DARK SOULS™ II

DARK SOULS™ II

レビュー
PC
RPGが持つ成長や発見という根本的な面白さと、高い達成感につながるレベルデザインを追求した本格アクションRPGです。他のプレイヤーと緩やかに繋がるオンラインシステムで、直接的なコミュニケーションを必要とせず、冒険を共有できます。今作では専用ゲームサーバーで快適なオンライン環境を提供します。
87%Steam レビュー3.3万 件のレビュー91Metacritic/10088OpenCritic/100
発売日: Apr 24, 2014
Souls-like · RPG · Difficult · Dark Fantasy · Action RPG
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価格履歴

直近 36 か月 · 毎日更新

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現在の全ストア最低価格~ ¥4,620Steam

制作スタッフ

音楽
樱庭统
開発
FromSoftware, Inc.
販売
BANDAI NAMCO Entertainment · FromSoftware, Inc.
8.0
総合スコア
外部評価87%Steam レビュー3.3万 件のレビュー91Metacritic/10088OpenCritic/100
グラフィック
8
サウンド
6
ゲーム性
9
ストーリー
8
ボリューム
7

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

編集部の総評

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.

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