
Game Play
The sole (pun intended) factor in forming the superb game play of Demon’s Souls is its combat. If one could select three adjectives in the English lexicon to describe it: balanced, intuitive,and engaging would do fine justice. Battling against the once non-malignant denizens of Boletaria is like playing a chess match. Except in this case, the warriors house each piece’s ability unto themselves, with an expansive list of useful spells as the wild card. Attacking, blocking, and dodging must be executed in strategic tandem. The key is that both the player and his/her adversary possess the ability to execute these pillars of play, especially online versus human players (smarter NPCs can even heal themselves). What builds the strategy and tension to insane heights is the fact that you can’t pause the game. Nope, not at any time. Surviving is all on your shoulders, and your brain! So tasks such as healing yourself in a fight is a technique to be perfected.
By now, you’ve heard how this game is hard. I’d prefer to say challenging, skewed on the player’s patience. You’ll most certainly die a myriad of times and ways, likely to the point of losing count. Though, once players get into the demonic groove of things, their knowhow and timing will converge into success. And no game rewards the player physically and emotionally more than Demon’s Souls. Once you do die, you lose your body and enter ’soul form’. In soul form, your health is halved and attack power is decreased. Additionally, you’re stripped of every precious demon soul in your possession, in which you have to find the place of your untimely demise and gather them once again. Did I mention you must restart the current level over? Certainly sounds harsh. Well, considering you’ll be in this form often, getting to know your true-self, it seems natural that this is the way the game is meant to be played. If that makes any sense. There are a few ways to reclaim your body. Most commonly done by slaying a boss (who are entirely awesome throughout), either alone or with a few mute friends. In doing so, the feeling of success lifts a burden and rewards you greatly with your flesh and a bunch of souls. Physically and emotionally rewarding, see?
Aforementioned is the cooperative play, and if the combat is the “soul”, then the online system is the skin and bones. Networked play hasn’t been this creative in a long time. Multiplayer is designed seamlessly into the game world, never breaking the atmosphere. Instead of navigating menus, players utilize items within the world to summon one another into their own world to tackle levels, and often force themselves into your world, hellbent on killing you to reclaim their own body. When you’re not playing alongside others, you still feel connected to their mirrored worlds. While trekking about, you’ll often see random apparitions of warriors. These are in-fact other players playing in the same area as you simultaneously. Even when faced with the struggle of loneliness, you’re never truly alone.
Aside from the summoning, camaraderie is further extended by the help system. Players can opt to aid their potential online companions (and opponents) by writing messages on the ground. Said messages—and there are hundreds of them—are preset, ranging from warnings like “Beware of fall ahead” to pleas like “I’m in trouble–Please recommend this message”. The purpose of them tie together by not only assisting other souls in the mirrored worlds, but also, if the message is recommended, it’ll grant the placer some modest health recovery. Hence the previously mentioned plea you’ll see littered about the locales. What you’ll also notice littered about are pools of blood. These stains are the spots at which other players have lost their wits, dignity, and, you guessed it: souls (they died). By touching a pool, you can see how they died, giving you insight on how to go about the next corner and so forth.
These online buddies better think twice about waving to that demonic troll…I don’t think he’s looking for any friends.
Graphics
It’s nice to occasionally gawk at the gloomily-beautiful environments throughout the ‘colorless fog’ infested Kingdom of Boletaria. Seems the developers were even aware of this, by inputting “Nice view” to the list of writable messages. Most impressive is the implementation of depth of field and exaggerated lighting sources and effects. The way your ‘Stone of Agite’ scarcely, though brightly, lights the immediate path ahead adds to the tension and spectacle. Even with its medieval setting, the art is unlike the norm and further engrosses you into the world. The designs of all the weaponry and armory is astounding as is the creatures and their territories. The country is separated into five locations, all unique and all creatively structured. Though the environments are awesome, they’re not constants like the player characters themselves. They animate fluidly and believably, and nice Havoc physics add the extra touch.
