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Goodbye Demon's Souls

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Wednesday, March 09, 2011

 

About a month after I started Demon’s Souls, I was shocked to see that my save file says that I have only spent 90 hours on my game. It felt like it should’ve been much longer than that. I kid you not when I say that I experienced the entire rainbow of emotions while playing this game:  Joy. Laughter. Sadness. Anger. Confusion. Anger. Rage. Anger. Sadness. Anger. Despair. Anger. Resentment. Anger. Rage. Anger. Annoyance. Anger. Did I mention anger yet? I honestly can’t remember a session where I wasn’t angry at some part of Demon’s Souls. As I reflected on these sessions and my outburst of indignance at Demon’s Souls inherently unfair level design, I remembered the ending to the movie 187. I’ve never seen the movie in its entirety, but I caught the very end where it brought up the concept of a Pyrrhic victory.

Pyrrhus of Epirus was a ruler at war with the Romans back in the 200s BCE. His army managed to defeat the Romans on two occasions, but after analyzing his losses, he reportedly said "If we are victorious in one more battle with the Romans, we shall be utterly ruined." In short, a Pyrrhic victory is a victory at too great a cost. The idea rang in my head as I stared at my 90 hour long save file, which includes two complete playthroughs (Demon’s Souls features a New Game Plus mode).

I succeeded in beating the game twice on my own terms. I chose the kind of experience I wanted, namely a swordsman with the ability to cast a wide variety of spells. I chose and worked towards the gear that fits this mold well. Aside from one, I didn’t kill NPCs, even the ones with gear that would work well with my character mold. One can take a look at my character and see for themselves that this is an expression of what I wanted out of Demon’s Souls. In any other game, I would call that a success and talk fondly of it to my friends. That’s not true in Demon’s Souls.

That save file felt more like a scar from a bad heroin injection. I don’t know how many times I’ve casually gone into that screen and loaded that file without realizing what it is. The only thing waiting for me at the end of that file is more aggravation and indignation, but I just kept coming back. I didn’t want to let some game get the best of me, and I’ll be damned if I can’t beat this game and show it who’s boss! But all that turns out to be rather self-defeating.

Demon’s Souls does the most insidious thing I’ve ever seen a video game does to a player. After the credits finished rolling, Demon’s Souls takes you straight back to the beginning of the game as if nothing had happened. It doesn’t take you to the main menu like most other games. Just back to the beginning as if everything you’ve done before, the bosses you’ve killed, the story progression, all of it never happened. You keep all the items and upgrades along with your level and stats, but everything else has been reset. The Old One is still slowly consuming the world turning everyone into a demon. You didn’t rescue Yuria. She’s back in that tower. Astraea still plagues the Valley of Defilement, and King Allant is still sitting on his throne overlooking the devastation of Boletaria.

Demon's Souls

All the pain, the rage, the broken controller that unwittingly took the brunt of my pure hatred for this game was for nothing. The first time I completed the game, I felt all of this, but the suddenness in which I was taken back to the beginning of the game took me by surprise. There I was back in the Nexus with over 200,000 souls waiting to be converted into a point on my stats. Where’s the Maiden in Black? I can’t afford to lose this many souls. Wait! We’re at the beginning of the game. She doesn’t show up until after you beat the first boss. What choice have I got? I can’t let these souls go to waste. So I plunged back into the first level to start it all over again.

Once again I subjected myself to more hours of frustration and rage. Despite knowing all the dirty, downright evil tricks and design of Demon’s Souls, I still fell into a lot of its traps. After vanquishing the Old One for the second time, I was prepared for what’s to come. I was back in the Nexus, and this time I had 700,000 souls waiting for me. This time, I didn’t fall for it because at this point, I’ve stopped caring. That was a trick I learned during the second playthrough. Losing souls doesn’t matter. It’ll happen. This damned game was designed that way. I quit the game, and went back to the main menu.

And that’s where we are now. I was curious as to how much of my life was lost to this game, so I opened up the Load Game menu screen. Ninety hours isn’t as much as some of the more insane RPGs out there that people reportedly have done. In fact, I’ve played over 100 hours in Elder Scrolls 4: Oblivion and about 120 hours in Shin Megami Tensei: Persona 4. Both games I can wax nostalgic without hesitation, but Demon’s Souls wasn’t an experience that I enjoyed. It’s more akin to being victim to a random act of violence for the third time. There’s nothing to take away from it because it’s already happened twice before. Whatever character building lessons you could’ve learned you probably did the first two times. It’s just pain randomly layered on top of your life without rhyme or reason. Demon’s Souls is just that to me; Pain without any gain.

A recovering heroin addict might keep the little injection scars left behind by his previous sessions as a reminder of what he’s been through. Maybe it’ll keep him on course to a better life. There’s something from that experience that they can take with them. There was nothing I want to take away from my experience with Demon’s Souls. I deleted that profile, ejected the disc, and stored it.

This article was originally posted on www.rrbgames.com.

