It's very early on a Sunday morning. My hands are shaking, my eyes are bloodshot, my heart is pounding... Yes, I've been playing Dark Souls 2. And this amount of physical distress is a good sign!

The Souls 2 Beta is coming soon, but I was able to get in on an EU network test for two hours recently to test the game and score a bit of Co-Op. Mostly though, I wandered around a very dark, grassy area that feels like it's just outside of a castle or deadly village.

Darkness is very much the theme of this zone. I got the vibe the game was encouraging me to make my own light as I picked my may across bridges with steep drops, fighting nasty skeletons and hunting for their summoners. It reminded me of the last area in the catacombs of the first Dark Souls.

The skellies in Dark Souls 2 hold particular stressful memories for me and anyone who went "LEFT" a bit too early. But this time, their summoner was nearby so while it wasn't easy, clearing them was more achievable. The enemy is still challenging without leaving you feeling hopeless.

I nearly forgot what it was like coming into a Souls game with no guide and no idea of where to go. That wonderful feeling of cautiously picking your way through a zone, learning enemy attack patterns plus the fear of new sections opening up saying - hey, COME AT ME!

And come at me they did. The first tough encounter in this section was a dual, mini scythe-wielding, hulking enemy that smashes your stamina in one hit and pierces any shield I pulled up.

It was duck or roll or die. The joy I had after my first victory against him was instantly followed by that wonderful Souls depression you get, when you realise - THERE ARE TWO OF THEM. And then THREE. And then they become a standard enemy of the zone.

This is quite a claustrophobic, and populated zone (something the devs have referred to before as "dense" locations). You really feel like each step leads to enemy aggro, and it means running just makes things worse.

There were a few occasions where I was surrounded by countless goons, unable to do anything but block and step backwards in a useless attempt at delaying the impending YOU DIED screen. Knowing it's over already is a depressing feeling and I felt it often. But each time this game breaks you apart, it puts you back together a little stronger and with more knowledge of what is to come. And ambushes are EVERYWHERE. From doors that bust open to unseen archers, to multiple phantoms hiding just out of sight. I was always on my toes, and never resting... always lured to the shiny orbs containing mystery loot... always falling for the trap. I can't resist the mystery orb!

I won't go on and spoil anything for you but I will talk about the Chariot Boss that you may have seen in some trailers.

Stepping into the ghostly fog was immediately followed by the harsh screams of a skeletal horse-driven chariot, wiping out not only you but anything that stands it its way. It's a fun, strategic fight and took me about four or five attempts to beat on my own.

All in all, the combat feels more agile and more responsive. The addition of a jump button is perfect and visually, it's on par with the last game (featuring that delightful wobbly blur effect).

This game is still so far away but now that I've spent around five hours in total with it - I do feel like it's in good hands. Why do I care so much about Souls and how it's tracking you may ask? Well, it has pretty big shoes to fill. No game is as important to me as Dark Souls. It shifted how games can be played in such interesting ways and I need the next one to do the same.

You can see some of my early morning session here:

Footage and article are under NDA, but here with permission from a Namco Bandai representative