Summary

Back whenDark Souls 2released in 2014 it received almost universal acclaim from critics around the world. Deeper combat systems, a larger world, a more focused and clearer story, and some excellent visual and environmental design were all just some ofDark Souls 2’s biggest points of praise. But while critics praisedDark Souls 2to high heaven, fans found the sequel to be lacking in some important areas, marring the game’s reception significantly.

Though many fans have warmed toDark Souls 2over the years, it’s still widely considered to bethe black sheep of FromSoftware’s Soulsborne library. WhileDark SoulsandElden Ringare able to soar above most criticisms,Dark Souls 2has always struggled to shake its weaker elements. ButDark Souls 2is far from a bad game, and though many fans might not see it at first, it’s been instrumental in shaping FromSoftware’s future entries, and FromSoft Director Hidetaka Miyazaki has said as much himself.

Dark Souls 2 Tag Page Cover Art

Miyazaki Is Right About Dark Souls 2’s Legacy

In a recent interview with IGN,FromSoftware’s Hidetaka Miyazaki- the director of every FromSoft Soulsborne game aside fromDark Souls 2- had some intriguing words to say about the impact and lasting legacy thatDark Souls 2has had on the developer. In IGN’s interview, Miyazaki stated,“In regards to Dark Souls 2, I actually personally think this was a really great project for us, and I think without it, we wouldn’t have had a lot of the connections and a lot of the ideas that went forward and carried the rest of the series.” While there’s already plenty to unpack there, IGN went on to report that Miyazaki said, “There’s really no way of telling how or if the series would have continued the way it did without Dark Souls 2.”

How Dark Souls 2 Shaped FromSoftware’s Future

While Miyazaki didn’t directDark Souls 2, instead choosing to focus onBloodborneand taking a supervisory role for the sequel, it’s clear that the game has had a lasting personal impact on the now-legendary video game developer, and from the sounds of it, the entire FromSoftware development team. By far the most interesting quote from IGN’s interview is Miyazaki’s statement that “a lot of the connections and a lot of the ideas” offuture FromSoftware gamescan trace their origins back toDark Souls 2, and that’s fairly easy to see upon reflection.

When looking back onDark Souls 2a whole decade later, one core feature of the game shines through, and that’s its ambition. While FromSoftware could have just played it safe for the sequel to its surprise 2011 hit, it decided instead to be as ambitious and innovative as possible. And though the execution of those ambitious ideas left a little to be desired, those initial concepts were pivotal in creating some ofElden Ring’s best features, just as Miyazaki recently stated.

One big feature ofDark Souls 2that found its way toElden Ringwas its wealth of build options. The originalDark SoulsandDark Souls 3have infamously poor mage builds, but almost right from the bat,Dark Souls 2’s magic-based builds shine.Dark Souls 2also introduced Power Stancing, which allowed players to dual-wield a vast selection of weapons, most of which had unique double-attack animations. Pairing all of this with the game’s still impressive number of weapons, spells, and shields, and it’s easy to see whereElden Ringtook direct inspiration.

Another major idea that seems to have been brought forward fromDark Souls 2is a focus on larger areas. ThoughDark Souls 2’s map is much more linear and less interconnected than its predecessor, the individual locations feel much grander than most of those inDemon’s Souls, and even some inDark Souls. When looking back onDark Souls 3,larger areas like Irithyll of the Boreal Valleyfeel as though they’re continuations of thisDark Souls 2idea, and of course, many ofElden Ring’s own locations also seem to be a natural evolutio of this core concept.

Dark Souls 2

WHERE TO PLAY

Dark Souls 2, released in 2014, is the second title in From Software’s iconic Dark Souls series. Players create their own character, an “undead” who will one day become a zombie-like Hollow if players cannot break the curse by defeating a powerful enemy.