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DARK SOULS II Dark Souls. The name alone is enough to send some into a horrific Vietnam style flashback reel, and not without reason. Dark Souls (and its spiritual predecessor for that matter) are incredibly notorious for their punishing difficulty, harkening back to some of the more old school RPGs of decades past. Demon’s Souls, the original title of the Souls series, was primarily cult driven.

the series have been rejoicing these past few months upon hearing of Dark Souls II. That’s right. Namco Bandai is giving this bad boy a sequel. Of course, when a game is slated for release in March 11 2014 it leaves you enough time to debate possibilities. But debate in excess can lead to panic. Panic made no less prevalent when you hear

task of unravelling the world in the hands of the player who would have to eke out details from item descriptions and cryptic dialogue with less than trustworthy characters. The directors have since apologised for the casual use of ‘accessible’ and went on to say that the implementation of accessibility in no way makes the game any less challenging. The issue with Dark Souls and

“Dark Souls II seems to be shaping up nicely. The fears of it being made more casual have been put to rest, leaving only fears of the despair that made Dark Souls the monster it is today.” It was Dark Souls that was the defining moment for the series. This may boil down to the fact that Dark Souls ended up as a multi-platform game, whereas Demon’s Souls found itself restricted to the PS3. Veterans of

the new directors Tomohiro Shibuya and Yui Tanimura talking of making the game “more accessible” and “more understandable”. This came as a shock to most of the fans, as its predecessor left the

(to some extent) Demon’s souls is that many of the core mechanics of the game baffled first time players. For example, the covenant system of Dark Souls (basically a PvP mechanic) was something


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