>>715313287
I don't still agree with all of them, and some are dated (because they became a standard going forward), but I'll see what I can remember. Note I haven't watched matt's ds2 criticism in a million years, so i probably have a little bit of overlap with him on stuff like the annoying deadzone, probably some stuff like enemy tracking and player controls being wonky I expect he'd have noted. the main thing I remember thinking was a retarded point was the claim that fighting multiple enemies at once fundamentally didn't work well in Souls games. the rest of the review is a blur.
1. changed roll input while locked on to be press + release instead of just press. (this became a standard going forward)
2. at the time, I felt that compared to DeS and ds1 (but especially DeS), ds2 had overemphasized the 'rhythm game' aspect of combat, where you memorized roll or parry timings to beat enemies. It seemed like enemies in general were harder to CC for a variety of reasons (enemies often having high priority attacks, player getting a stubby hitbox with bad tracking for most attacks, etc.), and positioning was not as important because I perceived enemies as having way too much range and tracking on their attacks. in addition, ds2 was the first game that started to really emphasize enemies having attack chains that were specifically timed to catch panic rolls, which in combination with point 1 drove me up a wall.
3. i remember having a lot of complaints about PvP at the time, but I don't remember quite what they were, or if balance patches addressed them.
4. I fucking hated the free-aim tracking while locked on thing. I am used to switching between locked and unlocked on the fly, and the controls for it were unwieldy, since if you were backtracking, you had to stop moving, then wait for your character to come to a full stop before you attacked.
I know I had more, but I can't remember them + char limit.