Demon's Souls

It’s been asked before, in the philosophy of games debate that rages on amongst critics, if players should ever die in a well made game. It’s a strange statement, that’s to be sure, since few could actually name a title where they haven’t seen a “Game Over” or “You Are Dead” screen, and the games that do incorporate some sense of immortality are usually lambasted for it (the recent Prince of Persia comes to mind). However, it’s still worth thinking about, because if good games immerse the player, than there is nothing more immersion-breaking than character death.
In other words, it seems like the median of the two schools of thought – one thinking that death is overdone and one thinking that it’s necessary – is to have the fear of death, but hope that gamers never actually experience their mortality. Games like Shadow of the Colossus do a fantastic job balancing this concept, creating an experience that can be difficult, with the possibility of the player dying, without resorting to one-shot kills, or trial-and-error game design.
No matter which side of the "death in games" argument you’re on, Demon’s Souls does it wrong. 
The name of the game in Demon’s Souls is immersion; something From Software took very seriously when they developed the action RPG. The kingdom of Boletaria, on the whole, is extremely gritty and dreary, from the moody plot to the shadowy environments. This is aided by stellar graphics, which attempt to replicate reality as closely as possible. The story starts off by giving players a brief introduction to the game world. It’s a dark place, where nowhere is safe from horrible, powerful demons. After a short introductory video in which players learn about King Allanti XII awakening “The Great Old One,” it is up to a powerful adventurer to lull the beast back to sleep.
This is done by slaying all of the demons of the world, which actually manages to be more difficult than it sounds. Horror fans likely perked up at the mention of the “Great Old One,” as it is a reference to author H.P. Lovecraft’s lore. Throughout the game, it looks as though the style was influenced by the Cthulhu Mythos, with disturbing monsters that look straight out of the author’s writings. The bosses, in particular, look wonderfully horrifying, from large, winged demons to disturbing mounds made entirely of corpses.
Once in control, the player is given access to a character customization screen, which asks him or her to choose from ten classes. Already, things might seem a bit overwhelming. Some, such as the Soldier, Thief, Magician, or Hunter, should be obvious to anyone who has ever played an RPG, while others, like Royalty and Wanderer, aren’t as self-explanatory. After choosing a class, the player is given access to a character builder, which allows for a great deal of customization in terms of facial structure. Strangely, while the game has dozens of sliders for warping everything from the bridge of the nose to the space between eyes, it’s extremely hard to get anything to really look good, and any amount of tweaking usually creates freakish looking beings. With enough work, marginal success is rewarded – something that quickly becomes a staple in Demon’s Souls. 
After this, a short tutorial lays out the basics of the gameplay. The left trigger and bumper are assigned to the left hand slot item, while the right buttons handle the right hand. Generally speaking, the left hand will hold the player’s bow or shield, and either fire an arrow or block and parry. On the right, weak and strong attacks are available, which drain different amounts of stamina from the bar that sits below the health and mana on the top left. Clicking the analog stick targets a foe, the square button uses an equipped item, and circle dodges. Triangle, if the player is of the magical breed, is usually tied to a spell. If not, it changes the player's right hand-slot item to be a two-handed item, making blows more powerful. This is what the tutorial teaches the players before killing them, and throwing them headfirst, kicking and screaming, nude and defenseless, into one of the hardest games they’ve ever played.
Their corpses land not in heaven or hell, but in the Nexus, the game’s limbo. Death isn’t the end of life in Demon’s Souls. No, things aren’t that straightforward. Instead, it lands the player in the game’s hub, where he or she is able to purchase items, level up stats, and choose to visit different levels. Health is lowered, souls are lost, and the player respawns back at the beginning of the level, with all of the enemies once again standing where they once were.
When Demon’s Souls was announced for localization by Atlus, the game’s online capabilities were immediately surrounded with critical praise and intrigue. It’s easiest to describe it as a single-player game that is played wholly online, taking the promises Peter Molyneux made about Fable II and actualizing them on the PlayStation 3. It also sounds a bit like Valve's mysterious "Crossplay" title, which promised to mix together cooperative play with a single-player story. In some ways, the online capabilities are entirely passive. When a player dies, he leaves a puddle of blood that can be accessed by others who come near the location of his death. By pressing X, the last few moments of the deceased’s life is shown, be it death by a trap, a fall, or a blade. This serves as a warning, by showing where ambushes lay in wait or traps sit ready to spring.
