Five RPGs that Break the Rules: Demon’s Souls

Demon’s Souls has had one hell of a story. The game was originally set to be published by Sony who dropped it because they felt it wasn’t going to sell. It turned into one of the must-have games for the Playstation 3. In fact, Demon’s Souls was the first game I bought for the Playstation 3 from word of mouth alone. And I bought it three months before I actually owned the system.

After the jump, the wonderful world of constant death

Some people see RPGs as interactive stories where the gameplay takes a backseat to the plot. Others feel the gameplay should take center stage. Demon’s Souls’ design is firmly in the latter camp.

From the beginning the game hits the player over the head with a dark and dangerous situation, where their only salvation lies in his skill. Within the first 10 minutes of play, the player is killed and his soul is trapped in a form of purgatory. The only way out is through several gauntlets of pain.

The hook of Demon’s Souls lies in two distinct areas: gameplay and level design. As a game, Demon’s Souls isn’t that complex. There are no combos for the player to learn or additional moves to unlock. Instead the player is presented with his options from the beginning. Success or failure rides on the ability to learn through a trial by fire.

Combat is simple but engaging, given how dangerous the encounters are. Demon’s Souls is one of few games where avoiding or mitigating damage is more important than dealing it out. Due to restrictions of healing items and the player’s own health bar, you can’t just take every hit and shrug it off. The bosses are designed to do major damage with their attacks, but are telegraphed enough to clue the player into dodging.

There is something very elegant with how the weapons were designed each with considerations to attack range, type, and arc of swing. Demon’s Souls is one of the few role playing games I’ve played where you can’t just use a wide sweeping attack in a narrow hallway. As in real life, the weapon gets stuck on the wall.

Demon’s Souls’ design also takes nods from the rogue-like genre with how death plays out. Die in a level and your collected souls (or money) are left on the ground. All normal enemies are revived. Die again before reaching the spot where you died and you lose your souls, which also act as your experience. The rogue-like nature slows the game down and really lets the player take in the world and the challenges.

The level design is one of the best I’ve seen in any game, with every world unique. You can just feel that the level designers combed over every inch of the game space when designing the environments and their distinct challenges. Also well executed are the boss designs, with each one bringing something different to the table to threaten the player. All that challenge and design add up to a game that you just feel like celebrating after beating each stage. That’s a rare feeling these days.

Multiplayer is very subtle, yet in your face. While playing online you can see the ghosts of other players who are in the same place as you but in their own game. Players can invade other people’s games for player vs. player action, or to team up to fight a boss.

In a time where games are striving for more accessibility by making games easier, Demon’s Souls was aimed at people who want a challenge, and it worked. Chances are you have seen people declaring Demon’s Souls spiritual sequel, Dark Souls, as the better of the two. I disagree, but explaining why would turn this entry into a novel. Demon’s Souls still holds up incredibly well and it unique in this generation of consoles.

Up Next: Square Enix’s wild ride
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Josh Bycer, who posts as jab2565 on the Quarter to Three forums, is a living, breathing game encyclopedia who’s has been playing games since the age of three. As he tries to get his foot into the industry’s door, you can find his writings at his blog, Mind’s Eye, and at Gamasutra.

  • Brooski

    I want to read that novel about why Demon’s Souls is better than Dark Souls.

  • Len

    Thanks for the plug for Demon’s Souls!  It is a truly incredible game that reminds you how difficult games were when you were a kid (i.e. Atari 2600 and NES difficult).

  • Ian S.

    I dunno, I feel like most NES games were difficult because of a combination of arcade-originated design (to make you die and feed more quarters) and horrid, horrid controls (not too long ago I tried playing Super Mario Bros. on my original NES and was blown away by the response lag on the original controller).

    My problem with Demon’s Souls was the muddy control scheme.  I felt like I was fighting the controller to do basic tasks, which pretty much killed my enjoyment of the game.  Compare it to something like Ninja Gaiden Black, which is just as hard but has a wonderfully responsive control set and which I love to death.

    I’m glad there are people who like Demon’s Souls, but I get a little tired of the “The only people who don’t like this game are ADD kiddies with no patience” evangelism (which I’m not accusing you of).

  • Len

    Definitely not evangelizing for the game; I know it’s not for everyone.  It’s very cool in my opinion that it’s not for everyone.  The controls flow nicely with Ninja Gaiden Black, and it’s a profoundly difficult challenge, but it’s an action/arcade style of game.  Ryu is never going to get tired after the 1st, 10th or 50th swing of the katana.  I think the muddiness you are referring to with the control scheme in DS is actually a nice feature.  The weight of the weapon and type of attack affect your damage dealt and endurance cost during a fight in Demon’s Souls.  And, you have to dodge, block, roll, and parry along the way (all costing more endurance).  The challenge in the game-play for Demon’s Souls is the resource battle of your character against the opponent.    

    Also, if you have played the NES Mario Brothers recently, have you tried the DS version?  The running/jumping in that are particularly loyal to the original NES version.  It’s another blast from the past for the jaded youth of our time to appreciate :)   

  • Josh Bycer

    Just wanted to post here saying that I’m not ignoring this. I’m just trying to think of the best way to go into detail about it. As I could easily fit another diary’s worth of text (or blog post) going into detail about it. 

  • Anonymous

    I have to say, though I love them both, I’m one of those who calls Dark Souls the better game (with one major caveat).

    Dark Souls keeps what was great in Demon’s, while improving many of the flaws and, critically for me, building a better world to exist in. Dark Souls is filled with lore and story, though told more subtly than in most rpgs. Environmental cues, item descriptions, a passing remark by an NPC, all flesh out the world as well as reading all the (excellent) books in Skyrim or Morrowind. And the world feels coherent. It’s a real place, where real people live and die (mostly die). Demon’s didn’t have that. It was just several unconnected levels.

    The caveat is a fundamental flaw in the multiplayer, due to how Namco-Bandai decided to set it up. Because it’s peer-to-peer, you can’t have things like world tendency changing to black for everyone on Halloween, say, like Demon’s did. I really miss that. And though I had very few problems finding multiplayer, there are many who reported differently. (I am convinced a not inconsiderable percentage of those were people not understanding the mechanics, tbh.)

  • Danm

    I am compelled to be a pedant- The World At War was made by Thames, not BBC.

  • Cseer

    wait wrong page. pedantry thwarted.