15
Mar

The Sum Is Greater Than Its Parts: Demon’s Souls

Posted by Michael Simpson
Demon’s Souls is an action-RPG for the PS3 released in early 2009.  The gameplay features character creation (where a player can create a character based on a typical RPG class) and strong hack-and-slash based combat with an emphasis on gathering loot and growing stronger.  It also features a very unique multiplayer system which adds a ton of depth to the game, but it can be a harrowing experience as well. Demon’s Souls is not for everyone.  It may not even be for most gamers (especially with the current gaming trends leaning toward casual gamers).  The game is definitely for me, though, and those similar to me who want to conquer a true devil of a game.  Most interesting, Demon’s Souls difficulty is both its greatest strength and weakness.  Its unforgiving attitude will really frustrate players from the onset of the game (really, whoever didn’t die to that first mini-boss at the end of the immediate area on their first try without some sort of strategy guide is, hands down, my gaming hero) and potentially make them rage quit and swear that “this game is awful” (I’ve heard it).  Indeed, the game was not made for gaming wimps.  For me, the consistent challenge posed throughout its levels from ordinary enemies, traps, and bosses, was a huge driving factor. “I need to beat this, or else it will consume MY soul.” The game has a pretty simple story and premise:  You’ve come to a kingdom that is overrun by demons, and you basically seek to purge it of evil.  This is done by taking your character through five areas each with their own set of levels that are interconnected through a hub where players can chat with NPCs, buy equipment, strengthen weapons/themselves, and so forth.  A character is created at the beginning of the game with a typical RPG archetype (mage, barbarian, knight, etc).  The archetype determines a character’s beginning stats, equipment, and magical abilities.  Beyond that, the character can be built up anyway the player wishes throughout the game (ie, choosing a mage does not make you a mage for the game…this character could just as easily be built into a physical damage dealer, a tank, or anything).  The character gains stats through killing demons, collecting their “souls,” and spending them.  This is absolutely necessary to advance through the game and survive.  Having a higher rating in a given attribute will also allow the player to wear stronger armor and weapons, cast more spells, and so forth.

What Makes It Difficult

Several factors aside from sheer monster difficulty make Demon’s Souls one of the most difficult games one can play: 1. Guidance The game, by itself, offers very little guidance to the player as far as what they should do or where they should go.  Mostly, it throws the player into a world and from then on, they are on their own.  Take the wrong turn in an area, and you could end up coming face to face with an enemy that’s meant for a character 20-30 levels higher than you.  This generally spells certain death, and is still challenging even at the appropriate level.  After beating the first level in the game, it opens up the first levels of the other areas, or worlds, but doesn’t give you any idea of their difficulty or the best choice of where one should go.  Simply proceeding through the levels of the first world, from experience, is not the best of ideas given the increasing difficulty.  In fact, while I found the first real boss in the game to be fairly easy, the second boss of that same world was mind numbingly difficult until my character was leveled up a bit.  Yet, there’s really no way to tell until you try.

Yes, Tower Knight, you made me want to break the game.

2. The game becomes more difficult as you fail. How many games out there get harder and harder as the player dies?  First, if the player dies in a world, he is returned to the start of that world and loses all of the souls he currently has on him.  These souls stay in roughly the same place the player died, and if the player is able to get there, he can reclaim them.  Getting back is not as easy as one would think, as once a player dies from his natural body, he enters soul form, where their HP is at max (without a certain item) 50% of what its normal value.  This makes getting back to the same area far more difficult and risky.  Should the player die once again while trying to retrieve the lost souls, they are gone forever.  Furthermore, dying in body form affects one of the game mechanics known as “world tendency.”  After a certain number of deaths in body form in a given world, the tendency of that world shifts to “black,” and eventually to “pure black.”  Enemies become stronger in a black world tendency and strongest in a pure black world tendency, though they reward the player with more souls and a greater chance at rare drops.  Essentially, the more you die, the more difficult the game becomes. 3. Online play Playing Demon’s Souls in online mode can be helpful in certain circumstances, though it typically ends up making the game even more difficult.  Essentially, playing online allows for more things to happen, though the game otherwise remains identical to playing offline.  Online mode, for one, allows players to leave helpful hints at different sections of the game.  This can often give one an idea of if they should proceed or not along a given path in a world.  The problem here is that others will occasionally leave nonsensical (the amount of messages about an item in the game called “sticky white stuff” is staggering, truly) or sometimes harmful/misleading messages that will hinder a player’s progress.  The biggest difficulty of playing in online mode is that it leaves your world open to invasion from other players.  While in soul form, after meeting certain requirements in the game, one is given the opportunity to jump into the world of another player to either help them or hurt them.  Choosing to help another player lets one enter their world as a “blue phantom.”  The blue phantom fights alongside the player to ultimately defeat the boss of that level.  Choosing to hurt another player lets you invade their world as a “black phantom,” where the player is made aware through large flashing letters on their screen that they are about to be attacked.  The black phantom then seeks to kill the player through any means necessary.  Success either as a blue or black phantom allows the player to regain their body form.  Speaking from experience, it really sucks to be invaded when you’re unprepared, which is almost always.

