Demon's Souls (PS5) is quite possibly the worst example of a remake ever. Bluepoint have completely misunderstood the complex emotions, atmosphere and vibe that makes the original such an incredible piece of art.

To understand why Demon’s Souls (PS5) fails as a remake, we need to look at the contexts in which we view souls games. The prevailing discussion around the soulsborne series categorises their sole existence as games that gamers play to show how good they are at games. This culture pushes away the capacity of discussion around the artistic merits of each individual game and instead pushes people to view the games on an entirely mechanical level. Because of this, the original Demon’s Souls is viewed entirely as a proto-souls, where its merits as a work of art are discarded because the only significance it has as a game is that it created the mechanical basis for “better” games.

While I plan to write another essay on why Demon’s Souls (PS3) is one of my favourite artistic statements in gaming later on, I'll summarise here what makes the original so special. Demon's Souls at its core is a game about human greed and power. We arrive into Boletaria after the main events of its downfall have already occurred and are effectively set to roam around the wastes, picking up clues of what happened along the way. To many Souls fans, the lorebuilding may feel comparatively tame in Demon’s Souls but I personally feel it works to its benefit, as the game expects the player to come to their own terms on what led to Boletaria's destruction. Demon's Souls (PS3) uses full advantage of the graphical standards and techniques of the seventh generation to create a dense atmosphere that feels in line with the circumstances of its world. Boletaria is shrouded by deep fog because the demons are killing the inhabitants of Boletaria to harvest their souls to be consumed by an entity named the old one. The old one was awoken by king allant while his kingdom was in prosperity because he felt that the outer kingdoms in the world needed to be put out of their misery, when they were simply impoverished and in need of support. This contextualises the game’s dense (and arguably limited) foggy graphical style as the direct outcome of the atrocities that happen at the expense of the king’s hubris.

Meanwhile, Demon's Souls (PS5) sheds the visual style of the original to create nothing more than a showcase of modern hardware. Where once was a very uniquely grim colour palette of muted oranges, greens and very occasionally blue is now grey with a bright blue filter over literally everything. The nexus in PS3 is gorgeous, the walls are very abundantly textured, the lighting is subdued and golden runes adorn the floors, which I feel excellently conveys the nature of this being a long forgotten temple existing as an ethereal plane. On the other hand, PS5’s nexus just blasts you with beams of blue light coming from the roof of the structure, with the golden runes now being a weird orange LED colour rather than the ornamented look of the original. Areas in the remake massively suffer from having the lights look like RGB gamer lights than actual lights, which makes any area that tries to contrast two colours with each other look much gaudier than it should. Another horrible example of this is the Dragon God fight, where the pure red hellish look completely annihilates the visual distinction that the fight was trying to make with its contemporaries in the original in exchange for a generic western fantasy volcano area aesthetic. I think the only area that looks visually appealing in the entire game is the outside of Stonefang Tunnel, where the dusty oranges work in the favour of the atmosphere of the level although this is extremely brief and is ruined by the game's lighting of bloodstains and messages.

The UI of Demon’s Souls (PS5) is maybe the most indicative of where Bluepoint have gone wrong artistically. PS3's UI and HUD are extremely unique as far as games go. The font is skeuomorphic to the writing that would actually exist in world. It comes off as incredibly charming and it’s something that only the original Dark Souls (bar remastered) has attempted in the series since. In addition, the textured grey bars of the menus fit extremely well with the overall artstyle of the game. even the muted red they picked for the selection bar fits the palette in a very dulcet manner. The hud itself also fits the game perfectly. it's adorned with these strange silver demon signs which feel like they represent the resurrective pact you have been inflicted with. Meanwhile, PS5’s UI and HUD goes for a modernised, minimalist approach. it’s hard for me to even say anything about it without becoming enraged, this design choice feels like it exists entirely to appeal to the crowd of Playstation fanboys that think completely uncritically about a game unless it has a woman or LGBT person in it. The font in PS5 looks genuinely disgusting, it’s like they tried to reach a middle point with choosing between a fully minimalist sans serif and something like the original but ended up going with one of those original Google Docs ones. The hud elements have flat outlines and colours that massively contrast with the game's visuals. it adds to the visually overwhelming nature of the remake which is kinda oxymoronic to the intent of the minimalist design.