 
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Comments (11)
Default_picture
March 09, 2011

Many people (including myself) praise Demon's Souls for its old-school sensibilities. I enjoyed your article, but being frustrated about being kicked back to the title screen after beating the game? To an NES gamer, you are lucky if they don't slap you with a 'game over' and a high score table.

I am being a bit crass, I really do like your article. Speaking as a fellow 'heroin addict', however, I have to disagree. I adore Demon's Souls. Handle your high, maan!

Robsavillo
March 10, 2011

I have to agree with Alex. Interesting perspective, but it's primarily based on your claim that Demon's Souls' level design is "inherently unfair," and you never substantiate that. Myself and many others I know who play and enjoy the game have the exact opposite opinion. Demon's Souls' level design is brilliant: Each stage is an intricantly woven puzzle labyrinth and thematically cohesive. There are no corridor levels and no gimmicky "monster pit" rooms or monster closets. I just can't understand your observations, especially so because you never explain why you feel that way.

And going back to the beginning directly after the end for another playthrough? Awesome. Why do I need extraneous menu screens when I just want to jump right back in? You can also save-and-quit at any time (even in the Nexus!), so there's no need to feel compelled to immediately dive back into 1-1 after the end.

Did we play the same game? I can't tell.

Scott_pilgrim_avatar
March 10, 2011

While I agree with Alex and Rob (I swear I'll beat you to a Demon's Soul post one these days, Rob, haha!), I appreciate what you're saying. I was definitely in shock when the game simply started over. And I can even see where playing the New Game+ could become "Pain without any gain", which is why I never played it.

I did however, play through again with new characters, new classes, new builds, trying to experience the game in a different way. In this way, playing it is still tons of fun, if only because it creates new challenges (that Tower Knight is a completely different boss depending on whether your's a ranged or melee fighter). But much as I want it to, replaying it never gives me that same feeling of dread and fear as the first playthrough. And that's part of the reason why I forced myself to lend my copy, so I wouldn't keep searching for an experience I may never have again...until Dark Souls comes out.

Img_3729
March 10, 2011

I have a couple of examples that comes to mind when it comes to "inherently unfair" level design.  The second level in Shrine of Storms tested my frustration to no end.  The encounter with Death was easy, but the narrow cliffside afterwards drove me mad.  The reason is derange as hell.  The cliff wall is on your right.  My weapon is on my right hand.  You can't attack without hitting the cliff wall, and you're better off not attacking given the recoil it causes when you hit the wall.  So not only do we have an enemy that attacks simply by moving forward, you're also accosted from afar by the flying manta rays which you just can't hit unless you have a bow.  Magic and crossbows can't do it.  Believe me I've tried.
If you survive that, the next section involving those shades that shoot beams of light also drove me up the wall.  Here's the thing.  The beam of light shoots out of it's one eye on its head.  They're kind of tall, so in theory when it fires, you can run towards it thereby letting it fire overhead.  All that goes out the window if it's on a lower elevation, which it is.  Did I also mention that it's on a narrow staircase with the wall being on your right?  Oh, and also, you have to do this twice.
Let's move on to the Valley of Defilement.  The entire first level is really almost nothing but cliff sides.  I was never sure just what part of the ground is actually grounds I can walk on.  I've died far too many times simply executing an attack where I take one step forward only to see me plummet to my doom.  If it isn't than it's a cramped room with nary a room for your camera which is constantly bumping or going into various things making it almost impossible for me to see what I need to see.  I'm pretty certain it was made that way.
The second level fares no better.  I don't mean the poisonous swamp either.  As annoying as that was, the area past the 2nd fog gate aggravated me to no end.  When you lock on to enemies, the camera tends to go just a little bit above you to show you the enemy.  This entire section is comprised of nothing but really low ceilings, so everytime I lock onto an enemy, all I see is the ceiling and not my enemy who's first attack in its combo breaks my block making its next successive two attacks connect.  Even without a lock on, the clutter in the area makes it damned near impossible for me to figure out where to put the camera to see my enemies.
Finally, we have the Tower of Latria.  Those octopus head guys are not difficult to take down really.  Their ranged attacks have a very linear quality to them and can easily be sidestepped, which makes them the perfect enemy for the first level of Tower of Latria.  This area consist of almost nothing but narrow walkways.  If one of them sees you from afar on these walkways, you don't stand a chance.  Shields, especially this early in the game, normally only blocks about 30% of magic damage, and the Soul Ray spell they shoot out deals a buttload of damage.  If you do get close enough, their stunning spell will basically kill you.  The stunning spell is not impossible to avoid.  You just need the room to roll dodge, which you never have on those walkways.
So all this is bad, but this is only the insult.  The injury comes in the form of starting over on the entire level everytime you die.  Once you know the trick to beating everything I mentioned up above, all this is brain numbingly easy, but in order to attain that, you have to die, get back to that same place without dying, and then die again.  What I mean by that is the rate of which you learn something new is outrageously disproportional to the number of times you died.  Take that shade example from up above.  In order to reach that area, you have to get past Death, which was pretty easy, and the cliffside where it's basically impossible for you to attack.  That's a big if especially if you didn't learn the right lesson the first time through.
This enough substantiation for you Rob?
As for restarting right after the credits roll, this is a purely personal opinion.  You're right in how brilliant it is in keeping us engaged by taking away anything that might hinder it.  The trouble comes when you feel that the experience is addictive but not fun.  Taking you straight to the beginning of the game with that Soul counter at 200,000 is basically the same thing as a newly recovering drug addict being given free product from his/her dealer.  For this personal reason alone, it was an insidious feature.

