Note: this review will be written in the hypothetical scenario that, this was 2009 (barring the multiplayer I can't speak on) and the rest of the series does not exist yet. Why? Because I think I can indicate why I feel so strongly about it, and why I feel the opposite about later entries only with a certain context. With that said...

It's rare to see a game this solid just out there without much appreciation, and the appreciation it does get doesn't go the full mile for what makes it so good. It's an unconventional action-RPG, pretty much anyone could recognize that, but Demon's Souls isn't the best action game, nor the best RPG, yet I prefer it to anything I've played of those genres other than itself. Weighty, slower combat, methodical exploration and an extreme variation in landscapes characterize a sensation of exploring its world in a way that isn't something you frequently see these days. Ranging from a vast sea of blood in a murky green haze filled with Lovecraftian monstrosities, to a stormy landscape populated by flying stingrays which blast you from above, I never got tired of the landscapes. But what really makes it great is the way they tie into the gameplay at hand, thanks to the unique systems the game has that are very experimental on the whole.

Recognizing that it's a weird game is one thing, but Demon's Souls best strength isn't actually its combat or complexity as a choice-driven RPG, because it'll continue to beat you down no matter what path you pick. In-fact, it's not even an action game in my eyes - it's a game of preparation. The moments of high thrill and intense action have their fates usually already decided before they begin, by the environment, by the number of enemies, by the items you have on hand and the items you have directly equipped at this moment. All this means a lot since you can't pause, an utterly bold choice, yet a meaningful one. Before several boss fights, I found myself having to choose between weight and fast movement, between high magic defense or slow regeneration, between landing lots of hits or maintaining range, knowing I wouldn't be able to pause and change anything in the heat of the moment. My in-game stats didn't define me, it was my wits, and managing to outthink a world clearly out for my blood. The games most experimental edges all have a purpose, which is to add a preparative element to adventure. It's not just a matter of trial-and-error, it's a matter of figuring out what to do just as much, if not more, than execution. Some bosses I'd find would just be near impossible to damage, or would revive after I killed them, always throwing new hurdles at me I had to factor in. I remember when I was around the Leechmonger Archstone, I found myself consistently getting pushed down no matter what I did, so I found myself going to other areas (which you can access in a non-linear fashion) and exploring there instead. After conquering those worlds and accumulating rings, I managed to get enough poison resistance to muster my way through the poison swamp, utilizing my Soul Remains to lure enemies away as even with my best gear I could never take out that many, but I had another challenge on hand, which was that thanks to my own failures of dying here after entering my human form, the world had changed. The landscapes of Demon's Souls often change ever so slightly in regards to things like enemy placement tied to your own direct failures, and while I think more could have been done with it, it's such an ambitious idea that I can't help but praise it anyways and love how it feeds into that notion of being careful every step of the way. Other games may put you on scripted adventures, but Demon's Souls non-linear exploration and gruelling difficulty saw me taking things at my own pace, yet simultaneously going with the flow of how much the game would punish me for failures. Learning and discovery are necessary to overcome the greatest challenges, because a fight means nothing if the outcome is predetermined by what you know.

Demon's Souls true greatest quality is that most games punish exploits and trickery, but Demon's Souls fully expects you to utilize them to overcome how much it exploits and tricks you, the player, in an act of unfair-fairness where both sides play dirty. What you gain on your adventure and what you learn is what carries it, you go at the order that suits you yet it'll always have something in store to clobber you down with, even if you're finding one area more comfy than another. Checkpoints are far from where you need to go? If you get far enough, you can mitigate the trials of the map via using interconnected level design to create shortcuts. Enemies are damaging you too much? Distract them, or alternatively, use long-range to immediately kill them without them standing a chance. Everything that would be disincentivized in another game under some idea of the game designers valuing honor amongst their own systems is thrown out the window here. You play in a cruel world, and you will play cruel to the world. Everything you find on your journey benefits you and balance is wishy-washy in a way that somehow only serves to make the game better rather than worse, as I was constantly weighing out what I needed; especially thanks to the system of Souls being both money and experience points, leaving even my ability to level up in the air. It's not a flawless game but it's an enchanting one to get lost in. I just hope for a sequel that utilizes some of the mechanics more, perhaps less focus on the RPG elements and more focus on the scavenging for tools and exploits side of the game given builds don't mean much? Some of the bosses were a bit too straightforward too, I'd kill for more bosses that make me think outside the box almost like they're puzzles. World Tendency could affect the world even more when you die, perhaps having entire environments warp. Hell, given the existence of the Thief's Ring, maybe just a full-blown ability to sneak around enemies, more variation in the quality of the AI could be good for this too; with some enemies being smart and snooping you out, while others are equally as mindless as is. All just ideas, but for a game brimming so full of possibilities, who knows what one could expect from a sequel?

Reviewed on Apr 05, 2023


2 Comments


1 year ago

My second favorite next to Bloodborne, good review!

1 year ago

Thanks man. I'd play Bloodborne too if I had a damn PlayStation, but I don't so no review in the foreseeable future unfortunately.