Leaving glowing messages on the ground is an extension of this idea, and players can, at any time, choose from a long list of phrases to write on the floor. Already, players have found unique methods to teach fellow adventurers ways to survive in the cruel world of Demon’s Souls, by using phrases like “Attack!” near objects that need to be slashed to be activated, or “Continue forward” when a hidden path lay over what appears at first to be a suicidal fall. These phrases can be recommended to assure that no one abuses the system, but that hasn’t stopped a few from sneaking in bad advice. This interconnectivity works wonders to make Demon’s Souls feel like a truly next-generation game, bringing a single-player experience online in a wholly unique way.
There are more traditional forms of cooperative play, and even those are given a good once over to assure that they fit into the dreary world of Demon’s Souls. When a player is nearby, he shows up in a ghostly form, wandering around and completing tasks without interfering. A player that has his human body can summon up to two of these undead by leaving a glyph on the ground and inviting these souls into his game. There are stipulations to this that come in the form of level restrictions, a lack of voice chat support, and the inability to invite friends, but it works for help taking down a particularly hard boss or just clearing out a group of enemies. After the boss is defeated, any players who didn’t have their corporeal bodies are rewarded with flesh, and returned to their own world.
Cooperative play provides the best experiences in Demon's Souls, but the developers refused to allow it to become paramount, instead putting a focus on playing alone, and only using other players for casual encounters. This was a mistake, as it might have helped alleviate some of the other issues, and helped to create a game that's more fun than it is hard. Without voice chat or the ability to invite friends without communicating outside of the game, it would almost have been better if it was just possible to summon AI teammates to help with more difficult portions.
If this path to revival proves too difficult, be it because of particularly hard opponent or the game's somewhat unwieldy infrastructure, another is available: kicking down the door to another player’s world and murdering him. It’s shocking to see a developer embrace something that amounts to greifing in a single-player game. That said, the ballsy approach to game design is something many developers seem to lack, and it doesn’t work against the game. Since being killed by a player isn’t really that big of a deal, half of the game will likely be spent dead anyway. The attacking player, called a Black Phantom, isn't attacked by the enemies that populate the game's levels, so he's able to find a spot to hide and wait for the best moment to strike, killing a player and regaining his body. Being invaded by a Phantom is exhilarating, and gives a glimpse into a potential future for video games in general.
The literal lifeblood of Demon’s Souls are demons' souls. Every enemy’s death results in the player earning a few souls, which can be used to purchase, repair, and upgrade items. If this were their only function then they’d be important, though their value exceeds that of gold in the game world, since the souls are also used to boost stats. To raise health, strength, dexterity, or any of the character's attributes, a gradually increasing number of souls is needed. Upon player death, however, all souls are dropped into a blood puddle, and need to be retrieved from the location that the final breath was drawn. If a player were to fail to get back to this location, all souls are lost.
This aspect of the game shapes the Demon’s Souls experience, and since death is a frequent occurrence it’s hard to ever feel at ease. Some might argue that this is to the game’s benefit, but I hardly find the constant urge to return to Nexus and spend souls to be a good thing. It means there’s no reason for risk taking, since there’s hardly ever any reward. Continuing to fight can only mean one thing: inevitable death, and when it costs souls to do anything, the possibility of losing souls simply isn’t in the cards. It’s easy enough to earn them, since enemies respawn when players return to Nexus, but it’s just a grind for the sake of grinding. Losing souls elicits feelings of hopelessness, and the overwhelming urge to simply quit the game. Technically that’s immersion, but if that’s what it’s like to be in the world of Demon’s Souls, than I’d rather not stay.
Combat, on the whole, is focused on realism. It’s finesse based, so dodging and attacking when an enemy’s guard is down is important. On that same note, a few blows from an enemy means a quick death, so it goes both ways. Each battle varies from class to class and, to a point, weapon to weapon. While a spear might deliver some of the most damaging blows, it’s also unwise to attempt to wield the long shaft in enclosed spaces, since most of the damage will be absorbed by walls and using a dagger might be more wise. That same dagger, however, won’t be as damaging to a group of enemies, so changing to a sword or spear is wise. Sadly, the game never explicitly makes this known, and it’s simply another aspect that is learned through trial and error.
