Why is dark souls 2 hated
Last updated: April 1, 2026
Key Facts
- Enemy placement often feels cheap and unfair, with groups of enemies attacking simultaneously from angles that make fair combat nearly impossible without specific strategies
- Hitbox sizes are frequently misaligned with animations, causing players to take damage from attacks that clearly miss, leading to frustration and the perception of broken mechanics
- The world structure shifted from Dark Souls 1's interconnected explorable design to a hub-based layout with disconnected areas, reducing the sense of a cohesive world
- The adaptability stat caused physical defense scaling issues that forced players into specific viable builds, limiting playstyle diversity compared to other FromSoftware titles
- Director Yui Tanimura replaced Hidetaka Miyazaki, resulting in design choices that felt misaligned with the series' core principles and player expectations
Enemy Design and Artificial Difficulty
Dark Souls 2's most persistent criticism concerns its enemy design philosophy. Rather than creating challenging individual enemies, the game frequently places multiple strong enemies in tight spaces where they attack in coordinated groups. Players often face 3-5 enemies simultaneously, which many consider artificial difficulty rather than skill-based challenge. Enemies in cramped areas backstab from unrealistic distances and attack with delayed animations that don't match their visual telegraphs, making the combat feel unfair rather than challenging.
Hitbox and Animation Problems
A major technical criticism involves hitbox registration. Enemies' attack hitboxes often extend far beyond their visual animations, meaning players can take damage from attacks that appear to miss by significant distances. Conversely, player attacks sometimes fail to register despite seemingly connecting with enemies. This inconsistency undermined player confidence in the combat system and made the game feel broken rather than challenging. These issues were partially addressed in later patches but remained problematic compared to Dark Souls 1 and other FromSoftware titles.
World Design Departure
Dark Souls 1 featured an interconnected world where areas looped back on themselves, creating a sense of cohesion and discovery. Dark Souls 2 abandoned this design for a hub-based approach where players teleport between disconnected areas. While this provided more flexibility, it eliminated the sense of exploring a unified world. The world felt fragmented and less rewarding to explore, as players no longer discovered shortcuts connecting distant areas or experienced the world's architecture creating natural progression.
Stat Scaling and Build Diversity
The adaptability stat introduced in Dark Souls 2 created significant balance problems. Physical defense scaling was problematic, forcing players to use heavy armor or specific defensive strategies to survive. This reduced the viability of alternative playstyles and made character building feel restrictive compared to the original game's flexibility. Specific attributes became mandatory rather than optional, limiting creative build diversity.
Direction and Design Philosophy
Dark Souls 2 was directed by Yui Tanimura rather than Hidetaka Miyazaki, who directed Dark Souls 1. This change resulted in design choices that felt fundamentally different from the original's philosophy. Some players appreciated the new direction's emphasis on different challenges, while many felt the game prioritized different goals at the expense of what made Dark Souls 1 special. This philosophical shift, combined with technical issues and design decisions, created significant community division regarding the game's quality.
Related Questions
Is Dark Souls 2 actually a bad game?
Dark Souls 2 is a competent action RPG with merit, but most players prefer Dark Souls 1's design and mechanics. It receives criticism for specific design choices, but some players genuinely enjoy its different approach and higher difficulty ceiling.
Did Dark Souls 2 improve in Scholar of the First Sin?
Scholar of the First Sin introduced enemy placement changes, improved graphics, and quality-of-life improvements that addressed some criticisms. However, it retained the core design issues that made many players prefer the original Dark Souls.
How does Dark Souls 2 compare to Dark Souls 3?
Dark Souls 3 returned to design principles closer to Dark Souls 1, featuring better enemy design, improved hitboxes, and more rewarding exploration. Most players consider Dark Souls 3 superior to Dark Souls 2 in both design and technical execution.
Sources
- Wikipedia - Dark Souls II CC-BY-SA-4.0
- Wikipedia - FromSoftware CC-BY-SA-4.0