Dark Souls II

Action RPGSoulslikeDark Fantasy

Overview

Dark Souls II is a 2014 action RPG developed by FromSoftware and published by Bandai Namco Entertainment. It is the second installment in the Dark Souls series and the only entry not directed by series creator Hidetaka Miyazaki — instead helmed by Tomohiro Shibuya and Yui Tanimura. Set in the kingdom of Drangleic, the game follows a cursed undead traveler drawn across the sea by fragmentary visions and an insatiable compulsion to find a cure.

Where Dark Souls asked whether you would kindle the flame or let it die, Dark Souls II asks something more unsettling: what if the cycle doesn’t care about your choice at all? Kingdoms rise, kings fall, and the curse endures — wearing new faces, speaking new lies, hollowing everything in its path.

The Kingdom of Drangleic

Drangleic is a kingdom built on stolen power. King Vendrick, once a noble ruler, was seduced by a mysterious woman named Nashandra — who urged him to cross the sea and plunder the Giants of their incomprehensible power. The war that followed devastated the land. The Giants retaliated, Drangleic crumbled, and Vendrick fled into the Undead Crypt, hollow and broken, refusing even in death to surrender his soul to the queen who had manipulated him.

Key locations in Drangleic include:

  • Majula — A fading coastal settlement, the closest thing to home the cursed find
  • The Lost Bastille — A crumbling fortress-prison where the undead are warehoused and forgotten
  • Iron Keep — A castle slowly sinking into molten iron, built by a king who refused to acknowledge his own ruin
  • Drangleic Castle — The seat of Vendrick’s power, now hollow in every sense
  • The Undead Crypt — Vendrick’s final refuge, guarded by Velstadt and shrouded in unnatural stillness

The world of Drangleic feels more scattered than Lordran — its geography less tightly woven, its connections more tenuous. That, too, is part of the lore: a land whose very coherence is being eroded by the curse.

The Curse of the Undead

⚠️ Spoiler Warning: Major story revelations about the Bearer of the Curse and Nashandra follow.

Dark Souls II deepens the curse’s horror in a way the first game only implied. Here, the Darksign doesn’t just trap you in a cycle of death — it erases you. Each death hollows your maximum health. Each resurrection frays your memory. Characters you meet have forgotten why they came, what they were seeking, even their own names. The curse isn’t merely resurrection; it is the slow annihilation of everything that makes you you.

The Bearer of the Curse, as the protagonist is known, is drawn to Drangleic not by prophecy but by a desperate, half-remembered hope. The Emerald Herald tells you to seek the Great Souls — but even she cannot promise a cure, only that gathering strength is something. In the end, the game’s central question isn’t whether you can break the curse, but whether the pursuit of power to resist it is just another form of the very hunger that created it.

Nashandra, it is revealed, is a fragment of Manus — the Father of the Abyss from Dark Souls’ Artorias of the Abyss DLC. She embodies craving itself, manipulating Vendrick and the player alike to claim the Throne of Want and usher in the Age of Dark.

Scholar of the First Sin

Dark Souls II: Scholar of the First Sin, released in April 2015, is the definitive edition. It bundles all three DLC chapters — Crown of the Sunken King, Crown of the Old Iron King, and Crown of the Ivory King — and remasters the game for PlayStation 4 and Xbox One with improved visuals and DX11 features on PC.

More importantly, Scholar reshuffles enemy placements, item locations, and adds the eponymous character: Aldia, Scholar of the First Sin. Vendrick’s elder brother, Aldia experimented on humans and dragons alike in a desperate search for a way to break the curse. His encounters reframe the entire narrative — he suggests that the cycle of fire and dark is a prison, and that true freedom might lie beyond both. His dialogue adds a philosophical layer that the base game lacked, making Scholar the canonical way to experience Dark Souls II.

Legacy

Dark Souls II occupies a strange place in the Souls canon. It was commercially successful and critically acclaimed, yet remains the most divisive entry in the trilogy. Some fans criticize its less interconnected world design, its boss roster, and its combat mechanics — particularly the adaptability stat and the harsher hollowing penalty. Others defend it as the most thematically coherent game in the series, arguing that its scattered, melancholic world perfectly mirrors the experience of a mind slowly losing itself to the curse.

The three DLC crowns — each offering a temporary reprieve from hollowing — are widely considered some of the best content in the entire Souls series, with the frozen city of Eleum Loyce standing as a high-water mark for environmental storytelling.

Dark Souls II’s emphasis on cycles, futility, and the erosion of identity laid the philosophical groundwork that Dark Souls III would build upon. Whether loved or loathed, it remains essential — a game about forgetting, and about why we keep going anyway.