Even after the tactics behind weapon focus are learned, the difficulty is far from over. Expect to die more than you have in any other game, and expect to be screaming expletives at the television half of the time. It’s not necessarily cheap, it’s more cruel, and anyone besides sadomasochists will likely grow tired of the game’s punishing ways. The only thing that really keeps the game somewhat balanced is how the levels are laid out, since working through an area gradually unlocks shortcuts to get back faster. Even so, an expanded tutorial or more of a narrative earlier on would have rendered this complaint irrelevant. But From Software’s devotion to creating a difficult game seems to stand in the way of making something anyone besides their small target audience might understand. 
There was a massive amount of potential in Demon’s Souls, but it’s an experience that most people will not appreciate. It’s simply uninviting, and made for such a small niche that it’s impossible to know whether or not it’s an experience you might enjoy without giving it a try. Comparisons to the King’s Field series have been made by a few, with some going as far as to say that Demon's Souls is a spiritual successor to the series. Those comparisons aren't unfounded; both focus on immersion and realism, both have punishing difficulty and a harsh learning curve, and both are ruthless, and don’t take kindly to casual gamers by any means.
Games like this are like the Finnegans Wake of gaming, so overly convoluted and wrapped up in their own complexity that they miss out on grabbing anyone who isn’t already completely enamored of it before beginning. The problem is, this target audience is remarkably small, and there’s no doubt that many of the people highly anticipating Demon’s Souls will be more than a little disappointed once they start the game and see what they’ve gotten themselves into.
I’d love to be pulled in by this world, since it has a certain allure that could lead to a great experience. It has dozens and dozens of hours of gameplay on each playthrough, and vastly different experiences depending on the class and build. The enemy design is, simply put, wonderful, and so many different elements of Demon’s Souls call out to me, demanding love and affection. Sadly, I cannot return its calls. It just goes so far out of its way to be difficult that it misses some key, important elements that would have made it a vastly better game. There's room for difficulty in games, no one is denying that. In fact, Demon's Souls is catered towards this belief. Even so, it goes well beyond appeasing those tired of simple titles, blowing past "hard" and arriving somewhere in-between maddening and infuriating.

- Comments
-
The only thing I can understand from this undeserved review is that the reviewer completely sucks at games. Next time you write a review actually play the game for more than a couple of hours.
Sneakblue
Wed, 13 January 2010 09:58PM
-
I am sad I am commenting on this review so long after the review was made, and it's unlikely the author reads or cares about them. But I had no choice but to write this. This is my review of the review.
The reviewer starts off with a philosophical statement about death and immortality in games. This whole section made little sense and was filled with one huge factual error. He stated Shadow of the Colossus didn't resort to one hit kills and trial and error gameplay. Actually, a lot of the Colossi did have potential for one hit kills if you weren't careful. Not only that, several of them required trial and error to solve. The error aside, the whole beginning of the review seemed like a non-sequitur. He just says "no matter what Demon's Soul did it wrong" without actually saying how it was wrong in the context of those paragraphs. He just changes the subject to describing the game, never really bringing up the death and immortality argument again, even when he does actually get into the subject of dying in the game.
It seemed like he was stating it's wrong because the game is difficult and causes you to die a lot, and as he states there is "nothing more immersion-breaking than character death." This is ironic because DS handles this perfectly, having death without any kind of loss of immersion. Your character doesn't actually die. It is either removed from its body, or the soul body can't keep its form in the physical world. This is completely different than a game over message and going back to your last save point. Borderlands handled this nicely too with the New U mechanism. I can't honestly figure out how DS could have gotten that aspect wrong in the reviewer's eyes. Sorry if I am drawing the wrong conclusions, but seeing as how he didn't elaborate, I had no choice.
After this he goes on to complain about the character creation. I can't say much about that. I had no problem making my character look fine, plus there are several presets you can chose. Then he spends an entire paragraph giving you a rundown of the controls. Not reviewing them, telling you how responsive they are or anything... he tells you what they are. In a review. I could understand if the controls were really unique or if he didn't like them (or really liked them) and was telling you why, but to just basically give a list of the controls seems odd. Maybe he's paid by the word and didn't want to resort to "this game is really really really really really (etc) hard" to get the word count up.
OK, after that, we get to the meat of the review.
First he discussed the online, and it seems to me his problem with the online (I think this also gives a clue on his view of the game and his approach on gaming as a whole) shows he misses the entire point of the online. The online is made to help the user get better, to learn. The reviewer wants it to be a crutch that he relies on. That's why he wants co-op to be a focus rather than the single player. This is also shown later in the review, so we'll move on.
