Dark Souls II

Trust and the online lynch mob: a plea for greater understanding between players and publishers

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at 12:00pm April 30 2014
big picture mode

On the third day of every month, the same tweet appears in the @edgeonline mentions feed. It’s part of a fan campaign calling on Sega to give Yu Suzuki the Shenmue licence so he can complete the trilogy. Relying on a four-year-old Famitsu story in which a Sega rep said a new Shenmue could only happen if a…

Still Playing: Dark Souls II – why the Souls games’ supposed difficulty is a damaging myth

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at 02:34pm April 9 2014
Dark Souls II 4

A death tally in excess of 300 might suggest otherwise, but Dark Souls II is not a difficult game. Nor was its predecessor, nor the PS3-exclusive Demon’s Souls. Yes, this is a game in which you die an awful lot, where tutorials are scant, and mistakes are both inevitable and severely punished. But the Souls…

Dark Souls II review

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at 08:20am March 11 2014
Dark Souls II

We are among the first to set foot in Drangleic, and we are quite helpless. There are no wikis, forums or videos to guide us when we hit a wall; no fellow adventurers with whom to exchange whispered guidance; no messages on the ground from other travellers. It is a terrible, terrifying, wonderful feeling to…

Dark Souls II: FromSoftware’s quest to create the last great adventure of the PS3 and 360 generation

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at 12:00pm January 22 2014
Dark Souls II

Ever since co-director Yui Tanimura was quoted using the word ‘accessible’ in relation to this new entry in the dark fantasy Souls series, the teams at developer FromSoftware and publisher Namco Bandai seem to have taken great pride in proving that Dark Souls II will be every bit as pad-shatteringly difficult as Demon’s Souls and…

Could Dark Souls II go next-gen? From Software hasn’t thought about it – yet

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at 02:00pm January 15 2014
Dark Souls II

Yui Tanimura is co-director of Dark Souls II, the man who used the word ‘accessible’ in describing From Software’s forthcoming sequel, and quickly regretted it. He has since apologised for the misunderstanding, and clarified what he meant. There was similar remorse from Takeshi Miyazoe recently on the subject of the PC port of Dark Souls, the sequel’s…

Prepare to dine: inside Tokyo’s Dark Souls Café

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at 04:00pm January 7 2014
Dark Souls cafe

The curse is a part of life itself. Would you like chips with that? Peckishness and pain go hand in hand at Tokyo’s Dark Souls Café, open until 3 April in the swanky neighbourhood of Nishi-Azabu. And dark is the menu. Many of the dishes we nibbled at an exclusive press opening today were as…

E262: Dark Souls II – all hail the last great adventure of a generation

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at 02:38pm December 19 2013
E262: Dark Souls II

With Xbox One and PS4 on shelves, we turn our attention back to what must now be called the previous generation. Despite all the hype the new console’s launch games have made barely a dent in the eight-page end-of-year awards feature in the new issue of Edge, which is available now in print, or in…

Dark Souls’ producer says PC version was rushed, problems “were expected”

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at 12:00pm December 19 2013
EDG262

Dark Souls II producer Takeshi Miyazoe promises the company has learned from the mistakes made with the PC port of the first game – and that the sequel will run more smoothly. The original game was mired in problems on PC when it was released in August 2012 with an abysmal frame rate, locked resolution…

Praise the sun: Dark Souls II’s co-director apologises for saying the game would be “accessible”

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at 03:30pm December 17 2013
Dark Souls II

When we revealed last December that Dark Souls II was to become “more accessible” than its fiendishly punishing predecessor, the hard, self-flagellating core of the series’ fanbase were disappointed – to put it politely. A year later and just three months from release, we’ve secured an exclusive assurance from Dark Souls II co-director Yui Tanimura…

Dark Souls II: Prepare to die, die and die again in FromSoftware’s expanded sequel

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at 10:00am November 14 2013
dark souls 2

An intentionality of design has long been a hallmark of the Dark Souls series. Every environment and structure feels purpose-built. Enemies are painstakingly arranged, like chess pieces on a board, always perched on their original mark when you respawn after death. Discoverable items are frequently placed in specific locations based on opaque lore considerations. This…

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