Even with all that it does right artistically, technically there are some missteps. Occasionally the game will suffer from great frame dips and subsequently slowly chugs along for a period. This was most prevalent in the 2-2 level. Also, while it does add nice variety to the visuals, the physics can be wonky at times having dead bodies and debris defying the laws of physics. Those of which its supposed to adhere to. It’s not a perfect package, but one that is definitely forgivable and entirely enjoyable.
Sound
I’ll start with the demoting elements of the sound design. Music is limited, and dialogue is exponentially limited, understanding that those are redeeming qualities of role-playing games in general. Having said that, what exists is outstanding in quality. Even though there is no music whilst trekking the levels, the moody atmosphere is set by whistling winds, footsteps crossing a variety of grounds, clashing metals, and creepy respiring demons. The epic music kicks in during the boss fights which fits the mood perfectly. Even more so, is the mellowing-melancholy melody of the the Nexus. The dialogue, bare bones for an RPG, is still voiced wonderfully. The NPCs all have interesting personalities and dialects originating form every corner of the United Kingdom it seems. Great work, but not enough of it honestly.
Longevity
Since I likened the combat and online play to parts of the body, it’s only fitting that I continue. The demon souls you acquire, are indeed, the blood of the entire game. It’s utilized as currency and experience. And like your own life force, you don’t want to lose it. Souls can be gotten and lost in either of the five territories in the game. And its up to the player where to go and when to go. The governing force that effects soul acquisition, pacing, and events, is World Tenancy. This is the developer’s fresh take on the whole ‘Good vs Evil’ thing that others have been experimenting with for years. I say Demon’s Souls handles it the best. This is because having a sway in tenancy doesn’t strictly destine you as a good or evil individual. But rather how the world is effected.
With White World Tenancy, enemies are weaker and provide less souls, but more loot. With Black World Tenancy, enemies give you more souls and less items. With either tendancy, certain characters are revealed, which lead to different events, and finally to potential differences in attainable items and spells. It all requires multiple play-troughs to experience everything, and the experience gets even better the second time. This comes full circle back to the souls themselves. As you progress and restart, the unending yearning for souls is unrelenting. And as you continue, the demons themselves get stronger. So reaching that 800+ Soul Level cap is identical to swimming for your life in a treacherous ocean, eying that beacon of light in the far distance. Good luck brave slayer of demons.
This poor chap’s been in soul form for so long, he’s forgotten how to scratch his nose!
Fanboyism
Becoming a demon slayer in Boletaria is unlike any experience available. From its engaging combat to the long hours of farming for loot and souls, Demon’s Souls grasps tight to your existence and doesn’t let go. It’s some of the most thrilling experiences to be had in a game.
A signature moment for me was my first PVP duel. After an elongated and exhausting adventure—having tens of thousands of souls—through the fiery mines of 2-2, my world was invaded by a black phantom. It felt as if the borderline fear and excitement twisted my heart and gut. After a long competitive match, I dispatched his soul from its shell and reveled in relief and victory. As soon as I thought I was home free to challenge the boss, I was invaded once again by another player! Determined not to lose my “life force” I fought hard and swift, executing the threat before me. I felt invincible to be honest. So I boastfully passed through the fog to the boss, The Firelurker, and was quickly killed! After all that trouble and triumph! Well, I went into that boss fight smarter the next time and summoned a few fellow demon slayers. Sweet victory…
There was another bizarre moment where I had to use the bathroom (in real life). I stood my character next to the Archstone, safe from any NPC threats. I was only gone for one minute, and as I returned, I stood in disbelief and disgust that I was just killed by an invading player! I messaged the gamer and we had a laugh of it all. It’s hard out there for a slayer. If only I didn’t waste time washing my hands! Kidding.
Conclusion
What more can I say? This is a game whose design is fun, unpredictable, and ultimately rewarding. It has an atmosphere that consumes like the fog within the game, and a value that entices you to spend hundreds of hours wandering through that fog. I haven’t played an RPG this generation that’s as original, though if there’s a single issue I have with it–it’s absolutely the minimalist approach to story. Even so, it does it without sacrificing character.