The rest of the review is him complaining about dying over and over and showing that he didn't play more than 5 to 8 hours. I say that because that's the threshold where all of his remaining complaints become null and void. At that point, dying and losing your souls is laughable. If you had a significant number of souls on you when you die, then it's no wonder you died. At that point in the game, things open up and you should be leveling up, buying items, buying spells, buying miracles, or upgrading weapons. A complete loss of souls is so insignificant after that point, that was my complaint with the game. After the 5-8 hour mark there is absolutely no real punishment for dying (you still die a lot, but it's a non-issue).
Oh... And Coop? Di... did you honestly... honestly get sad it wasn't explained that a long weapon might not be useful in a narrow corridor or that daggers are less effective in a group. I mean... Really? Is that something that actually needs to be explained? Also, nice way of saying that only people who liked the game before playing could possibly like it. Sounds kinda like Tony Hawk, don't you think?
Basically, the whole review showed he played a few hours, got tired of losing souls, and assumed it'd be like that the whole game so gave up. Tried or just read about the online and didn't like that he couldn't use it constantly to make the game as a whole a lot easier so he wouldn't have to keep losing souls.
I rate the review a 5 out of 10. Much of it was nonsense, and the actual content was mired down by the author's shortcomings while not focusing on the actual implementation of the game presented.
TessMcTessy
Thu, 17 December 2009 03:07AM
-
Wow, 6/10? I checked this site simply to see who would give DS such a poor score and why, but I guess I have my answer. You just couldn't handle it. Why do I get the feeling this review was written by a twelve year old?
Sometimes difficulty is good, sometimes it isn't- it's all in how it's presented. If a game is difficult because collisions are placed incorrectly and you can't tell where your enemy is actually attacking, it's done wrong. If a game is difficult because it, rather than adding difficulty, takes away your resources in playing the game, it's done wrong. If a game is difficult because of precise controls and a deep and balanced combat system, requiring skills on your side rather than invincibility on your character's? It was done right.
Yes, this game is moderately difficult compared to the child's play we've been fed the last few years. Remember games a decade or so ago? There wasn't an easy mode, nor a casual or medium. There was the mode the game designers gave you, and your only decision was to get serious or go home. Demon's Souls difficulty comes from learning your weapon as well as the enemy.
First, learn how to use the weapon in your hand: it's special abilities, reach, damage, it's jump-back move, any staple of the weapon. DS is perfectly balanced in that every weapon is great when used correctly, from the Needle of Eternal Agony to the Meat Cleaver. You have to learn a minimum of one single weapon if you choose- but if you don't know how to use it, you'll never progress in the game.Take my character for example, my build would appear pretty weak. It's something of a hybrid rouge/mage and neither defense nor health is plentiful, with a healthy 14 Vitality and some of the lightest armor in the game- even often replacing a shield in favor of my parring dagger instead. I also play in pure black in every world, for the increased drops and rewards. In other words, I can't take a hit from nearly anything and live since I left playthrough one. Is my character weak? Nope, it just takes a little ability to use correctly. That's the beauty of DS- every attack can be avoided, any enemy can be defeated without taking any damage. Learn your enemy and forget your armor, over-levelling doesn't save you. Perhaps my biggest gripe are the places the game could have been harder, more specifically some of the boss fights. Flamelurker? Excellent. Maneater? Perfect. Eroded Colossus? Where is the learning curve? Beating a boss in only one try my first playthrough was usually more disappointing than satisfying, simply because I had neither time nor need to learn the bosses' moveset.
Now I know you'll never pick up this game again, I know it's tough to go back to a game for which you only had excuses, but at least finish the game next time before sticking a number on it. It's a rare a game appears that's so well built, where you still continue to improve at the game on your fourth or fifth playthrough simply because there are so many ways in which to improve. Next time, don't discard a game until you can at least beat it- otherwise, only you and your credibility as a critic, not the game, will suffer.
Shredator
Sun, 06 December 2009 04:51AM
-
Everyone should stop griping about the reviewers and just write your own reviews at GameFarg. I have been looking for more social reviews and less "paid" reviews since they always seem biased.
