Demon's Souls: Overstated Difficulty Hides Solid Game Design

Friday, January 08, 2010

Editor's note: As any regular reader knows, I think Demon's Souls is the most brilliantly designed game of last year. I really hope that developers are inspired and adopt the title's ability to synthesize many different mechanics into one, smooth experience. Tony is also enamored with this dark fantasy adventure and recommends that you look past the infatuation journalists displayed with difficulty. -Rob


Now that the holidays are behind us, I want to look back at one of last year's most impactful titles -- Demon's Souls.

Many of you likely didn't play the game. Demon's Souls is a PlayStation 3 exclusive, but more importantly, the title was very quickly labeled as being one of the most difficult experiences of the past decade.

This isn't a review, nor is meant to be a diatribe about an overlooked gem. Rather, I merely hope to shed a little more light on this oft misunderstood adventure.

Unfortunately, the professional press -- despite giving mostly glowing reviews -- have frightened off many would-be adventurers with tales of "brutal challenge," "incredibly strict gameplay," and loss of all progress with little recourse. Let's sift through the haze, shall we?

 

First and foremost, Demon's Souls is not an "impossible" game; the gameplay is not cheap or completely unforgiving. As far as role-playing games go, this dark fantasy title is incredibly refreshing in spite of a reliance on many age-old conventions.

Although an incredible amount of depth in terms of building one's character and influencing the world of Boletaria shapes the game, Demon's Souls is actually more of a survival-horror adventure than anything else. Most enemies spawn at precisely the same locations, the atmosphere is unbelievably foreboding and nuanced, and you'll likely still feel greatly intimidated by the creatures and world late in the game.

I say Demon's Souls is more of a survival-horror adventure than an RPG because the game is more focused on staying alive than merely increasing levels in hopes of eventually plowing through low-level enemies.

No really weak adversaries populate the game; things just don't work that way in Demon's Souls. You can put 20 to 30 hours into increasing the soul level of your character, but even the lowly guards and dreglings of the first area will still pose a significant threat if you're not careful.

What's the bottom line? Boletaria is always a dangerous place.

Does this mean the game is solely meant for the "hardcore" crowd or folks who revel in masochism? In this gamer's humble opinion, no. The reality is that the game is designed to give players a very specific type of experience -- one that is engaging, rewarding, and completely immersive.

If I had to point at one particular element of Demon's Souls as the game's defining quality, I'd probably have to go with attrition. The trait is in almost every fiber of the game, which -- undoubtedly -- forces you to pay attention at all times and respect the severity of your situation, regardless of how powerful you may think you have built up your character.

Speaking more specifically, stamina is probably the one gameplay mechanic that grounds Demon's Souls in a very unique way. The concept of stamina is nothing new; however, when coupled with the game's combat and control style, stamina is definitely a very -- if not the most -- important factor of gameplay.

When your character attacks, rolls, or blocks, he uses stamina. There are no endless combos. If you aren't mindful of your stamina bar at all times during an encounter, you could very easily leave yourself open to a fatal attack.

The amount of weight your character carries is also a major part of how he performs. Although this, too, isn't something we haven't seen before, equipment burden is a gameplay device you don't usually experience in real-time.

If your hero's equipment exceeds half his maximum load, he'll begin to move slower; his rolls are delayed and more lumbering, and he cannot attack as fast. If you push your character past his maximum capacity, he will actually become stunned when trying to roll or dodge.

These are some of the fundamentals of Demon's Souls that many folks might find difficult to accept immediately because -- though not new as gameplay devices -- they're completely fresh in terms of design and how the player experiences them during the action.

That being said, Demon's Souls is very much a modern adventure that any type of gamer can enjoy. Hardcore gamers don't have a monopoly on patience, and really, that's all that's required of you beyond a sense of adventure.

Demon's Souls is one of the most exciting, challenging, and -- thankfully -- rewarding games that came out last year. If you've been holding off playing the title for fear of not being able to break past the level of difficulty, do yourself a favor and at least rent the game. If anything, the atmosphere is what may not be necessarily for everyone, not the challenge. But no one should be afraid of what awaits him in Boletaria.

