Joseph Anderson made an excellent video on this game, so for the sake of brevity I'll just refer you to it, while adding some short comments of my own below. Video here

The first 20-30 hours really are magical, and the force of that experience can't be denied. Seeing fantastic new areas and enemies, taking in the massive scope of the world, getting lost somewhere unfamiliar, spotting some distant location on the horizon and realizing you can actually go there, if you can figure out a path. It evokes Dark Souls 1's best moments, and I wouldn't begrudge anyone for loving the game from this alone.

The legacy dungeon design is characteristically impressive but still feels like a regression in some aspects. The sheer size and complexity of many dungeons is breathtaking, the ambition really shines through here. Jumping lets you traverse the environment in lots of creative and organic ways, and interacts well with the aforementioned complexity. Unfortunately however, nothing here really comes close to DS1 classics like Sen's Fortress in terms of considered design. The Stake of Marika is a fantastic addition, but its potential is largely wasted, as instead of leaning into it to make bonfires more scarce and important, bonfires appear at the same or higher frequency than previous games. For some reason fast travel is allowed within legacy dungeons, which kills a lot of the tension of exploration and the risk of losing souls. Shortcuts feel less important and traps feel less deadly.

It's also far too easy to run past everything in the open world with the horse, with only a few exceptions. A hostile landscape with enemies and hazards at every turn should not feel like a walk in the park to traverse. It was only after making a second character that I realized how badly this murders the replayability. Fast travel serves as yet another bandaid fix here, reprising its usual modern FromSoft role.

For all the game's virtues, the feeling I'm left with at the end is bitterness, which is probably why this is still on my mind. I'm bitter that I can sense an awareness of the typical open world pitfalls but somehow the game still falls into them. I'm bitter that I can't trust FromSoft to learn from its mistakes here, especially in the combat. I'm bitter that the enjoyable level design almost feels squandered by the other elements. I'm bitter that the daring spirit of Demon's Souls, the willingness to wildly experiment and defy expectations, has floated away like a soul leaving a corpse. But most of all I'm bitter that the game really does reach the lofty heights of Dark Souls 1 at times. It climbs the mountain, ascending higher than even the old mentor, until, with a confidence bordering on absentmindedness, it loses its grip and plummets down, down, down into the abyss.

"…But even so, one day the flames will fade, and only Dark will remain. And even a legend such as thineself can do nothing to stop that." - Hawkeye Gough

Reviewed on Apr 08, 2022


1 Comment


2 years ago

Really agree with the final part. As you note it's a classic in the making, especially at the start when everything is magical. But it falls hard on its ass later-on and I think it takes a repeat playthrough of Dark Souls 1 to see what that is. I can't put my finger on it yet, but I rebooted DS1 yesterday and everything feels much more purposeful, and the world (strangely) more connected and open.

Open World games often feel like you're having fancy set dressing while going from A-to-B, which is cool at first but eventually you just race past everything without looking at the beautiful vistas. Since the tempo is so high in movement, while in DS1 you move slow and always take your time by default even if you're just going from A-to-B.

I share the feeling of bitterness to a regard, mostly to the fanbase and reception. It's clear that this is by far their most succesful game, but it's also a bit more homing in on what Matthew noted in his DS2 and LostSoulArts videos where you can literally insert Elden Ring footage over his complaints.

It has gone from a series that took risks because "fuck it, this game is doomed anyway" leading to some of the most innovate gamedesign I had seen. Dying makes the game harder? What? The final boss in this hard game is a blob because fuck you? What? Oh yes let's have a super weird NPC that kills important NPCs, sure why not. Oh you can just enter someone's single-player and fuck m over.

It was super daring. I can forgive Dark Souls 1 for being 'the same, but more honed with some new iterations' but since then it's become more and more clear that they're streamlining the hell out of things. I'm half surprised there aren't online lobbies anymore.

Things like the permanency to things is just gone now that we can revive killed NPCs or have like 10 respecs per NG-run etc.

I can't believe I'm saying this but Souls went massively mainstream and I fear for what comes next and what lessons they take from this.