Yeah, it really is as hard as you’ve heard. And as Atlus has requested information be sent around, if you’ve gotten yourself an early copy, or even right on the release date, don’t panic when the servers aren’t working. They’ll come online on October 6th for sure, but this is apparently one of Atlus’s biggest releases, and as such, they need a little extra time to work on things.
Oh what to say about this game now that the news is out. Beyond the fact that it has a strange name, and probably should be Demons’ Souls, unless it’s referring to the collected souls by one demon as an example.
Okay, grammatical complaints aside, Demon’s Souls is excellent. There’s a strange addictive quality in this dungeon crawler that does its best to isolate, horrify, and kill you constantly.
It also incorporates some wonderful sort of disjointed multiplayer effort, where occasionally a player gets yanked into another’s world, is attacked by another, or pulls someone in. These are short ventures, always, never lasting for more than a boss battle. On top of that, players can leave each other messages. Warnings, hints, suggestions, occasionally tricks and pleas for help. Bloodstains too, when they die, which can offer a hint of what’s coming up to players moving through a new area. Players can also suggest messages, and an upvoted message gets your health restored to full. Very, VERY useful since it’s a precious resource indeed, and damn near any enemy can kill you in two hits or less. It’s certainly the kind of game where you’re constantly holding a shield up and ready to dodge. When a normal enemy can kill you in three hits, and there’s quite a few enemies who can kill you in one that you’ll come across while on the normal path to the boss, you’re dealing with a tense game.
But, that’s the essence of the experience, tension. Nasty enemies, nasty traps, and isolation. Players will see maybe one friendly face in a given area, usually a merchant loaded with overpriced items that players will most assuredly need to survive the poisons, cuts, and plagues that can kill in seconds. It’s a strange kind of game where boss fights can be easier than getting to the boss by leaps and bounds, but careful players who strike cleanly and methodically will find themselves well rewarded. Careless players who run ahead will fall off cliffs, get stabbed in the back, burned alive, and chopped in half, finding themselves in soul mode more often than not. But hey, that’s when you can go kill someone else’s boss and regain your body.
And once you have your body you’ve got more health and can equip another beneficial ring for enchantment, as most players will use the Cling Ring that gives spirits 3/4 health instead of 1/2 when they’re dead. Spirit form players see others pass by occasionally too, sometimes providing a warning of imminent danger.
Helping players stay alive are the souls they collect, which are both experience points AND money. Items can’t be sold, but enemies respawn whenever a player comes back to an area, so there’s an unlimited supply to be had, if players stay alive. When players die, they leave a bloodstain behind, which can be touched to recollect lost souls. Simple enough, in theory, but die on the way back, and the first stain disappears. Only the last death can be recovered, and it really forces players to decide if they want to save the souls for something big (like a spell to warp back to the Nexus, the game’s hub/only real safe point), or to spend them on smaller immediate upgrade and repairs to equipment, which degrades at an alarming rate at points.
Like I said, the game is brutal. High level enemies intended for later players will show up in the first level, even tutorials. The game’s skill based approach means, fortunately, players will learn from past encounters and get further along each time, as well as learning when to retreat.
The game isn’t a complex one, focused entirely on dungeon crawling, but it has things that really set it apart from other things in the genre. And unmitigated atmosphere of horror thanks to the isolation, constant demon attacks, and the fact most anyone you see is rampaging batshit stabhappy insane. The level of detail is superb all around, too. Weapons have weight of varying amounts and styles depending on the hand used, left, right, or two hands, some can parry offhand, some just swing or thrust a little harder, and some will require certain levels of strength to use with just one hand or the off-hand. They’re also quite sensitive to the environment. Large swords and axes will take wide swings primarily, and are capable of hitting multiple enemies, but will hit walls in a tight corridor, leaving players unable to attack. But switching up the attack type or hand use can provide an attack that fits the situation, and sometimes the speed or power needed to break a defense or hit before an enemy recovers from a missed attack.
Topping that off is the amazing amount of detail to the visual and aural presentation. Solid clangs and clashes, enemies that sound ferocious and/or crazy, heavy impacts, thumping footsteps, all part for the course. Not to mention some amazing roars. The environment, while tending toward darkness, is thoroughly well crafted, with a genuine appearance of decay and chaos, seemingly locked in the moment when everything went wrong with the world. Enemies have nice high resolution textures, plenty of polygons, and bosses are truly a sight to behold. Particularly as they tend to be quite large with no loss of that visual fidelity. The game keeps a solid framerate to match and nary a jaggy to be seen.
It all ends up greater than the sum of its parts, despite seeming like any other dungeon crawling brawler at first. The steep difficulty is NOT going to be for everyone, and it’s not flawless by any means. There’s times where an ambush really feels unfair, and when played in offline mode the game definitely loses some fun by a lack of bloodstains and messages to help. The lack of a pause feature can really grate as well, but enemies will rarely chase a player down, instead only becoming active when a player is on the move. Stay in place after killing the local enemies, and they won’t be an issue. Of course, that’s not to say invading black phantoms can’t be a risk for players with a body, so it’s definitely best to return to the nexus before walking away. It’s understandable to avoid the pause function in a multiplayer section to avoid griefing and keep the tension up, but when a player is in a single-player situation it’s something that needed to be allowed. Real knights may have crapped in their armor on the battlefield, but let’s save the inability to stop for a good poo for the hardcore sims, not demon hunting expeditions.
Demon’s Souls still gets a 4.5 out of 5, despite the occasional issue and the definite moments of frustration. A steep difficulty curve isn’t for everyone, nor is the game’s brutal, punishing nature, but for those who persevere and enjoy a serious dungeon crawl with roguelike elements, this is one of the best things to hit the PS3. There’s a truly addictive quality despite the hardships, and once you start, the odds are good you’ll come back over and over.