 
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Comments (25)
Jason_wilson
January 08, 2010
Danger awaits in every corridor, around every turn -- but the game shows you how to avoid that danger. It's up to you to learn from it. Demon's Souls is great for many reasons -- I love that it's a grindy RPG, a Metroidvania-style quest, a survival-horror thriller. It uses multiplayer in very distinct ways. To me, it's one of the most interesting games in years.
January 08, 2010
Yeah, definitely, Jason. There's even a bit of stealth-action thrown in there...at least, stealth is definitely rewarded in many areas. Thanks for the comment.
Jayhenningsen
January 08, 2010
The more I read about this game, the more convinced I am that I need to pick up a copy. This is a good examination of this game, Tony.
January 09, 2010
Thanks, Jay. Definitely give the game a go sometime.
Robsavillo
January 10, 2010
I've been saying much the same since I started spouting off about Demon's Souls last year -- that the difficulty really is overblown by game journalists. I like your discussion of the game mechanics, too. You might be interested in [url=http://bitmob.com/index.php/mobfeed/combat-in-demons-souls.html]a piece I wrote[/url] on the same subject a few months ago.
Franksmall
January 12, 2010
While I love Demon's Souls, I have to disagree that jouralists were wrong to emphesize the difficulty of this title. It is brutally hard, and knowing how to play well does not even nearly guarantee you performing well. I am not trying to just go against this piece though. I think that people just need to be aware of how hard the game is just as much as they need to know how amazing and worth your money it is. I have played for over 35 hours with multiple characters, but have yet to defeat the dragon in world 1. Still, even though I am not great at the game I still have gotten more from it than I have many other $60 games.
Imbarkus_picard_avatar
January 12, 2010
The process of having to review games seems to mold the desired experience games journalists want out of their games: specifically, game reviewers seem to consistently get rankled when they are required to invest significant time to notice significant progress. You see this when games include an extensive, unskippable "tutorial" section, designed for newbies. Game reviewers universally bemoan having to wade through pages of text instructing you on how to "Press A to Jump," etc. For this, I don't blame reviewers, because many of us are experienced gamers and should be able to blow past laborious tutorials is we can glean the basics with our informed intuition. Demon's Souls, however, demonstrated nearly the polar opposite of this phenomenon. Instead of greeting you with a bunch of hand-holding on the basics of doing things in the game, you are simply dropped into Boletaria with little instruction (and, in fact, an intentional initial death to awake you to your own ineptitude). Yet a player's first experience with the game still involves a long instructive period--one where your initial progress with the game will not come easily or quickly--that nonetheless ensures mastery of the game's basics before further progress is permitted. This initial opacity in the game required a time investment for me to surmount. It asked for an engagement of stubborn obsessiveness from me as the price of entry and, having paid it with a hefty number of hours before I felt I could really sense my own progress in the game, I couldn't be happier. The sense of empowerment I now get from casually mopping up those enemies in the first world on the way to grind 3,000 souls out of Red Eyes (to buy some Spice or arrows), is supreme. That's value. Value in gameplay time that, rewards the money I paid for the game (not insignificant, having picked up the Collector's Edition). It's the kind of thing game reviewers should have spent a bit more time considering in their role as advocate for consumers, who are trying to get appreciable value for their money. In my opinion, instead of this, they remained a bit enmeshed in their own non-consumer (or perhaps hyper-consumer) worlds. With a stack of other games to get through and review for their respective publications, many obtained at no cost to themselves, they responded as they do with the unskippable cutscenes and tutorials--with annoyance at the time it is taking them to do their jobs. Thank you for the article, helping me organize my own nebulous thoughts on my favorite game of 2009. Now, will someone tell me when the next World Tendency event is?
Franksmall
January 12, 2010
I think you are being a bit too harsh on reviewers when they are experiencing a feeling that many non-reviewers will also feel- frustration. Demon's Souls does offer a big bang for your buck, but it is also a much greater investment of time, patience and stamina than some gamers are prepared to invest. I am not saying that your opinion is wrong Dana, I am just saying that reviewers not agreeing with you does not make their opinion invalid either.
Default_picture
January 12, 2010
I need a PS3. Heavy sigh.
Imbarkus_picard_avatar
January 12, 2010
Fair enough, Frank, fair enough. It just seems a bit to me that "quick, accessible, easy to get through" is getting a bit too high on reviewers' list of admirable qualities. My strong reaction in favor of Demon's Souls led me to be vexed by the strong negative reaction I witnessed. I usually am a person who can see both sides of an argument, and don't usually find myself unable to understand the opposite viewpoint, even on polarizing subjects. I mean, there are plenty of legitimate criticisms about the game, including framerate issues and the way those corpses flip around underfoot--like pinatas after spilling their candy guts. It seemed to me that the focus on "it's so difficult" also rankled--hearing it so much about New Super Mario Brothers Wii in mixed response, shortly after hearing some of the same people sing the praises of the difficulty in Megaman 9. Perhaps my final word is that reviewers haven't explored the true nature of their "difficulty" complaint enough to explain it properly to me so that it doesn't sound just impatiently dismissive.
