In my short time on this platform I've noticed that a not-insignificant portion of FromSoft fans tend to look back on Demon's Souls as nothing but a stepping stone to Dark Souls, and while DeS certainly laid the groundwork for a new sub-genre of adventure games that future titles would learn from, I don't think it's fair to sweep it under the rug as nothing but a prototype.

Something we tend to hear about in games criticism is the idea of conventional design. For example, a platformer that teaches a concept in a safe environment and tests your knowledge on the concept incrementally will likely be heralded as an example of good game design. It doesn't have to be a platformer, every genre under the sun tends to have games that follow what's expected, and more often than not those games see success over those that break the mold. This makes sense to a certain degree, something comfortable to the consumer is clearly a safe investment, odds are they'll be more satisfied with their purchase in the short term, etc. The fallacy here, of course, is the implication that the best games only stem from those that don't take risks, but looking at the most successful games of all time night trick you into believing this. Market trends continue to worm their way into every corner of the medium, allowing for higher profits for the higher ups at big companies leading to more disposable experiences (quick aside, but this is a big reason why i tend to be more cynical towards remakes these days. it's more profitable to take a classic title and reshape it to better fit in with modern standards rather than just preserve the art as it once was).

This is why a game like Demon's Souls slipping through the cracks is all the more fascinating to me. Back in an era where most devs fell into formulaic trappings that some would follow for the next decade, DeS not only made it to shelves in the tangled abrasive state it was in, but actually managed to resonate with it's playerbase. What other game was cool with you missing massive pieces of lore right before the final boss? What do you mean other players can join my world and punish me for successfully regaining my humanity? Even today, Demon's Souls was able to capture my attention in how it was somehow able to tie all these disparate gameplay elements together cohesively.

Now, it'd be foolish of me to write any piece on a Miyazaki-directed title without bringing up the difficulty, but to those of us who've played DeS, the way the game expects mastery from the player is more thoughtful than you might be led to believe. If there's one slice of the game that exemplifies this well, it's gotta be the cycle between soul form and human form. Starting the game with half your health slashed might be devastating to a first-time player, but it will surely teach them one thing: patience. After the player has carefully navigated the first level and taken down their first boss, they're rewarded with their humanity, but only for a fleeting moment. Since they know that this only lasts as long as they can handle, it will make them more cautious of traps and upcoming dangers, as the punishment for death will be severe. But even though they may lose their humanity in the moment, the reward for pushing through can't be understated. It's a brilliant little loop of design that not only keeps the player engaged throughout, but expertly threads the game's depressing mood and theming into the core gameplay. It's gameplay ideas like this that are so insane when stacked up against the larger gaming landscape, but the team behind the project had faith and passion in what they were creating, any potential accolades were secondary to the game itself.

Suffficed to say, it's very cathartic to see a game like Demon's Souls make an impact despite not even the publishers and higher ups at Sony believing in it. Even though Dark Souls was the game that changed the world in a more significant way, it wouldn't have turned out the way it did had Demon's Souls been adjusted to better fit in with the industry. Is it a game that can stumble over its own ideas occasionally? Sure. Are there clearly rough edges that slipped past QA that wouldn't have existed if the team had more experience? Absolutely. But we need more games that are willing to bend conventions and see what they can get away with. We need more rule breakers like Hidetaka Miyazaki that care about creating meaningful experiences above all else. Though even if all creativity was drained from humanity tomorrow and we only got slop for the rest of our existence, at least that wouldn't wash away the diamond in the rough that came to life against all odds.

Simply put, few games have managed to capture my soul quite as much as this, and that's probably the highest praise I can give.

Reviewed on Nov 29, 2021


8 Comments


2 years ago

I... love this review. It pinpoints a lot of things I think. I would add Takeshi Kajii in the ecuation though, an important part of the Souls ethos people forgot about every time. Sad because he died and he has at least half the responsibility of making Souls games a thing.

2 years ago

@Mur96 Woah thank you so much! I'm personally unfamiliar with Kajii and his work on the series, but it's sad to hear he passed with a relatively silent impact on the industry. Since I've only recently gotten into FromSoft and their output over the years, I'll be sure to educate myself on what he was responsible for in bringing these games to life 🙏

2 years ago

Oh don't worry. In simple terms he kickstarted Demon's Souls along with Hidetaka Miyazaki. Both were the minds that created the world of Boletaria because of their influences. Hidetaka as director and Kajii as producer. He had a LOT of input (maybe even more than credited) in the Souls ethos, you can have a good read in this interview compilation https://drive.google.com/drive/folders/0BwcVzvMBb76HQTl3VTlVdjZ3YXc?resourcekey=0-vY-640-i5xx-qiz_iqjeXg&usp=sharing

I like to always make this sentence because it's unfathomable the amount of stuff credited to Miyazaki and how little other people appear, like a cult of personality thing. Media really likes to elevate individuals. Anyway, if you're wary, you can deduct how much misinformation exists around the Demon's Souls thing. For instance, Miyazaki never "saved" the project because he was involved with Kajii from the get go.
eh i dont know, I thought it was okay. lore was cool but i didn't like most of the areas or bosses
Really enjoyed reading this, nice review. Part of why I've always much, much preferred Demon's Souls to everything From Soft made after it is because of how creative it is, probably owing to Sony's assumption that it was going to fail. Like some of ther other comments said, Japan Studio and Takeshi Kajii in particular were really instrumental in getting it off the ground.

On its difficulty, something interesting to note is that Miyazaki said in a 2009 Gameinformer interview that "having the game be difficult was never the goal." I've always thought it was unfortunate that difficulty became such a central point in the discourse surrounding these games, when really it was only ever just a byproduct of Demon's Souls being a very well thought out game.
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2 years ago

o7

2 years ago

@ProudLittleSeal Exactly! That's one of the sad parts about the whole Souls mythos, it was never about mere difficulty.

8 months ago

@Mur96 Is there any way to get the Drive link to the interview compilation back? The link is down :(