Dark Souls 2: Scholar of the First Sin is the special edition of Dark Souls 2 released with all of the DLC of the original entry and some minor gameplay modifications to the original. It is developer FromSoft's second title in the Dark Souls series, one that has cultivated a reputation for challenging but rewarding fantasy ARPG gameplay, lore-heavy, ambiguous narratives, and jaw dropping art direction, world building, and creature design.
Dark Souls 2 is often viewed as a black sheep for a variety of reasons, not least of which is series creator Hidetaka Miyazaki's decreased involvement with this title, I however found Dark Souls 2 to be a mostly positive experience despite some minor but detracting flaws regarding art and level design that keep it from reaching true greatness. Compared to the first Dark Souls, I'd say the sequel takes small steps forward in combat and narrative and a larger step backwards regarding aesthetics and cohesiveness. I recommend Dark Souls 2 strongly to any true fans of Soulsborne style games, especially ones craving more of a challenge.
Gameplay
In terms of gameplay, Dark Souls 2 interates upon much of what was built upon in Demon Souls and Dark Souls, players of which will be mostly familiar with the moment-to-moment ARPG combat offered in this title. Many new weapons, armors, spells, and miracles make their first appearances in this titles, and if there's one thing players can't complain about in this game it's the variety of option the game gives you to conquer it. I used a full Havel build (think massive armor, shield, and hammer), so I can't comment specifically on the feel of other character builds, but controls felt solid and responsive (not floaty at all, as I have seen said in forums), and I enjoyed my playthrough as the immovable object that is Havel.
While some levels are definitely harder than others, and indeed, Dark Souls 2 features some of the most challenging levels and bosses in the entire series, the game rewards a slow, methodical approach to its levels,
and players who keep in mind how key patience is in titles like this will not have too hard of a time. While I mostly really enjoyed and appreciated the added challenge this title had to offer over Bloodborne, Demons Souls, and Dark Souls, I will say that some levels -- Black Gulch, Dark Chasm of Old, and Shrine of Amana in particular -- do broach the barrier between a healthy challenge and an unfun and unreasonable obstacle -- an obstacle which I found especially obnoxious when I was trying to fight those areas bosses and was impeded by hordes of enemies and environmental hazards I simply could not rush through. These areas were not so much a test of my skill but of my willpower. Luckily this entry stops spawning enemies after you kill them too many times, so any frustration is bound to be short lived provided you're prepared to die. Many players may find themselves considering this both a blessing (such as when you're sick of a certain boss run) or a curse (such as when you run out of enemies to farm for certain resources or an armor set youre hunting).
Another thing I definitely appreciated is one large quality of life improvement over it's predecessor: the ability to teleport in between bonfires from the very beginning of the game instead of unlocked 2/3 of the way through. I also think the way this game handles hollowing (you lose 5% of your max health bar each time you die until you reverse your hollowing) is a vast improvement over both Demons Souls (which was far too punishing) and Dark Souls (in which it was usually better to be hollow unless you were farming for materials or treasure). All in all in terms of gameplay there are many things this game does better than it's predecessor and a couple that it does worse, but I think that the original Dark Souls offered less extreme pitches in difficulty.
Narrative
The narrative in Dark Souls 2 is, like the original, a minimaliatic one that will demand your utmost attention to detail in order to scrape togather a working understanding of what is happening. Nothing is handed to you on a platter, and engaging in the story, while rewarding, will require lending all of your focus to dialogue, setting, and especially item descriptions in your inventory, and even after doing all of that, you will probably still have questions. I personally find this style of presentation very fun to engage with, but I can see how for many players, this style is unlikely to hook them into caring about the game. Series regulars will already be comfortable with the ambiguity of Souls narratives, so this will be more of the same for them.
The games narrative is set likely hundreds of thousands of years after the events of the first game and is for the most part not linked to the events of that title, though there are plenty of callbacks to the original title (if you know where to look for them). Rather this sequel does something bold and asks the player to consider what can remain of the past in a world so torn by a cycle of death and rebirth. This is just one of many wahs the narrative in DSII is more detailed, human, philosophical emotional, and comprehendible without the use of ancillary material and online discussion boards, and for that reason I consider the narrative a step up over the original title. It also features better and more memorable supporting characters (memes about praising the sun aside) I can't tell you what an emotional shock it was to finally encounter one character, completely against what I was expecting.
Aesthetics
This is the area in which Dark Souls 2 takes its most notable step backwards in quality and for me, in addition to several obnoxious level design choices I mentioned earlier, keep this game from being a true masterpiece. Dark Souls 2's biggest problem to me was it's designers choice or limitation to not have an interconnected 3D Metroid like world with shortcuts in between areas as it has in basically every entry in the series. The game feels more like a series of progressive levels rather than a connected world, and sometimes the progression from one area to the next is so sudden, it is jarring. The approach to Dranleic castle and Iron Keep both jump to mind immediately. While these individual zones are fun to look at, they lack a consistent aesthetic quality between them, and overall the world design, aesthetic, and tone are much less consistent and comprehensive in this title than in any other FromSoft game that I've played. I think it is here that Miyazaki's absence is most strongly felt, which sina shame considering just how important a well designed world is to making the player want to continue exploring.
Sound design is similarly lacking - boss music is not very memorable nor do the sound effects that occur during combat, or the moaning and groaning of creatures and monsters sound very impactful. One track I do think is very good is the game's hub music in Majula, but this is basically it.
Score: 4/5
A 4/5 game is a great game with a couple noticeable flaws or lack of well-execited new ideas that keep it from achieving a masterpiece status. These games often offer many of the same ideas other titles in the genre or series offer and may somerimes fail to stand out in terms of originality or execution, but rarely feel mediocre. In a word, a 4/5 game is "great", and certainly worthy of a playthrough.