Yeah. Besides the often fairly close bonfire proximity, I think this may also partially feel so due to an experience with other Souls games. That said, I think the chief reason for the feeling may be the ability to warp right from the start. During the first half of DS1 you know you´ll have to spend some time around a newly found bonfire, whereas in DS2 other discovered locations are two clicks away.In the original Dark Souls however bonfires were like virtual beacons of hope, pure relief inducing moments of genuine battle-weary sanctuary. Whereas I feel in the sequel their regularity has started to feel more analogous to every day checkpoints, robbing them of much of their potent mystique. Reaching one for me at least, certainly does not evoke or carry the same feeling.
I guess that at some point there were fewer bonfires in the game (for example, The Lost Sinner bonfire seems like it was added later as the presence of a nearby sconce and enemies could indicate), but maybe due to world layout/level design considerations and/or ascetic mechanics and/or character leveling process the design changed later.
I still found the feeling in the game occasionally though, like lighting the Drangleic Castle or Lost Bastille (when coming from No Man´s Wharf) bonfires.
I´d say that as a result, this is one of the design differences that feed into DS2 being (at least in my opinion) more of "the world is your oyster" kind of game when compared to its predecessor, which (at least more often) leans towards "you´re the world´s oyster".
Being able to jump around discovered locations from the start, continue playing the game after credits, re-challenge the bosses via ascetics, make the game more difficult right from the start via Covenant of Champions or engage in some silliness via Bell and Rat covenants, along with greater character build possibilities and item variety moves the game closer to Playground Souls .
This has its pluses and minuses, but overall I´d say it positively contributes to both Dark Souls games being good and different enough for neither becoming redundant.
As a side note, one possible way to get the more oppressive experience out of DS2 is to try out "no bonfire" challenge (can light, but can´t rest at bonfires, besides the primal ones) - it encourages one to commit to chosen paths and be more careful about resources and planning in general. It can also be an interesting way how to spice up NG+.
There´s a reward for finishing the game this way so it´s something developers anticipated.
Your endurance will likely be tested. I´d say the DLCs are more-or-less vintage DS1 experience, despite the available warp. The bonfires tend to feel more like bases of operations rather than checkpoints which also contributes to the likeliness of finding the areas evoking better sense of place in comparison to most of the vanilla game.However, I do hope that this cornucopia of resting flame is not quite as common once I get to the DLCs, as I quite enjoy the extended moments between stops and having my endurance tested.
The reason why it´s somewhat unusual is that you got to Drangleic Castle by meeting an alternative, "backdoor" requirement to open the Shrine of Winter, probably by really good timing. If you´d have decided to go there some time earlier it would´ve been locked and you likely wouldn´t have tried it again until having met the normal requirement.That's most interesting to hear you say that actually because my friend also made comment recently that he thought my chosen progression path through the game was odd too.
I´d say don´t ask yet .(A spoiler question: Can one reach the little igloo like island behind the stationary golem/giants? I thought I saw the outline of a door….)
Yeah, those rule, though they´re boss encounters, not areas to travel through.I also agree with your points on the pleasing contrast between game-play and atmosphere, but would also hasten to cite the Moonlight Butterfly and the final Gwyn encounters as other great examples of atmosphere contrasting game-play.
Fair enough.I do stand by my opinion that it by and large stands upon the shoulders of giants (Ash Lake/Great Hollow) in terms of mood and visual style.
I´d add that I made a mistake writing the paragraph where I included Ash Lake´s gameplay/mechanics into comparison since one of the intents of my post was to illustrate that I feel Amana and Ash Lake are not that well suited for comparison in the first place (since I think Amana is all about the way it marries mechanics with aesthetics, whereas Ash Lake is built pretty much all on aesthetics).
Loved the Aldia´s Keep description btw .
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