DrunkenTyger
Sun, 15 November 2009 10:50PM
-
I have to agree with you and CraftBeer, I was mislead with all of these amazing reviews and high praise.... the game isnt even fun. I didn't think it was hard, more like stupid hard. going up a narrow staircase with ONE exit at the end and walls touching your sides... LOL massive boulder to kill you lul your dead. (and yes I did the back jump to get out of the way but it was too late) OMG this game is so rewardingly hard. No. This is liek one of those huge puzzles thats looks awesome when you finish it, but its so boring to put together and there are pieces that dont belong but look like they do. Forget this game, I wasted $60 and then when I tried to trade it in .... $19 fail fail fail.
doracahl
Tue, 03 November 2009 08:27PM
-
This game really isn't very hard on you at all when you think about it. If you play online, other players are always leaving helpful messages about where good items are, where traps are, what the weak points of enemies and bosses are and more. Meanwhile, if you're in soul form (due to being killed), you can assist other players with no penalty to learn what lies ahead. If you die, you go back to your world losing nothing (but any items you may have spent while helping). If you help them beat a boss, you get a nice soul bonus and come back to life (which means now you have the ability to have others help YOU beat the boss that you just practiced against). When you DO die in your own world, you keep all items you found and you have an opportunity to regain the souls you lost by traveling back to the point of your death. The game also lets you visit levels in any order you like so that you can find a level that is suitable for your current equipment and tactics in case you're playing a bit one dimensionally (or find some gear in one level to help make another level easier).
Where the game is difficult, it is difficult in an intelligent manner. The game features some of the best level and enemy design I've seen in a very long time. Anyone that's having a lot of trouble with this game either doesn't get it, or is just not very good at games (or not up to the challenge of using their mind to assist in overcoming challenges rather than continually punching a brick wall). The key thing is to think, and to try a different area if the one you're working on is too difficult.
davidstvz
Tue, 03 November 2009 04:40PM
-
After now finishing the game, I feel fully qualified to give a final score. I would give this game a 9.5, maybe even better. This is without a doubt one of the very best games I have played in this "next gen." Those who are writing the bad reviews down below I ask: have you really even bothered to play this game for a couple of hours? Doesn't sound like it.
The game is pretty deep, gets really good. Hell I didn't even upgrade much my weapons and I ended the game with a scimitar you get on the first level you see of the game and the same shield. Skill over mindless upgrading, I like it.
Level design is simply first class. No generic enemy setups, seems seem there with a full on purpose. Bosses are very creative and amazing. Same with the environments, very moody. You really feel the world has gone seriously astray.
raist3d
Sun, 01 November 2009 06:08PM
-
This review score is a disgrace. This game deserves at least 9.5. One of the best games ever and it wipes the floor with just about every game to come out this generation, and if it doesn't then it stands head to head with the best. I cant stop playing it! Yeah its hard but only at the start, it gets easier as you level up and start to understand enemy attack patterns. This game should be available worldwide, it deserves it. I imported it from the U.S. as an impulse buy not knowing anything about it (other than it was good enough for release outside Japan) and holy crap I hit the jackpot! If you dont have it yet then your missing out... and this is coming from a guy who HATES rpgs, im a fps/3rdps freak!
Smithy2306
Thu, 29 October 2009 08:40PM
-
Interesting review. I looked, and you forgot to include a paragraph about how you SUCK AT GAMES.
yzzlthtz
Sat, 24 October 2009 06:37PM
-
I have about 80 hours into this game. And I would say that the game itself is not quite as hard as most people write. DS does have a steep learning curve. But once you figure out a few things, you will stop dying so much. I am not saying that you will never die, but your deaths will be much fewer and farther between. In addition, 9 times out of 10 you will be able to retrieve your corpse. The key to this game is being able to retrieve your corpse as much as possible, to eliminate loosing souls permanently. If you concentrate on this, you will gain levels a lot faster.
One of the biggest lessons I have learned in this game is the importance of having good weapons. You need the right tools for the right jobs. And if you do not have the right tools, you will most likely die A LOT. There are points in this game that you have to have magic weapons, and if you do not.... You will die. So getting the best weapons possible is a priority.
The next important lesson that I have learned is that EVERY STAT COUNTS (even LUCK). Being a pure fighter or magic user in this game seems almost (if not) impossible. And not advancing your LUCK stat will get you nowhere fast. I think LUCK in the beginning is very important. I have jacked this stat up first. And I was rewarded by good item drops which I can then use to get better weapons (see my first lesson). I saw a comment somewhere that said STR and MAGIC were the only two stats that really make a big difference when you advance them. I would disagree. Frankly, for me the stat that seems to make the biggest difference is VITALITY. Health is very important in this game. Same with the ability to carry a lot of loot.
