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Demon's Souls doesn't want to hold your hand. It doesn't want to
be beaten. And it definitely doesn't want to be friends. Don't expect
a relaxed learning curve or well placed checkpoints: just turn the
lights off, grab your PS3 pad and get ready for one of the most
brutally rewarding games of the last decade. This is a game that
makes Ninja Gaiden
look plain soft. This is Demon's Souls.
Ignoring
the industry trend for accessible, casual friendly games, From Software's
action RPG crept bravely into the market with little more than a
muffled whisper from under its heavily armoured visor. The exclusively
Asian release witnessed no elaborate marketing campaign, which is
curious not least due to it being a Sony-published platform exclusive
and an original IP to boot. But as loosely translated rave
reviews began flooding the Internet, the Western gaming world took
note and forum boards and comment threads alike began to murmur.
Demon's
Souls' Japanese roots shine through from the onset, with a creepy,
kooky opening cinematic setting the scene, its music more befitting
of a horror movie than anything else. The tale goes that King Allant
XII, the greedy ruler of Boletaria, brought untold evil to the world
in his search for power and prosperity, manifesting in the form
of mysterious, colourless fog that unleashes soul-craving demons.
Humankind is facing extinction and you, the would-be hero of the
land, are its last bastion of hope. This oppressive tone never relents
and - as you'll soon find out - you're very alone in a world that
wants you… well, dead.
The
story soon takes a back seat to the action though, at least once
you leave the rather opaque character creation screen where you
doll up your aspiring hero to taste and choose one of the ten Origins
(classes). While this might sound like a lot, your character's Origin
only serves as a guide - a blueprint of statistics, such as HP,
Stamina and Dexterity - that merely points you in an archetypal
direction. The Soldier will appeal to those looking for a jack-of-all-trades,
strength in breadth kind of character that can wield any weapon
but doesn't excel in any particular area. The Knight is your straight
up sword and shield warrior with an array of defensive abilities,
but this comes at the expense of luck (meaning less chance of getting
loot from kills). Ranged aficionados have a number of magic-based
classes to choose from (with the Royal being curiously powerful
from the onset compared to its counterparts), as well as the Hunter,
armed with bow and arrow.
The
game kicks off with a softly-softly tutorial, introducing the controls
and pitting you against some paltry zombie types. Then, just when
it's all going a little too well, it mercilessly slams you with
its vertical learning curve, thrusting you headlong in front of
a giant, axe-wielding demon that's hell-bent on cleaving you in
two. Five seconds later (maybe ten if you've really nailed the rolling)
you're where the game wants you: face down in the dirt and oh-so-angry.
But
worry not: the Nexus has you now! This temple-like, initially unpopulated,
location acts as the hub around which your demon hunting escapades
centre. Dying results in your character adopting an ethereal blue
soul form, with just half your normal HP, and this is how you'll
spend most of the rest of the game. The only way of getting your
physical form back is by defeating one of the boss demons littered
throughout the game's worlds, which can be accessed by Archstones
- magically infused hunks of rock created by the ancient Monumentals
in order to keep The Old One at bay, which act as portals to and
from the Nexus.
And
so the real Demon's Souls starts here: facing the grand, gently
sloping staircase of the Boletarian Palace. Running in hacking and
slashing is a sure fire way to an early grave, with even the first
few enemies proving dangerous to those unwilling to block, dodge
and counter, as the game brashly gives you a taste of the level
of tactical consideration you need to succeed. The superbly detailed
yet dark, medieval-inspired visual style of the world somehow complements
the action that, when coupled with an audible bias toward gloomy
atmospheric effects, creates a tense and brooding atmosphere.
Fall
in battle (and fall you will) and you're transported back to the
beginning of the level, with all enemies having respawned and without
all those souls you spent twenty-five minutes building up, hoping
to buy yourself a new hat. Much anger may follow. Complacency, along
with good old-fashioned gaping holes in dark, narrow walkways, can
be your biggest enemy. Some enemies, no matter how many times you've
killed them beforehand, always seem to capitalise on your mistakes
and punish you. But don't give up; perseverance is the name of the
game here, and those that do will emerge stronger and better prepared
for a second attempt. By the time you're done with a level you'll
know every nook and cranny, every enemy's location and how best
to approach each section. Steadily working your way back to your
corpse with 130,000 souls trapped within it is a heart-in-mouth
moment for sure. This second time through you'll find the whole
experience twice as tense, twice as gut wrenching as each failed
attempt at defence chips away at your health bar, and twice as painful
should you once again meet a premature end.