One of the fundamental reasons why Demon’s Souls would need a remake is quite honestly the combat. I personally adore it, but it is very clunky and jank and thus doesn’t really allow the general souls audience to engage with the game. This is why I think Bluepoint’s decision to keep combat entirely the same is absolutely baffling. it causes the animations to look horrible with the modernised models and it leaves the game worse off in all aspects. The choice to limit moongrass storage is in theory a good change, but it doesn’t really do anything to alter the game’s flawed healing system and instead just adds more grinding to the game. Bluepoint had the opportunity to do so much more with the combat, to speed it up or to at least rework a few elements but they instead did absolutely nothing.

Finally, I'd like to talk about the audio of both games. Demon's Souls (PS3)’s ost is my absolute favourite of the series. Shunsuke Kida focuses on the ways melody can evoke certain emotions in boss fights to excellent effect, which is made much more potent by the smaller orchestra giving a feeling much more intimate than the other souls games’ soundtracks. As is tradition with this remake, Bill Hemstapat's rearrangements are such an insane downgrade that it’s hard to really understand the thought process behind the choices here. These arrangements feature a larger orchestra with an immense amount of reverb over them that dissociate any emotion or feeling from the tracks at all. For example, the character creation theme in PS3 is a polyphonic and smooth textured synth based composition (unique from the rest of the ost) that gives a very calming, ethereal vibe. On the other hand, PS5 replaces the synths with piano, strings and vocals which just makes the composition lack the solitary and ethereal vibe that made it special. The voice acting of demon’s souls (PS5), while not always as egregious as the other elements of the game, does ruin the ending of the remake entirely. In PS3, when you beat King Allant he says his line in a very solemn tone that feels incredibly impactful knowing his circumstance. Meanwhile in ps5, he sounds like he’s pushing his throat up in order to sound like a muppet. It is maybe the worst attempt at a line read I have ever heard, the fact they put it in the game is absolutely baffling and indicative of how little they care for the emotional clarity of the game.

Demon’s Souls PS5 has ruined a game I hold dear to my heart and the fact it will probably be viewed and used as the main archival for the game (even probably coming to PC at some point) is a tragedy.

Reviewed on Aug 16, 2022


15 Comments


1 year ago

This goes so hard

1 year ago

@archagent tyvm!!

1 year ago

@SenkaiKasa thank you for being my friend :D

1 year ago

the way they made the gargoyles look more monstrous instead of tortured really bugged me. like that seems like such an obvious thing to get about Demon's Souls is the tragedy of it.

1 year ago

BARS

1 year ago

I fuck with this so hard. DeS is so special to me as well, and to see its very deliberate art direction be thrown into a blender and given a generic ass Todd MacFarlane ass Darksiders ass looking coat of paint to make it look SCARY and BADASS is tragic. The remade OST is also insane, Maiden Astraea's re-arrangement is a deranged decision.

1 year ago

@pizzadoggo the maiden astraea re-arrangement is genuinely enraging at how much it kills the emotion and tragedy of that fight. the flamelurker one is also baffling at how they michael bay-ified it

1 year ago

Absolute banger
I feel like I'm back in third grade doing multiplication tables with the sheer amount of FACTS in this sumbitch

1 year ago

Back when I deleted my old account, I left this monstrosity of an essay telling why Demon's was an achievement on videogames as art without being derivative into the vice around the word. A videogame that had so much soul, tarnished by an unnecesary remake.

While my old review has been obliterated, I think this little piece explains pretty much the coin's tails. The remake is the definition of "a barking dog never bites", so obfuscated in being showy and pretty and glossy, so little in substance.

1 year ago

@INaNBillington woah that's one of the coolest things anyone has said to me ty!!

@MalditoMur i would have loved to read that, anything that understands the beauty and complexity of ps3 demon's souls is good in my eyes :D

1 year ago

I guess I can dump it out there again, but it's in spanish so a bit of translate work would be handy. Otherwise sure why not? I'm planning on adding subtitles to my videos too (since the review is basically my script lmao).
The ooga-booga part of my brain still kinda thinks this remake bangs, but I agree with each individual point made here, especially regarding the music. I wish the game came packaged with a simple port of the original, which would have been achievable considering Bluepoint's step 1 in the process of making this remake was getting the original running on PS5.

1 year ago

@The_Trash_Man Wow I had no idea, that makes it even worse. They should've just ported this wonderfully weird little game.
This comment was deleted
@pizzadoggo Or they could have just included it in this remake as an option. I understand that if Sony wanted a flashy remake to sell their machine then that's what they're gonna get, but an option to play the original would have gone a long way towards allowing us to meet this remake on its own terms.

I have to say though, I don't think porting to new systems is a particularly good way of engaging in games preservation. A port is good for a while, but ultimately just as temporal as the original release. Nothing short of a massive embrace of emulation will solve our game preservation woes.