The next important lesson that I have learned is RING MANAGEMENT is critical. You need the right rings on at the right time for the right battles. The THIEF RING is very important, but there are times when you really do not need to wear it. One should know when those times are and experiment. Not having to wear the THIEF RING opens up a huge list of possibilities of powerful rings to wear. When I am not wearing the THIEF RING, I love wearing either the REGENERATION RING, the CLING RING, the MAGIC SHARPNESS RING, or the MAGIC REGENERATION RING. It all depends on what enemies I am facing.
To give you some perspective, and disprove that DS is a game of mere trial and error...
I have done the following:I beat the Tower Knight on my first try. It took a lot of tactics and thought as a ran around that arena, but he is pretty easy if you think about your situation fighting him.
I beat my first shadow knight on my first try.
I did get killed by an invading player the first 2 times. However, I then won 4 battles in a row with invading players. And in general, I win more than I loose against them.
Every boss in the game seems to have some sort of weakness. The key is to identify in and exploit it. This is similar to about every game out there. I think the problem most people have (and the reason they die a lot) is that they do not tend to have the right weapons in the boss fights or they do not use their shield enough. BLOCKING is IMPORTANT. Blocking with a shield is like breaking in auto racing. Auto racing is not about pushing down the gas pedal (which anyone can do) so much it is about when to apply the breaks. DS is all about SHIELD BLOCKING. One of the best rules of thumb, when in doubt, block with your shield.
The ENDURANCE stat might not look important, but it is. END is a game of inches in DS. If you have even 1 stamina, you can attack. If you have NO STAMINA, you are screwed. So advancing STAMINA just a few points can make all the difference in the world in a combat.
This goes with BLOCKING. You type of SHIELD is VERY IMPORTANT. The better your SHIELD is, the less you will die.
Weapons / Armor / Rings that magic and enable you to regenerate MP or HP are VERY IMPORTANT.
DO NOT FEEL YOU HAVE TO LOCK ON AN ENEMY TO ENGAGE HIM WITH A MELEE WEAPON.
This is an important concept. As you get better and better in this game, the less you will lock on enemies when attacking with hand to hand weapons. This leads me to my only major complaint with DS...The locking on enemies system is too twitchy and needs work. In general, this goes for spell casting. It is sometimes very difficult or downright impossible to lock on the enemy you want at certain times. And it is not due to the enemy being out of range. It is due to other enemies being in the area (maybe even closer). If this was fixed, the game would be close to perfect.
No way this game deserves a 6.
The only people who give this game a 6 are not using their brains when they play.
Also, it is not a good idea to play this game if tired or impaired. You will make mistakes and die.I'd give the game a 9.5
It is the best single person fantasy action character building game ever.
It is also the most challenging. However, if you put 80 hours into the game, you should start thinking the game just has a steep learning curve.KF
tok20000
Tue, 20 October 2009 09:28AM
-
Okay...So i just had to make an account on here to tell this guy that he must suck at video games. I've been playing this game and I havn't had a single problem that you've been talking about. I'm a good 20 hours in...It's hard, yes..but once you figure out how to kill certain people it's not a problem. If you memorize the level layout death does not become you so quickly. Besides, the only reason to die in the game is if you suck at it. If you get better and grow in skill you will not have as many problems. The lock on never once gave me a problem...This is probably the most amazing game i've ever played..the best of the generation..and in my top 5 for best game ever created. I've been a gamer for a long time...i've owned every single console since Atari...played every great game to pretty much ever be made across all of those systems..that came stateside that is...and that includes all three current gens systems..This is an amazing game. This guy is a hack..and giving an amazing game like this such a low score is pathetic..You Sir, do not deserve to be called a gaming journalist..gaming journalists are gamers..and if you can't even handle yourself with this game..then you are not a gamer.
Yes, i'm a bit pissed about this score..it brought down the average of an amazing title because some twit can't handle a hardcore game made for the hardcore gamer.
Rise_ofthe_Mike
Mon, 19 October 2009 03:33AM
-
"I agree with Coop on this one. It is real pretty, but it is not an RPG; it is a platformer/fighting game. Quests/puzzles are nonexistent. Not being able to sell loot makes most of it pointless. Combat is pure hack and slash without combo attacks. AFA multiplayer is concerned, no co-op with friends was a big turn off. "
I'm not going to say I don't agree with you. But that's just because you're factually wrong. In fact, so wrong that I doubt you have actually played the game.
