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Dark Souls II

Dark Souls II is a 2014 action role-playing game developed by FromSoftware and published by Bandai Namco Games. The second installment of the Dark Souls series, it is set in the kingdom of Drangleic and follows an undead traveler searching for a cure to their affliction. Despite the new setting, the presentation and gameplay, along with certain lore connections, remain similar to Dark Souls, with notable differences including further penalty for repeated deaths via a "hollowing" mechanic.

After initial delays, Dark Souls II was released worldwide on PlayStation 3 and Xbox 360 in March 2014, with a Windows version released the following month. It was a commercial success and received critical acclaim, with reviewers praising its story, atmosphere, world design and visuals, although they were divided on its difficulty and deemed its boss battles and combat mechanics inferior to the original's. It is the only game in the trilogy to not be directed by series creator Hidetaka Miyazaki.

A trilogy of DLCs was released over the rest of 2014. An enhanced version featuring the content of the DLCs along with various other upgrades and additions, Dark Souls II: Scholar of the First Sin, was released in 2015 on the original platforms as well as PlayStation 4 and Xbox One. The game would be followed by Dark Souls III in 2016.

Dark Souls II is an entry in the Dark Souls series, known for its difficulty, as both bosses and standard enemies have the potential to defeat the player in only a few hits. As with its predecessor, opportunities for recovering health are limited. With each death, the player's maximum health is reduced. This process, called hollowing, can continue until the HP bar reaches a set lower limit of 50%. The player's full HP bar is only recovered when they expend a rare consumable item. The game uses a form of joint currency called "souls", which are used as both experience points for leveling up and also as currency for purchasing items from shops. Upon death, the player's entire collection of souls is dropped; the player can recover their dropped souls by returning to the spot where they died, but if they die again before picking them up, the souls are permanently lost.

Character abilities are based on their level in each attribute: vigor, endurance, vitality, attunement, adaptability, strength, dexterity, intelligence, and faith. When spending souls to level up, one atrribute can be raised by one point per level. Increasing attributes will increase passive offensive and defensive capabilities in kind, and at certain thresholds may allow for the use of new equipment, or to impress certain non-player characters in the world and make them allies.

Multiplayer in Dark Souls II uses a similar format as its predecessors; players have the choice between co-operative play in the form of being "summoned" into another player's game world either by soapstone or in-game covenant, or player-versus-player through "invading" other worlds or arena duels. Unlike other installments in the series, Dark Souls II uses the "Soul Memory" system for matchmaking, pairing together co-operators and adversaries based on their total number of souls gained throughout the course of their respective adventures.

Dark Souls II features a more robust new game plus mode than Dark Souls. With each replay, the player retains their levels, souls, and most items. Enemy health and damage will be increased proportional to the number of times new game plus has been initiated. In addition, new enemy encounters are added, boss encounters change, merchant inventories are expanded, the chance of finding items from fallen enemies increases, and new exclusive rewards are available, among other effects.

Like its predecessor, Dark Souls II employs minimalist storytelling to convey its plot and lore. Historical events in the world and their significance are often implicit or left to player interpretation rather than fully shown or explained. Most of the story is given to the player through dialogue from non-player characters, flavor text from items, and world design; how players progress through the story can vary heavily depending on their actions.

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