashy revenge, but the exhale of "that was close, no interest charged this time." For anyone who refuses to buy into this strict, painful kind of fun, the whole bundle of constraints can curdle into pure stress within ten hours. For those who adapt, the harshness itself is the source of the joy. Annoying, and addictive.

Content | 7/10

Content: 7/10

The consensus across coverage is plain enough: the main journey runs somewhere in the neighborhood of sixty hours, and crucially it is not the kind of padded runtime where a vast map sits empty between objectives. The content density skews high. That is a strength and a barrier at once, and which one it feels like depends almost entirely on the appetite you bring to it.

A sprawling network of paths branching out from a central ruined hub

From the moment you set out from Majula, several viable routes are already visible to you. This nonlinear structure is, at heart, a generous one. Hit a wall and you can simply pivot to another road — and in the act of pivoting you may incidentally pick up levels and learn the patterns of unfamiliar foes. You rarely run into the bleak scenario of having to slam yourself against the same barrier for a dozen straight hours with no alternative.

A Structure That Spares You the Wall

The friendliness of the layout is its quiet headline feature. Because the hub fans out into multiple simultaneous options, no single obstacle ever becomes a hard stop. The game almost never traps you in the despair of a mandatory, unbeatable gate; there is always another door to try while the troublesome one cools off in the back of your mind.

That design has a compounding benefit. Detouring is rarely wasted motion. A route you took only because another one stalled often hands you exactly the levels, the gear knowledge, or the muscle memory you needed to go back and crack the original problem. Progress here is less a straight climb than a braided one, and the braiding is what keeps the long campaign from feeling like a series of brick walls. It also means that momentum is almost always recoverable. Where a strictly linear design can leave you stranded and demoralized at a single checkpoint, this layout quietly guarantees that there is somewhere useful to be even on the nights when your nemesis refuses to fall, and that reservoir of alternative progress is a large part of why the campaign stays bearable across so many hours.

The Anxiety of Too Many Doors

The same structure, though, breeds a particular strain of choice fatigue. When you perpetually have three or four places you could be going, the question of which one is the "correct" pick becomes a low, permanent hum of anxiety. The game declines to tell you the recommended path. You are left to filter your options with your own experience, your nerve, and a small measure of blind luck.

Some players will read that openness as freedom; others will read it as a lack of guidance, a refusal to hold their hand when they most want it held. The truth is that both readings are accurate, and which one dominates says more about the player than the design. Layer that volume of content on top of the steep difficulty and you get a long psychological ledger: at every new region you find yourself tallying whether the risk here is worth the reward, whether setting a side path aside now means missing something later. For players who relish slow, repeated study and methodical disassembly, this long-term planning mindset is the whole pleasure. For anyone who just wanted a tight, self-contained adventure in a short window, it can feel a little too heavy.

When Volume Becomes Weight

If there is a real complaint to register, it is that this sheer mass, stacked on top of the punishing difficulty, makes the pacing drag in the back half. The problem is not a shortage of content — there is plenty, and the late-game DLC arc built around the crowns extends those harsh regions even further. The problem is that you have to pour ever more energy into prying open the lock on each new area.

It is a lavish feast in which every dish arrives in a generous portion. To taste all of it, you need both the time and the stomach for it. Come undernourished — short on hours, short on patience — and the same abundance that delights the devoted can start to feel like an obligation you signed up for without reading the fine print. Set against a faster, lighter peer, the bulk is a feature for some and a tax for others, and the game makes no apology for charging it. The honest summary is that the volume is a multiplier rather than a flat good: it amplifies whatever you already feel about the moment-to-moment design. Love the loop and the size makes it a banquet; tire of the loop and the size makes it a slog. Either way, no one can accuse the package of being thin.

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