Why Dark Souls 2: Scholar of the First Sin is Still the Weirdest Game in the Series

Why Dark Souls 2: Scholar of the First Sin is Still the Weirdest Game in the Series

Dark Souls 2: Scholar of the First Sin is the black sheep. That's the narrative, anyway. If you spend five minutes on any Soulsborne subreddit, you’ll see the same tired arguments. People complain about the "Soul Memory" mechanic or the way the movement feels floaty compared to the tight precision of the first game. But here’s the thing: those people are usually wrong, or at least, they're missing the forest for the trees. This isn't just a "remaster" or a "Game of the Year" edition with the DLC thrown in. It’s a fundamental remix that changes the DNA of the original 2014 release.

You’ve got to understand that when FromSoftware dropped Scholar of the First Sin in 2015, they weren't just porting the game to PS4 and Xbox One. They were essentially trolling their own player base. They moved enemies. They changed item placements. They added a massive, lore-heavy NPC that literally explodes out of bonfires to scare the life out of you. It’s a strange, sprawling, and often frustrating masterpiece that deserves way more credit than it gets.

The Agility Problem and the Roll That Failed

Let’s talk about the elephant in the room. Adaptability. In every other Souls game, your "invincibility frames" (i-frames) are tied to your equipment load. You stay under 25% or 70%, and you’re golden. In Dark Souls 2: Scholar of the First Sin, the game ties your roll's effectiveness to a specific stat called Agility (AGL), which is primarily raised by leveling Adaptability (ADP).

It’s a bizarre design choice. If you don't know this going in, the game feels broken. You’ll swear you timed a dodge perfectly, only to get clipped by a Pursuer’s sword and sent flying. New players often quit here. They think the hitboxes are "trash." Honestly, the hitboxes can be a bit janky—look at the Mimic grab or the Ogre's vacuum sit—but usually, the problem is just that your ADP is too low. You basically need to hit 99 or 105 Agility to make the game feel "right." It’s an artificial tax on your levels, sure, but it also allows for more build variety if you’re brave enough to play a "tank" who actually takes hits instead of dodging them.

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Dark Souls 2: Scholar of the First Sin is a Different Beast

If you played the vanilla version of Dark Souls 2, you might think you know where the Heide Knights are. You don't. In Scholar, the enemy placement was overhauled to be more "thematic," which is code for "way harder."

Take Heide’s Tower of Flame. In the original, it was a relatively chill stroll past some giant Old Knights. In Scholar of the First Sin, once you kill the Dragonrider, the entire zone wakes up. Those sitting Heide Knights? They stand up. They hunt you. And there’s a literal red dragon guarding the path to the Cathedral of Blue now. Why? Because the developers wanted to punish your muscle memory. It makes the world feel more reactive, but it also turns certain runs to the boss into a grueling gauntlet of attrition.

The "Scholar" himself, Aldia, is the best addition to the narrative. He shows up at specific bonfires—Black Gulch, Undead Crypt, Dragon Shrine—to wax philosophical about the "First Sin." He challenges the core loop of the game. He asks if you actually want to link the fire or if you're just a puppet of fate. Unlike the original ending, which felt a bit abrupt, the Scholar of the First Sin ending allows you to walk away from the throne entirely. It’s the most "human" moment in the entire trilogy.

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The Beauty of Build Variety

One thing this game does better than Dark Souls 3 or Elden Ring is Power Stancing. If you have 1.5x the required stats for two weapons of the same class, you can dual-wield them with a unique moveset. You want to swing two Ultra Greatswords at the same time? You can. You want to be a poison-shredding machine with dual claws? Go for it.

Magic is actually viable here, too. Hexes were introduced in this game as a separate school of magic that scales with the lowest of your Intelligence and Faith. It encourages a "balanced" mage build that feels incredibly powerful. Resonant Soul and Dark Orb might be "spammy," but in the dark corridors of the Gutter or the Frigid Outskirts, you’ll be glad you have them.

A World That Doesn't Make Sense (And Why That's Okay)

The world design of Drangleic is often criticized for not being "interconnected" like Lordran. You take an elevator up from a windmill and end up in a sunken volcano filled with lava (Iron Keep). Geographically, it’s nonsense.

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But thematically? It’s a dreamscape. Dark Souls 2: Scholar of the First Sin is about loss of memory and the fading of the soul. The protagonist is literally losing their mind. In a dream, you don't remember how you got from the park to the grocery store; you just know you're there. The disjointed nature of the zones—Majula’s sunset, the rainy misery of Drangleic Castle, the terrifying height of the Dragon Shrine—contributes to a feeling of wandering through a dying world that has forgotten its own rules.

  • The DLCs are the Real Game: Crown of the Sunken King, Crown of the Old Iron King, and Crown of the Ivory King are peak Level Design.
  • Fume Knight and Sir Alonne: These bosses in the Brume Tower are arguably more mechanical and "fair" than anything in the base game.
  • The Frigid Outskirts: Also known as "Reindeer Funderland." It’s the most hated area in the series for a reason. Constant snowstorms and infinite spawning electric horses. It’s masochism in its purest form.

What You Should Actually Do Now

If you’re planning to dive into Dark Souls 2: Scholar of the First Sin for the first time, or if you’re returning after years of avoiding it, change your mindset. Don't play it like Dark Souls 1.

First, level your ADP immediately. Get that Agility to at least 92 before you do anything else. It will save your sanity. Second, use your torches. Scholar added a mechanic where certain enemies are afraid of light, and many areas are pitch black. It’s not just an aesthetic choice; it’s a survival tool. Third, don't be afraid to despawn enemies. If an area is too hard, kill the enemies 12 times. They stop spawning. It’s the game’s way of letting you "clear" a path to a boss if you're struggling.

Stop listening to the haters who say this isn't a "true" Souls game. It’s bigger, weirder, and more experimental than its siblings. It’s a game about the cost of ambition and the inevitability of the dark. Go find the Vanquisher's Seal. Join the Company of Champions if you’re a lunatic. Just don't expect the game to play fair, because it won't. And honestly? That’s why we love it.

Pick up a strike weapon—maces are king in this game because everyone wears heavy armor—and head toward the Forest of Fallen Giants. Drangleic is waiting, and despite what people say, it's one of the most rewarding journeys in gaming. Just watch out for the holes in the floor in Iron Keep. Seriously. They’re everywhere.