Cowboy_Bebop
Fri, 16 October 2009 05:21AM
-
I agree with Coop on this one. It is real pretty, but it is not an RPG; it is a platformer/fighting game. Quests/puzzles are nonexistent. Not being able to sell loot makes most of it pointless. Combat is pure hack and slash without combo attacks. AFA multiplayer is concerned, no co-op with friends was a big turn off.
My feeling about restarting each level after each death went from ok this is hard to this is ridiculous. I don't mind having to strategize, but having to restart each level from the beginning really became tedious. I began to run through a level just to get to a boss. If you think that making a game hard enhances a mediocre game, then by all means this is for you. For me a $5 steak at a fancy restaurant is still a $5 steak.
sBox
Thu, 15 October 2009 04:12PM
-
Very good article but one thing comes to mind when I read something like this. This is as close to a real RPG on a console as you can get. Anyone ever play Everquest 1? Try running from one place to another for a half hour to reach a bank or fall off a boat and swim for two hours to reach land. Or camp one spawn for 40 hours to get 1 drop out of 40 for an epic weapon. Or die near impossible to beat mobs and never get your body or your equipment back. Yes you die ALOT in this game, but it doesn't hold a candle to a real RPG offered on PC's. With many games out on the consoles that promote camping, hack and slash button mashing it is refreshing to play something that you actually have to put thought and time into. Fable 1 and 2? Trash and ez. Oblivion? please. FFVII? Good game. Demons Souls? Ownz!!! Just my 2 cents.
RPG Pro
Thu, 15 October 2009 03:07PM
-
Spot on review. I'm stunned how many people are embracing poor game design and calling it a smart return to hardcore difficulty. This game is an over-dense mess of statistics, less-than-helpful menus and arcane rules that punish the player. A crappy lock-on that doesn't work with multiple enemies in the room, or puzzlingly de-activates in the middle of boss battles? Check. A draconian auto-save system? Check. Hours of grinding that can be undone with a single cheap death? Check.After spending hour after hour, killing the same two or three enemies so I can repair my armor and buy enough arrows to chip away at a boss that doesn't even keep a lock-on, I'm moving on. Sure, it's hard by design. Poor design.
This game earned its 6 out of 10.
CraftBeerIsTasty
Tue, 13 October 2009 11:54AM
-
Wow, for the first time reading a review online, I actually like it. Taking the time to explain your thesis on the game in an articulate and provocative manner is great. While I disagree with your final score, I couldn't agree more with your posting. Well played,
Steriotyp
Steriotyp
Mon, 12 October 2009 10:18PM
-
I must say, though I am still sorting out the game and have played about 3-4 hours only and the "restart from beginning" was starting to get to me a bit, the game design does offer some partial escape, partial continue from it so that seems to be alleviated.
I was showing a coworker a red dragon I saw before.. and I decided it was best not to go there.. .but showing him we decided to go there and see what would happen. I am not going to say what happened, but let's say it had me laughing hard, as a game that really says "be stupid, then die, stupid." It's a game that to me seems to inspire respect, so far.
And I must say that I think Maatisan iis spot on. A lot of games are allocated marketing money nowadays based on a metacritic score. It's sad but true. If this game went down in history for having a bad score while other crap floats to the surface, that's just unbelievably unfair.
If I was the reviewer, I would double check and ask for a 2nd opinion in the review. I think the reviewer's opinion matters as far as showing that someone not willing to put the time to develop the game skills or may not be as hardcore, goes, but I don't think it reflects what many would be interested in.
Keep in mind in this game being dead is not like in Wow where you are helpless and all you can do is run to your corpse. In this game death is a meaningful, active playing state. And as for the multiplayer - NO, I don't want to be able to have chat nor friends from the list. I think the thing to understand here is that this game is an experience and having ghosts around which you may see doing something that may be even the solution to something you have in front of you, the messages, and the fact it's all from "who the hell knows" just adds to the atmosphere that you are in a new spooky different unknown world.
This is clearly to me a design choice and I whole heartedly support it. The game just wouldn't be the same if you just brought in family 'N friends.
And this is to me what this game represents so far - an un compromised set of design choices to take the game in a certain game design taste and direction. Just because you don't like that direction shouldn't mean you should rank the game as bad. It's just not for you.
