Dark Souls II - Preview @ IGN
IGN has a new preview of Dark Souls II based on the games beta with details about the changes from previous games.
One notable change to the physics engine which may split opinion is that the game no longer has ragdoll effects on corpses. Although some people may miss this, I am personally glad it has been removed. I don’t necessarily want to play a comical game of keepie-uppie with every flailing corpse I happen to toe-kick.
The UI in Dark Souls II is much slicker than its predecessor too, with clearer menus which hint at the increased accessibility the game's director Yui Tanimura has implied he will implement. Outside of combat, the on-screen display will now minimise to offer a less obscured view of the game's impressive vistas.
The combat mechanics have changed, lending Dark Souls II's fighting a different pace and feel from its predecessor. The temple knight now has offensive faith magic in addition to his more familiar buff and healing spells. His Dark Orb spell allowed him to attack enemies over distance with the use of a magic sceptre. The sorcerer class employed a mix of pyromancy and soul magic, since the pyromancer class has now been retired. The most impressive of the new spells was his Soul Greatsword, a huge blade of light that proved particularly useful when attacking the Copse's assassin mobs.
The finicky lock-on system has been improved, for instance. When retreating from an opponent, you can now turn heel rather than slowly backpedal, keeping an eye on your opponent. Trees and foliage in the way now become transparent. The warrior's zweihander, while difficult to get used to, is extremely satisfying to use, particularly on the Copse's disgustingly bloated, sickle-wielding butchers.
Information aboutDark Souls II
SP/MP: Single + MP