Souls
are, after all, the essence of the game. Defeating the first level's
end boss, Phalanx, an interesting concoction of part demon part
shield, allows you to spend them on levelling up your character's
stats. Each stat point purchased raises your character's Soul Level
and, in turn, raises the cost of the subsequent point. This allows
for a staggering theoretical maximum level of 712, with 99 in each
stat (which will remain well out of reach for all but those extremely
dedicated players who are willing to traverse the game not once
but up to five times at an ever increasing difficulty level). You
can also use souls to buy items from arrows to healing herbs and
to upgrade and craft new weaponry and armour. The crafting system
is pleasingly deep and, on top of the already plentiful supply of
stock weapons found both in the world and purchased from merchants,
results in plenty of equipment options.
Completion
of the first level also pries open four additional worlds, each
broken down into four or five individual stages, and it is then
that Demon's Souls' design genius first hits home. It's more open
ended than open world, but nonetheless the options are rife. Suddenly
there are five unique worlds to explore at your own pace, each more
challenging than the last. Stonefang Tunnel, a dwarven mine now
corrupted with lizardmen, taunts you deeper into its fiery depths,
culminating in a set piece battle with the Dragon God demon. The
more sinister Tower of Latria, on the other hand, is a jail populated
by octopus-headed illithids which not only sound the part, with
shiver-inducing bells that ring as they walk and cast spells, but
also prove particularly challenging to overcome. Stuck on a particular
stage? Cut your losses and try another world. Each will take many
attempts and repetition is unavoidable, but the solid level design,
varied and challenging enemies and the overarching freedom to dabble
where you will cleverly alleviates any monotony.
The
game's various stat screens are initially almost as impenetrable
as the game itself. There's a vagueness to them, with symbols instead
of words so it's hard to tell questionable interface design from
simple lost in translation. You may find yourself saying "well,
it is Japanese" on more than one occasion, but at the same
time it fits and, furthermore, somehow manages to add to the character
of the game. There is no handholding, no tooltips, and no room for
the impatient; if nothing else, this is a game that deserves points
for consistency.
However,
you might ask why a game would be purposefully unhelpful, but there
is some respite - and not in a form you might expect. You are free
to leave messages around the game world for all to see, marked by
a glowing red insignia on the floor. These messages - some helpful,
some humorous and others just plain baffling - can then be rated
by other players, and if they get sufficient support then they become
a permanent fixture in the online game world. The system is restrictive
enough to avoid misuse yet flexible enough to allow a wide range
of hints and tips. "Drop here", for example, might lead you off
the edge of a castle wall to an inconspicuous secret area and some
desirable items. It's a bit cheesy and eccentric at first - and
perhaps even a little strange - but stranger still is that it works
very well.
This
same pervasive and altogether intriguing approach to online functionality
spreads to the multiplayer, which swaps out clunky game menus in
favour of similar insignias. When fortunate enough to have your
physical body intact, you can choose to invite friendly players
- in their blue soul form - to aid you in your game. A single game
may have up to three players (one host and two blue soul allies)
and any progress made will be for the host player only. Conversely,
you can offer yourself up as an ally to others by simply using the
Blue Soulstone in your inventory, leaving your own soul sign for
others sharing the same area to see and act upon.
For
all Demon Soul's originality, it does have some quirks; inviting
friends to your game isn't easy and there's no communication (including
voice) outside of a rather primitive selection of emotes. However
- and this can't be stressed enough - it fits. It doesn't
break the immersion of the game and nor does it ever force itself
upon you - that is except for a further exciting feature: black
phantom invaders. Another item, the Black Soulstone, allows you
to quite literally break into another player's world for a chance
at bringing them down and stealing their souls! This brings an entirely
new edge to the experience and it's a real rush when the message
"Black phantom Onimusha1979 has invaded your world!" unceremoniously
interrupts an already tense playing session, creating a real cat
and mouse battle for survival.
There
are quibbles about class homogenisation towards the end game and
heavy armour not being worth the bother, but in the grand scale
of things it simply doesn't matter. Hell, save perfection for the
sequel. While many may rush to brand it 'not for everyone', Demon's
Souls should be recognised as something more; a compelling and ruthlessly
well-crafted dungeon crawling romp with untold depth to excavate.
Its appeal may be niche, but for those who appreciate a challenging
and ultimately very rewarding game in a genre that's poorly represented
not only on the PS3 but in this entire console generation, Demon's
Souls is an absolute must have.
Reviewed by Martin Oddy for AceGamez (All Rights Reserved).
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