Designing games by reviews and casual appeal is what has gotten us the myriad multitude of wii-crap games (not saying you can't have a good well designed party game, you can, but I don't want to play a party game).
raist3d
Fri, 09 October 2009 07:12PM
-
I got an account on here just to say, wtf kind of reviewer are you? The game is hard so you take off 3 points? Everyone knows going into this game, or anyone who has chosen to buy it that it is made to be extremely hard. This game was made for the perfectionists that want to kill bosses without taking a hit, this is for the gamers that spend hours obtaining the best armor weapons in oblivion yet on the highest difficulty can still be killed by a bandit. I'm sorry to say, but most of the gaming community has received the game well because they understood what it was from the get go. I'm sure the majority of people that play this game aren't sado-machochists like you say either.
As for all the jerks that say how does him writing a bad review about a game we love deteriorate our experience, LISTEN UP THIS IS THE REASON: Bad reviews which misunderstand the games they are playing give low scores, casual gaming readers look at these scores and do not even bother to read the review, gamers which could potentially love this game will not buy or rent this game because of a bad score. No buying the game = No more creation of such a game or similar types of games cause the world of gaming revolves around making a profit.
Sorry but the world needs more demon's souls and not the next fps which will revolutionize fps, I'm sorry to say but shooting someone with a gun with a cross hair in the middle of ur screen no matter how many lighting effects/cool monster designs/or landscapes is still the same.
Also Coop, don't pick up a game which doesn't appeal to you in the first place and write a review on it, it's just unfair to the game, it's like me hating racing games, deciding to play one and giving one of the best racing games a 6/10. You know this game is a hard game, a game which kills you over and over, you picked it up, wrote a review on it and gave it that 6/10.
Maatisan
Fri, 09 October 2009 01:29AM
-
Yeah I bet you like Halo, CoD4 (a game for noobs, not hardcore fps players) and probably will like L4D 2. Demon's Souls is a great game. your review isn't very good. I agree with a few points like the multiplayer. It could have been more if we could just invite our friends without going out of the way. I will never understand why the experience is better if it's a stranger to the point of excluding an option to just invite a friend in instead of an idiot stranger that I don't know, and don't want to know or play with, but the difficulty of this game doesn't seem to be a point to argue and thus give it a lower score, if any part of your deduction of "points" is based on that specifically.
I'm tired of these babies games like Mass Effect and Killzone 2 and all these games people love. THey are all too easy and I like a challenge. If you played any old NES games you'd know that there are a lot of similarities between this game and those older classic games. If you can actually play a game, you'd learn from your mistakes when you do die in this and when you go back at it again, much like the old NES games where you had to restart an entire area with all the enemies back, and use what you learned to progress past the point you died. I mean this is basic stuff from older games, I guess a lot of newer games are unfamilar with. I'll be writing about you on Raptr, so check it out. I'm keeping info on critics who rate good games bad and bad games good. You've been one of those critics... guy that gets paid to play a game and cites a few games to compare to but fails to mention classics. Maybe current gaming to you involves frequent save points and beating games in 2-4 hours. Sadly most games coming out are that easy to beat. Have you tried Shadow Complex? I have. 2-3 hours to beat. Sad. You'll like it though.
BloodDoll
Tue, 06 October 2009 05:36AM
-
As someone who has spend 120+ hours in Boletaria, it's clear to me that the reviewer stupendously overrated the difficulty level because he was unable to embrace Demon's souls concept of death and to play the game like it's supposed to be played.
This game is 'hard' but not because of the huge damage regular enemies can inflict or the shear number of deaths when facing bosses. It is hard because you need to change what you instinctively think is 'right'. Forget what other games taught you.
Don't cling to the souls you've gathered, don't cling to life. Demon's souls only punishes those who keep struggling when they shouldn't.
Cowboy_Bebop
Tue, 06 October 2009 05:18AM
- Related Articles
-
-
- Punisher: No Mercy Dated
-
Enter The War Zone Next Week.Tue, 23 June 2009 09:45AM2 Comments
-
-
-
- Ghostbusters-Themed LittleBigPlanet Content Pretty Much Confirmed
-
I Ain't Afraid of No Ghosts!Mon, 06 July 2009 12:35PM4 Comments
-
-
-
- Thursday PlayStation Store Update
-
02.26.09Thu, 26 February 2009 08:24PM2 Comments
-
-
-
- Hands-On PixelJunk Shooter
-
PixelJunk Atlantis is Still a Much Better NameThu, 06 August 2009 11:13AM4 Comments
-
-
-
- The Agency's Life Proved With Cinematic Trailer
-
Pre-Rendered, Not In-GameThu, 28 May 2009 10:10AM3 Comments
-
Community