Imbarkus_picard_avatar
January 12, 2010
Black Tendency again please. Let's not wait 'til Halloween. How about the Ides of March? :)
Default_picture
January 12, 2010
@Ian Funnily enough, Demon Souls is a reason I'm glad I don't have a PS3. Without the system, I don't need to wrestle with myself about whether I should buy the game and invest the needed hours into it. It's a moot point, and one that I don't need filling up my time.
Imbarkus_picard_avatar
January 12, 2010
Arrows, Frank. From the second stage of World 1 you can get him effectively from that second tower on the bridge as he torches the area below. Arrows and patience. I have to tell you when PSN publishes a Demon's Souls trophy to my Facebook, I actually welcome the service as giving me something worthy of bragging about!
Default_picture
January 12, 2010
Demon's Souls might very well be my favorite game of 2009. It certainly is the game I spent the most time playing, and despite a few clumsy deaths I didn't have that much trouble with it. I loved the co-op system, which I think made the game easier as you went along. The depth of the game was also incredible. I hope that there are more games like DS in the future, but i also find that it's changed my approach to games I have; it'd been too long since I played a game until I had scoured every inch.
Franksmall
January 12, 2010
Thanks for the tip! I am with you that games should not get extra review points for being easy, but I do think it is always smart for games to be accesible- meaning that i think goals and how to achieve those goals should not be hidden from players.
Jason_wilson
January 12, 2010
[quote]The process of having to review games seems to mold the desired experience games journalists want out of their games: specifically, game reviewers seem to consistently get rankled when they are required to invest significant time to notice significant progress.[/quote] Reviewing this would've been hell. I've had the game since October, and I've restarted three times because of things I've screwed up. I'm not sure if I could've finished this in time for a proper review. Hell, after months of playing, I'm not sure I could still give it a proper review. And to think I was able to finish Dragon Age in time for a review....
Robsavillo
January 13, 2010
But Jason, don't you think your observation signifies that there's a problem with the review process itself?
Jason_wilson
January 13, 2010
@Rob Depends on the approach. If it's "get the damn thing done so we can get the review up," then yes. If it's "take the time you need to properly understand and digest this game," then the approach would be fine. Sadly, it's more of the former and less of the later, and I believe this is because so many readers want reviews as soon as possible.
Robsavillo
January 13, 2010
I wonder if there can be a compromise, because those appear to be two competing ideas -- either a review is quick yet shallow, or a review is late and comprehensive. I feel that the former does a disservice to readers, but a more timely review guarantees more readers. The latter, on the other hand, is ultimately better for games journalism and readers as a whole, but runs the risks of not being topical. Could a compromise involve always conducting two reviews for every game? The initial review would be quick and dirty first impressions, while the later review would be the in-depth coverage that I feel so many readers crave.
Default_picture
January 13, 2010
Thanks for the great article on Demon's Souls! I would love to write about this game, and there is a lot I want to say, but I am leaving that up to people with more guts than me. I can't do this game justice, and I am afraid I am not eloquent enough to describe why I think it is one of the most important games of the past five years. I have not played any game in [i]years[/i] that has had the same sense of exploration and fear and camaraderie that Demon's Souls has. Overnight a whole community of gamers popped up to swap hints and war-stories. I have had hours of conversation with a coworker about every little facet of this title, and not just the bland and rehearsed dialogue of "That game was fun." "The graphics are really great." "I liked the ending". Some people seem to be TRYING to ignore this game, but I don't think most developers can ignore it. As time goes on I think the innovations and changes that From Software put in Demon's Souls will have long lasting effects on the future of games to come.
Default_picture
January 13, 2010
The game isn't a piece of cake where you can mindlessly die over and over again without consequence. Also everytime you die the only thing you lose is the souls, which is punishing but could be worse. It's not a game i'll play when I'm tired like flower or Eden, but if alert and ready for some action it is a great game that isn't as hard as people make it out to be.
Default_picture
January 17, 2010
[quote]Black Tendency again please. Let's not wait 'til Halloween. How about the Ides of March? [/quote] http://demonssouls.wikidot.com/intro http://demonssouls.wikidot.com/world-tendency
Twitpic
January 18, 2010
Your article was listed on the Playstation Blog's What We Read list. Congrats, man! That's really something! [url]http://blog.us.playstation.com/2010/01/playstation-around-the-web-what-we-read-81/[/url]
January 24, 2010
Many thanks! I certainly appreciate it. And I must also add my thanks to the Bitmob team for tossing it up on the front page...with a few tweaks, I might add. ;)
Photo_159
February 02, 2010
This is such a rad post. My favorite things about Demon Souls, other than the things you mentioned, is probably the level design... Or perhaps the CONCEPT for the general user interface What a great game.

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