If you survive that, the next section involving those shades that shoot beams of light also drove me up the wall.  Here's the thing.  The beam of light shoots out of it's one eye on its head.  They're kind of tall, so in theory when it fires, you can run towards it thereby letting it fire overhead.  All that goes out the window if it's on a lower elevation, which it is.  Did I also mention that it's on a narrow staircase with the wall being on your right?  Oh, and also, you have to do this twice.
Let's move on to the Valley of Defilement.  The entire first level is really almost nothing but cliff sides.  I was never sure just what part of the ground is actually grounds I can walk on.  I've died far too many times simply executing an attack where I take one step forward only to see me plummet to my doom.  If it isn't than it's a cramped room with nary a room for your camera which is constantly bumping or going into various things making it almost impossible for me to see what I need to see.  I'm pretty certain it was made that way.
Robsavillo
March 10, 2011

Those situations have easy counters.

Regarding Shrine of Storms: Use the thief ring (flying mantas cannot see you anymore) and equip a weapon in your left hand. Or you can use spells instead of melee. It's difficult, but not inherently "unfair" since the tools to overcome this situation exist.

Regarding Stonefang Tunnel: I agree that the camera is a bit fitzy, but that's not necessarily a level-design issue. Only in the last room directly before the Armor Spider did I really experience environment blockage, though.

Regarding Tower of Latria: Use anti-magic field. They can't hurt you at all -- no matter where you are. They have no physical attack.

Sounds to me that you brute forced your way through Demon's Souls. That's just not necessary given the range of weapons, armors, spells, and miracles at your disposal.

Img_3729
March 10, 2011

How'd you learn all this? Rob?

Scott_pilgrim_avatar
March 10, 2011

I agree with Rob. There are several solutions to all these.

And I don't think you have to die to learn. If you're careful, you can actually make it even through your first playthrough with very few deaths.

Robsavillo
March 10, 2011

Heh. I know where you're going with that question.... Yeah, death and failure certainly play a role in how Demon's Souls communicates information to the player, but it's by no means the only -- or even primary -- way.

The user-placed, in-game messages, on the other hand, were much more informative. Players went out of their way to clue you in on hints, tactics, and hidden items throughout the entire game. This is how I learned that Flamelurker is weak to magic, the location of the crystal-gecko pit in 2-2, and to increase my poison resistence before entering 5-2, for example.

Joining another player's game as a blue phantom also offers insight into other players' character builds and favored equipment -- not to mention a nice preview of a level you're having trouble with. Even invading as a black phantom would allow you to sneak around enemies (who no longer attack you) to get the lay of the land.

Additionally, the sparse dialogue of the game's characters offers plenty of cryptic suggestions if you're paying attention.

Did you take advantage of Demon's Souls' online features? They're a significant -- and important -- component of the gameplay.

Img_3729
March 10, 2011

I'm going to lay this to rest because I seriously do not want to reopen old wounds here.  I'm in no mood to get all fiery or to say things I'll regret later, both of which has happened because of this game by the way.
I think you are missing the point about this, Rob.  You say that my perspective was wrong because its basis was wrong, namely my "arguement" that the game was "inherently unfair".  Here's the part that you got wrong.  I wasn't trying to make a perspective.  Demon's Souls made me angry.  Unless you're actually a projection of my psyche, you don't have the right to tell me that I didn't feel angry throughout my experience with Demon's Souls.

Had I been advocating that Demon's Souls was a bad game because it was unfair, I would continue this little exchange.  In fact, I would've welcomed it.  But that's not what I'm conveying here.  I'm simply relaying an experience I had.  Writing this article was amazingly therapeutic for me, and all I want is to lay it to rest and hope to God that I never get hooked on something that I don't enjoy again.
We can argue about how I could've played this game differently so that I would have enjoyed it more, but you're too late.  I didn't do it that that way, and the end result is what you see written up there.  Hell talking about all the ways I could've played this game just pisses me off more anyways.
I should stop before I break my keyboard.

Img_20100902_162803
March 11, 2011
Just reading the comments compels me to play Demon Souls. I have grown tired to the accustom game conventions of today. I wouldn't mind dieing a few times just to learn how to advance a difficult part.
167586_10100384558299005_12462218_61862628_780210_n
March 12, 2011
I wish to no end that I had a PS3 just for this game. Even after reading this article.

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