Demons Souls on the PS5 is an unlikely love letter to brilliant, broken things

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Demon’s Souls on the PS5 is an unlikely love letter to brilliant, broken things
Screenshot: Demon’s Souls

From Software’s Souls games are all about the tragic pursuit of doomed, nigh-impossible goals. Slay gods immune to the very concept of death. Reverse the apocalypse when it’s already 99 percent of the way complete. Stay sane in a world that demands madness. Stay alive. So we’d like to offer a toast to remakers extraordinaire Bluepoint Games and SIE Japan Studio, who’ve managed to resist what must have been a seemingly impossible compulsion all their own with their “new” PS5 launch title, the remake of From’s 2009 break-out Demon’s Souls: The urge to fix all the elements that have always been blatantly broken and misshapen in this beloved hot mess of a game.

And we want to be very clear, right here at the top, that “broken” and “bad” are not intended as synonymous. Yes, there are sequences in Demon’s Souls—both the original, and this sometimes perversely faithful remake—that are out of touch with the principles of modern game design, and which in some cases verge into the anti-climactic, unsatisfying, or shoddily executed. (The biggest of these, as it always has been, being the visually impressive but poorly implemented Dragon God boss fight that ends the game’s second major world, an awkward combination of sudden stealth gameplay, fuzzy detection rules, and getting punched repeatedly in the head by a massive, angry dragon.) But Demon’s Souls charms at least in part because it’s filled to bursting with ideas that wouldn’t fly in a modern AAA game—which is what makes it so strange and wonderful that Bluepoint has seemingly preserved every bizarre, ambiguous, maddening touch for this, one of the most high-profile titles of the PlayStation 5 launch. The idea of millions of fresh consumers opening their shiny new boxes last week, only to immediately throw themselves into that brightly colored, seemingly innocuous death hole in World 1-1, is as hilarious as it is artistically heroic.

For the unfamiliar: The original Demon’s was released more than a decade ago, heralding From’s transition from its modestly successful King’s Field series of first-person RPGs into the genre-launching victory of Dark Souls, which cleaned up, refined, or otherwise developed many of the ideas that first saw the light of day here—the careful and deliberate pacing of combat, the spending of a tenuously held currency to strengthen your character, the ability to leave messages to guide (or trick) other people playing the game online, and the notorious ability to invade the world of those other players and make their lives a living hell. Just as important, though, was the tone the original game set: Mournful, mysterious, and resolutely hostile. (Which isn’t necessarily the same thing as “difficult”; even more than its successors, Demon’s delights in the deployment of a good level design troll over outright brutality.)

If the progress of the Souls series has been a consistent, frequently critiqued movement toward more player-friendly gameplay, then Demon’s Souls remains the top of the slippery slope down which the series has subsequently slid. Enemies (including bosses!) will frequently resist your weapon’s damage type. Necessary power boosts are hidden in out-of-the-way corners, or behind the ever-obscured World Tendency system, which modifies god knows how many small aspects of the game based on how well you, or other players, are doing at it. Bosses are largely based around puzzles and gimmicks, tricky ideas or conceits that you’re expected to desperately work out while they’re busy murdering you. Giggling men kick you down holes with gleeful abandon. (That part, at least, has stayed consistent.) If Demon’s Souls tries to hold your hand, it’s probably doing so in an effort to guide you straight off a cliff.

And it’s all still here, albeit with a glossy, occasionally too-busy paintjob that nevertheless can’t obscure the wild, first-draft, best-draft energy of it all. Remake or no, this is the exact same stone that From spent the following decade polishing, first into brilliance, and then into a sort of cheerful corporate frictionlessness by the time Dark Souls III rolled around in 2016. It would have been tremendously easy, and diabolically tempting, for Bluepoint to shift things in that direction—a tutorial here, a slight reduction in the tide of bullshit there. (A shout-out to our very first invader, by the way, who smashed every piece of equipment we owned with an armor-breaking spear and necessitated a costly trip back to the local blacksmith to get it all fixed.) Instead, they’ve preserved the warts with the same loving care that they’ve lavished on the core gameplay, which remains solidly satisfying even as it’s used in service of frequent gotchas or nasty tricks. Yes, the levels are too long. Yes, the game’s consumable healing items lack the elegance of Dark Souls’ self-replenishing estus. Yes, the trick with the boss that just keeps respawning until you go kill the innocuous zombie standing on her balcony a billion miles away is unimaginable horseshit. But also, yes: That sense of running through the labyrinths of a demented, cackling dungeon master, daring you to stay alive ahead of rolling boulders and tricksy ambushes—while unseen friends leave you messages warning you away from the worst of the deathtraps—is still alive and well.

