4 reviews liked by mrreptilian


Praising its atmosphere while admonishing its unrefined gameplay is the obvious route to go for a review of Demon’s Souls. Some people aren’t drawn in by its dark tone, some can’t adjust to its weighty combat, this is the sort of analytical static that will probably surround it forever. However, there is one aspect to it that completely eclipses its successors which is a little less obvious, in the brilliant way it structures itself as an open-ended game. Just as Demon’s Souls has the endless static of “atmospheric but clunky”, all three Dark Souls games carry the criticism of “great when you don’t have to constantly warp between locations” to some extent. So, how did Demon’s Souls actually manage to get it right on the first try?

The best way to point out what makes it so good is to start with the counterpoint of Dark Souls in particular. After gaining the ability to warp between bonfires, the first of the four open-ended areas you tackle will probably be a decent challenge, but after that, your character will be so kitted out that the rest will be trivial. Not only that, but the quality of these areas varies dramatically, with Lost Izalith perhaps being the nadir of the entire series. Meanwhile, Demon’s Souls doesn’t just set you loose to tackle each of its zones in a linear fashion, it encourages you to mix it up by giving each area multiple layers of incentives. The most obvious is the supplies you can farm from each area: healing grass in Boletaria, upgrade materials in Stonefang, magic spice in Latria, souls in Shrine of Storms, and lotuses in Valley of Defilement. The next layer is with the titular souls themselves, which heavily incentivize players to challenge themselves for great rewards. Magic users don’t just run to a shop and buy the best abilities, they have to brave one of the most punishing areas of the game for a basic kit, then actually defeat bosses and use their souls for the best abilities. Similarly, miracles can provide great utility, but you have to actually go defeat some bosses and use their souls to earn that advantage. The last layer is the way that each of these incentives were intelligently balanced around which players would want to come there first. Strength-based warriors would want to go to Stonefang for its upgrade materials, but most of the enemies there are highly resistant to slashing damage. Mages want to go to Latria, but it’s filled with a mix of low-level enemies to waste your spell power alongside highly powerful spellcasters who can demolish low-HP builds in one shot.

A counterargument to all of this may, counterintuitively, arise from the biggest fans of the game. If you know where everything is, you probably only need to kill three or four bosses in total before your build is online. However, this is a case where you need to put yourself back in the mindset of a blind playthrough. This game was designed for people who had never seen anything like this before, and the designers worked hard to convey the information we can take for granted in a naturalistic way. Players can be counted on to try and find the most efficient path forward, so by mixing layers of incentives with a difficulty level that forces characters outside their comfort zone, players wordlessly get sucked into exploring every corner as a real adventurer. They make decisions about which areas are worth exploring right now, which to avoid, and which bosses might give the most useful spells, relevant weapons, or simply the highest amount of souls. Players poke at the defenses, make mental notes, explore, and learn while jumping from place to place and making progress one step at a time. This is the genius at the heart of the game’s nonlinearity: in breaking into distinct areas, it constructs a cohesive adventure. I think that’s a major factor of why the hostile atmosphere is a commonly discussed topic, since it’s such a perfect fit for a game that wants you to feel threatened and to be observant for any possible advantage. Really though, it’s not just the atmosphere, it’s the mechanics, difficulty, and even its story that harmoniously build upon its open structure to create one of the best adventure experiences in gaming. Other games may have refined its ideas, but none of them quite replicate the unique feel that Demon’s Souls achieved. If you haven’t played it, please give it a try, it’s been a longstanding member of my top ten for all these reasons and more.

P.S. I haven’t played the remake or even seen much footage from it, so I can’t comment if it’s an adequate substitution. If a PS5 is all you have available, it would probably be fine, but when in doubt, I always lean towards the original.

Thanks RPCS3. My favourite Souls - Blanketed in sorrow and an intoxicating ambiguity. An artstyle akin to a faded picturebook you've plucked out of an ancient water-logged library. I love so much that all of the environments feel restrained and utilitarian. A soundtrack that is wholly unique, doesn't feel a little inspired by the Hollywood Orchestral Epics nor does it even attempt to hit those notes.
The one title in the franchise that actually feels like a fantastical adventure, with encounters and environments that are more often a challenge of wit and intuition than attack pattern memorisation or a side-flippy shounen damage value race. It reeks!!! But it reeks beauty. I genuinely don't believe FromSoft in their current form have it in them to create a boss battle like King Allant again.

Solid and innovative, continues to be the breath of fresh air now as it was when I first played it in 2009. Nothin like it!!!!

All I'll say on the Bluepoint demake: https://www.youtube.com/watch?v=y5z2-hpZB1w

I'd rather have a million ultra-earnest and occasionally groan-inducing games with actual artistic ambition like Death Stranding than one more bloated, inoffensive, frozen bread "We have nothing to say but will pretend we do," copy-paste AAA game.

this game is like if jodorowsky listened to every bjork album at the same time and then said, declaratively: "i deeply respect the US Postal Service"