Dark Souls 2's DLCs, all three of them are just absolutely some of the best content in the series. I love them so much. I find DS2 pretty dull, ranging from pretty okay down to pretty bad and a few random great things like a few characters. But I have played through it several times just as an excuse to play the DLC again.
@OP I feel like honestly there are a ton of games where maybe the DLC wasn't "BETTER" per se than the main game, but the smaller, tighter focus, and the more room to experiment with some new cool ideas without having to run them into the ground, can make for some of my favorite gaming experiences ever. Every FROMSOFT DLC has been this way for me, and other things too.
Forza Horizon 1's Rally DLC is definitely not better than the main game, but it's also really really fun.
Shadow of Mordor's Bright Lord wasn't "Better" per se and I don't think I really needed it to be a full game, but having a shorter experience to try out the new powers and follow that DLC and hear sauromon and the elf square off back and forth puffing their chests lol was really fun.
Halo 3 ODST absolutely would normally have been a DLC, but was expanded a bit into a "full" small type game to fulfill a contract. I mean, look at the name too. Look how short it is compared to the others. They had to make firefight to help justify it as a full package. And it's really fantastic. Far Cry 3 Blood Dragon is another game that absolutely would normally be a DLC, but was kind of a "standalone" DLC instead. It's absolutely fantastic. Great, short, tight experience that doesn't overstay it's welcome. It's cheap often and easy to recommend. Wolfenstein The Old Blood is another similar situation. There's a fair amount of these I think. Maybe they bend the definition a bit but I think the general concept is satisfied. But again even if not the core point of how a tighter, more experimental set up can be very successful is worth recognizing.
EDIT: And I think one important point about them and why I separate them from other "AA" games is because like, ....hm. Not sure how to approach this, but basically the topic on my mind right now is like, ya know context informs experience. Emotional experience, remembered experience, intellectual, etc. With an AA game like, it is a single, tight, focused experience. And that's cool, and very valid and I think a lot is done well with this. I wish Ubisoft would do more of those because they had some good ones. But the reason I think my examples above stand out as a bit of a separate category, along with others like Minerva's Den, and others like that, is because they are all empowered by being a part of something bigger. Same with the Dark Souls 2 DLCs I'll talk about more below. I don't even like the main game all that much tbh, but because of the added context and established aspects of Dark Souls 2, adding the DLCs onto it mean that I have already spent a full game becoming immersed in this world and getting on board with the game. I'm used to it's ticks and everything. So having this fresh tight experience with the context I'm coming with, cuts away a lot of the fat that a full game would have to deal with. Similarly with Wolfenstein Old Blood I'm already invested in and attacked to B. J., and his sidekicks, so having this shorter prequel is really satisfying. I'm already emotionally immersed here. Same with ODST. With Far Cry 3 Blood Dragon, I've already fallen into all the normal mechanics and internalized them, so all the new stuff really stands out and that's what I remember out of that experience, which makes it feel even tighter. It can spend less time introducing me to all that stuff and just, go. Idk that entire idea is intriguing to me right now.
Like again, Dark Souls 2's DLCs are a great way to explore this.
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he first doesn't have any unique overarching mechanic, but it is really focused and well paced. Just overall very well done. There are the dead knight armors though. I like that a lot. I also love that you can kill them with magic, if difficult, before you figure out the mechanic. It makes taking down one so you can slip through and do whatever you're wanting to do much more exciting. It's great fun.
The second however introduces an overarching mechanic that spans the whole DLC:
I think when you have a shorter, tighter experience like this, you can dedicate more time to well crafted systems like this that maybe wouldn't make it into a full game. The idols you have to destroy have several purposes, including granting you gear, affecting the final boss, opening up new areas, etc. I think without this mechanic the level design would just be okay and not near as memorable. But the idol mechanic, even if you find it on it's own maybe not that interesting, which I totally respect, you can at least recognize the way in which it directs the levels and pacing. And they do really go out of their way to vary it up. Sometimes it heals a miniboss. Sometimes it gives you really fast curse but dammit the asshole you were fighting ran down there >:(. Sometimes it just blocks a path. It's a lot of really well thought out things that aren't just there. They give life to the entire experience. If this DLC had existed in the main game, I mean, just judging by how most of the levels in Dark Soul 2 and how they aren't near this elaborate or have this many touches, I think it would have been so neutered to perhaps even have made me never have cared about it at all.
The third DLC is just fantastic.
Now, it does have some of the tedium I don't like in Dark Souls 2. And that definitely drags it down (like, some forced trap fights and stuff), but still, overall it's pretty great. This time rather than having a bunch of unlockable enemies, and instead of having a bunch of a mechanic reappear in many different forms giving cohesion to the level and building up to the final boss, instead, this time you are unlocking ALLIES. You can fight the final boss absolutely at any time you want. And in fact you should, since the enemies drop decent items that become pretty difficult to farm once you've iced off all portals. And you can stop at any time you want and go fight him. The levels are worth exploring though, for some pretty neat gear. The Outer Limits is perhaps not everyone's favorite level lol. But I love that they were able to try a more bold, unique idea like this in this smaller, more focused package.
I think this trilogy of DLCs should just, seriously be studied by game designers. Such a fantastic experience. And as someone who finds game design really fascinating, very fun to analyze.