DARK SOULS II CROWN OF THE OLD IRON KING (4 DVD)
Whereas the South-American-inspired temple in Sunken King helped give the first DLC
an aptly disconnected feel from the main game, there's a sense that Old
Iron King is meant as natural extension of Iron Keep. It's as if Brume
Tower were the original mine and furnace of Drangleic, and Iron Keep
were built as the fancier upgrade. It explains the lack of moving parts
in the map's various towers. In a land strewn with large misplaced gears
and other clockwork pieces, Brume Tower is both antiquated and
charming. It's of little surprise that recovering the towers' keys and
switches make up many of this DLC's objectives. These towers, by the
way, are impressively intricate and are more involving than Dark Souls
II's other vertical areas, like The Pit. Brume Tower feels like a
fortification built around its towers as opposed to the other way
around.
The
settings of Crown of the Old Iron King are both fantastical and
relatable, but nowhere near practical. Gigantic suits of armor hang
inexplicably under elevator platforms, hinting that humans10 times
normal size once protected Drangleic. A part of me laughs at the sight
of enormous chain link bridges made of actual chains. I nervously get
the camera angle just right so I don't fall off and wonder if I'll have
to endure combat on these narrowest of bridges. From Software would be
cruel enough to subject us to such tribulations. As it turns out, you
won't have to fight anyone on these chains, unless you lack foresight
and lure an enemy there yourself. At that point, any deaths on the
chains are all on you.
Explore
thoroughly enough and you eventually find Iron Passage. Given its
cavernous, yet tight spaces and its deep roster of demons, this optional
area is a clear follow-up to the Cave of the Dead from Crown of the
Sunken King. These caves would be the most challenging sections of the
Lost Crowns trilogy if not for the two helpful phantoms you can summon.
This cavernous journey concludes with a duel against a blue variant of
the Smelter Demon, further underscoring the uninspired boss designs of
these expansions. Same goes for Fume Knight, a mandatory opponent in
Brume Tower who dual-wields melee weapons not unlike The Pursuer and Old
Dragonslayer.
If you seek variety, look to Old Iron
King's lesser foes. Agile assassins exhibit talents with small blades,
lightning spells, and short distance teleportation, so killing them
feels all the more gratifying. The most frightening group of creatures
appears around the DLC's halfway point: portly humanoids that crawl
toward you due to their missing legs. They're especially creepy when
they charge at you and self-destruct in an explosion of flame. Picture
the legless T-800 at the end of The Terminator mixed with the fireballs in the Final Fantasy series.
In
Iron Keep, there was an odd ease and simplicity in dipping a group of
enemies into a lethal pool of lava by the pull of a switch. Similar
conveniences appear in this DLC, provided you're able to spot these
situational tricks before you fall victim to these traps yourself. Brume
Tower is populated with mutants who carry barrels of explosive and
flammable liquid. Their bow-legged movement makes them look scarier than
they actually are. Their non-hostile behavior should be your first clue
of their usefulness. Much like the windmill puzzle in Dark Souls II,
this DLC provides its share of "Ah-ha!" moments, which almost always
reveal themselves as you continue to explore and take stock of your
surroundings.
I've grown to be that person who can stand
in an old building and envision the ghosts of those who have roamed its
halls. It's an achievement when a digital environment can trigger
similar meditations, something that the Souls games have pulled off time
and time again. From Software is keenly aware of this, as evidenced by a
memorable, and more importantly, playable flashback sequence of Dark
Souls II. What is noteworthy about Crown of the Old Iron King is how it
conveys a deep sense history without the help of a flashback. Its
slumbering defenses await your arrival, just as they have for countless
heroes before and for those who'll follow in your footsteps. It's these
guardians who act as the connective tissue between past and present,
formidable as always.