Demon’s Souls would have been easy to fix. Leaving it this wonderfully, majestically broken is the real victory. Umbasa.

12 Comments

  • ruleckhartt-av says:

    t

  • andrewbare29-av says:

    I like the Souls games well enough, and I’m sure I’ll play Demon’s Souls once I get around to buying a PS5, but it really is amusing how every flaw in these games is immediately spun into a virtue. “Sure, some of the mechanics are infuriatingly opaque, and a lot of the boss fights make no sense whatsoever, and the entire experience can be pretty frustrating, and there are levels where the frame rate drops to next to nothing and playing through them is almost impossible, but that’s what makes these games so brilliant!”

    • the-misanthrope-av says:

      I’m not a hardcore SoulsBorne player, but I enjoy them for the challenge, the clever level design, and the awe-inspiring (and a bit dread-inspiring) design. That said, I will admit nearly every one I’ve played (never played Demon’s Souls…will likely wait on the PS5 for a year or two) has at least a few bits that come right to the line of controller-throwingly unfair, but don’t quite step over (YMMV, of course): the clockwork traps of Sen’s Fortress, the many petty annoyances (rounding up to a major pain) of Blighttown, those damn toxin-spewing idols in Black Gulch, the Nightmare of Mencis and the whole frenzy mechanic, those healthbar-erasing wardens in the Irithyll Dungeon, etc. But, in the tradition of these games, you get over it, figure out the trick, and adapt.

    • mifrochi-av says:

      Anytime I read anything about a From Software game, I feel like it’s Opposite Day. I’ve been playing some old NES games with my son, and with cheat codes and save states they’re a relaxing way to wind down the evening. The idea that they’re “better” at their standard difficulty level – or that games should emulate that “smash your controller in frustration” gameplay style – is beyond me.

  • zackhandlen-av says:

    “Yes, the trick with the boss that just keeps respawning until you go kill the innocuous zombie standing on her balcony a billion miles away is unimaginable horseshit.”Counter-opinion: it rules.Anyway, Demon’s Souls is great, and I’m pretty eager/desperate to get my hands on a PS5 so I can play this thing. (Also, excellent review.)

  • mifrochi-av says:

    I really wouldn’t mind if the Mass Effect remake took a similarly reverent/baffling approach. The unwieldy, idiosyncratic combat system in the original Mass Effect is much more satisfying than the second or third games, but I assume the remake will standardize gameplay across all three titles (and won’t make 2 and 3 play like the original one). 

    • andrewbare29-av says:

      It looks like the Mass Effect remake is just going to be a simple remaster, with no changes to gameplay mechanics. Which…I was kind of hoping they’d tweak the first game’s inventory system, to be honest. 

      • mifrochi-av says:

        A – I haven’t been following it closely, but there has been scuttlebutt about characters looking different, so I assume that they were overhauling the game. And agreed that the inventory system was terrible. I also did not care for the utility goo or whatever it was called. I just really liked how strategic the combat was. 

  • yuyufan0701-av says:

    Oh man, the header image for this article… [SPOILER WARNING FOR A GAME RELEASED 2 CONSOLE GENERATIONS AGO]It was so absolutely gratifying finally killing that sunnuvabitch after he spent the whole game trolling you and taking your shit. Arguably in the top 5 most rewarding moments of that game!!

  • FrenchyToasty-av says:

    Demon’s Souls is one of my favorite games ever… But the originality and out of the box thinking is not limited to it, it’s actually part of FromSoftware’s DNA. Ninja Blade, 3D Dot Game Hero, their old PS2 and PS1 cathalog is full of it.

  • FrenchyToasty-av says:

    “Yes, the levels are too long. Yes, the game’s consumable healing items lack the elegance of Dark Souls’ self-replenishing estus. Yes, the trick with the boss that just keeps respawning until you go kill the innocuous zombie standing on her balcony a billion miles away is unimaginable horseshit.”Are you serious? I mean it’s what made this game fucking great!

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