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Dark Souls II at 9.0/10: A Stranger, Harsher Souls Worth the Trip

Dark Souls II, the Miyazaki-less middle chapter, still punishes with its hollowing mechanic and stands tall despite dead servers and a decade of debate.

By mitch·4 min read
A knight holding a torch in a dark, ruined castle corridor.

Dark Souls II dropped in March 2014 on PlayStation 3 and Xbox 360, with the PC version following a month later. It is the only game in the trilogy not directed by series creator Hidetaka Miyazaki. That fact has trailed it for a decade. It should not.

Drangleic and the Undead Curse

The setup is simple and bleak. The kingdom of Drangleic, once prosperous under King Vendrick, has crumbled. War between humans and giants, the king’s unexplained disappearance, and the spreading Undead Curse have left the land in ruin. You arrive as an undead traveler hunting a cure, drawn by the faint hope that something here can reverse the affliction that condemns you to an endless cycle of death and hollowing.

FromSoftware does not explain much of this. Dark Souls II uses minimalist storytelling, the same as its predecessor. Historical events and their weight are implicit or left to interpretation. Most of the story arrives through dialogue from non-player characters, flavor text on items, and world design. How you move through the plot varies heavily with what you do.

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The Hollowing Mechanic

The “hollowing” mechanic is the sharpest change from the original Dark Souls. Each death reduces your maximum health. That process can continue until the HP bar hits a lower limit of 50%. Only a rare consumable item restores the full bar. Bosses and standard enemies can kill you in a few hits, and healing opportunities are limited, so the penalty compounds fast.

Souls serve as both experience and currency. You spend them to level up or buy from shops. Die, and your entire collection drops where you fell. Return to that spot and you can recover them. Die again before you do, and they are gone permanently. It is a cruel system, and it works.

Nine Attributes, One Point Each

Character progression runs on nine attributes: vigor, endurance, vitality, attunement, adaptability, strength, dexterity, intelligence, and faith. Each level raises one attribute by one point. Higher attributes lift passive offensive and defensive stats, and at certain thresholds they unlock new equipment or let you impress non-player characters enough to make them allies.

Combat leans on precise timing, stamina management, and adaptability. Dual-wielding is viable. Weapon types are varied and the build system is flexible. This is the most open the series had been to that point, and it holds up.

The Emerald Herald and Queen Nashandra

The plot sends your undead to Drangleic, where the Emerald Herald tasks you with collecting four Great Souls from other powerful undead. She then tells you to “Seek the King” in the capital. You fight through the remains of the royal guards and meet Queen Nashandra, who says King Vendrick failed in his duty and fled long ago. She asks you to slay him.

She coveted their souls and sought to steal their power.

The turn is that Nashandra caused the ruin herself. She deceived the king into invading the lands of the giants across the sea, coveting their souls. The raid stole the giants’ unspecified power, but the giants retaliated and destroyed Drangleic. Vendrick learned her true purpose and locked himself in the Undead Crypt to keep the kingdom’s power from her, ensuring the Throne of Want stayed beyond her reach. The Emerald Herald later reveals Nashandra is a fragment of Manus, the final boss of the Artorias of the Abyss expansion in Dark Souls. You kill her, sit on the Throne of Want, and the choice to link the fire or let it die is left ambiguous.

Boss Fights and the Matchmaking Change

Reviewers at the time were divided on difficulty and judged the boss battles and combat mechanics inferior to the original’s. That split is real, but it reads now as a comparison problem rather than a quality problem. Judged on its own, the boss encounters are strong, and the world design, atmosphere, story, and visuals earned the acclaim the game received.

Multiplayer follows the series format: co-operative play by summoning into another player’s world via soapstone or covenant, and player-versus-player through invading or arena duels. Dark Souls II is the outlier here too. It uses the “Soul Memory” system for matchmaking rather than the systems in other installments, pairing co-operators and adversaries by accumulated souls instead of level. The change frustrated players then and remains the most contested design decision in the game.

The Servers Went Dark

The online servers shut down on March 31, 2024. That is the detail that matters most now. Dark Souls II is a commercial success and a critical one, and it was followed by Dark Souls III in 2016. A trilogy of DLCs arrived across the rest of 2014, and Dark Souls II: Scholar of the First Sin, an enhanced version bundling that content with other upgrades, came in 2015 on the original platforms plus PlayStation 4 and Xbox One.

But the summoning, the invasions, the arena duels — the whole multiplayer layer that gave the Soul Memory debate its stakes — is gone. What remains is a single-player campaign that still stands on its own, and a hollowing system that still punishes every mistake. The absence of Miyazaki in the director’s chair did not sink this game. The dead servers did not either. It is a stranger, harsher Dark Souls than the original, and it is worth the trip.

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