I hate seeing these.

Great Mechanics Create Emergent Gameplay

The main point I’m trying to make is while these mechanics contribute to the overall difficulty of the game, they also create a unique experience for the player.  In some cases, the mechanics allow for some awesome emergent gameplay.  I remember a time when I was on my third play-through of the game, and was struggling in world 4-1.  To make matters worse, I just got the flashing banner that alerted me to a black phantom entering my world.  I went back to the beginning area and prepared for the worst.  Eventually the phantom had followed me there, but instead of immediately attacking, he turned his back to me and signaled with two spear thrusts that I was to follow him.  A bit begrudgingly, and because he was blocking my progress forward anyway, I did.  As it turned out, the phantom had not come into my world to attack me, and instead, to help me.  He started clearing out some of the more difficult monsters ahead so that I wouldn’t have to (monsters are not aggressive toward black phantoms, but the phantoms can kill monsters).  He stuck with me until the end of that level, allowing me safe passage to the boss; a pretty awesome experience, and not at all what I was expecting (I tend to wonder if the devs had known about this, and planned for it). Undoubtedly, the difficulty and lack of direction offered by the game is going to immediately put some players off.  Once again, similarly to Silent Hill 2, Demon’s Souls is a game that is going to strongly reward a player with a great gaming experience, if they stick with it.  It’s just an incredibly deep RPG. I’d like to hear about some of your most difficult gaming experiences, and if you felt they were rewarding or not.  I don’t think making a game incredibly difficult always leads to a good experience; there has to be quality mechanics in place to support the difficulty.  What are your thoughts and experiences with this?
  • Aaron

    Demon’s Souls is by far one of my favorite games of all-time! Possibly the only disappointing facet of this game is my inability to continue playing my character I have already beaten the game once with (was on a different PS3, on a different account name, so I can’t transfer it…). With that being said, the replay is equally as challenging, regardless if you already know the best route or best way to tackle a boss. The enemies do actually scale with your level (at least that’s what I found on the first play through). It is possible to play world 4-1 immediately after beating 1-1, resulting in HUGE soul count gain, but this inevitably makes worlds 2 and 3 much harder.

    Regardless of all that, I really have no idea how they managed to balance the lack of guidance with enjoyable gameplay. In almost all other games, guidance for the player is a must, otherwise they will get nowhere in the game, yet all the guidance Demon’s Souls provides is “here are the controls, now have fun.”

    Oh, and I recently started a new character and almost beat that boss on the intro level. I say almost because I had the monster down to 1/3 health before dying due to selecting the wrong class (YOU CAN’T ROLL WITH THE KNIGHT, GAAAAH!!!).

  • Michael Simpson

    @Aaron

    Yeah! The inability to transfer characters is really unfortunate, and I can definitely relate to that. An implementation of something that might allow for the transfer of saved data between two PSnetwork accounts would have been nice. I think the idea with the limitation of transfers was due to the fact that the online play was so integrated into the game. I guess they didn’t want copies of characters showing up online. My best guess, anyway. Anyway, in recent memory, it’s been one of if not THE most satisfying game I’ve ever played.

    I think I generally played 4-1 after 1-1 just for the sake of farming off of the enemies there. With the appropriate shield though I find the armor spider boss to be significantly easier than the Adjudicator, so I’d typically finish off 2-1 before 4-1. In the second playthrough, it seems like those rolling skeleton monsters in 4-1 become pretty strong, and the flying manta rays are extremely annoying throughout world 4.

    For me, the lack of guidance ended up being more of a plus than anything else. The feeling of being completely overwhelmed and surprised when I walked into a boss room or found a ridiculously hard enemy always made defeating that given enemy significantly more satisfying. I like the idea of forcing a gamer to adapt quickly to a new situation. This is another game where I feel a strategy guide really would just cripple the experience :( .

    As for the intro level, on my first playthrough I simply kept resetting the system and trying the boss over and over until I got it. I found that being the barbarian was the most effective since he’s able to roll quickly and has a strong physical attack. Any character, no matter their armor, is pretty much prone to dying in a few hits by him anyway. It’s really useful to kill that boss, since not only do you get a special soul for beating him and the normal souls from beating him, you also get a sneak peak at the Dragon God and are able to collect several special souls from his area.

    Really though, someone would have to be quite the natural to beat that boss on their very first try… very difficult, but so appropriate for the tone of the game.

    I’m curious, with what boss did you have the most trouble? Maneater from 3-2 was super difficult for me (I kept being pushed off the bridge :( …it took a lot of tries…) and also the Flamelurker from 2-2, I actually just could not beat him straight up. I primarily played with a spear, so I’d end up getting him kind of stuck behind a specific area of pillars in that boss room where he’d continually run into the wall. Doing this, because of the reach of the spear I was able to attack him pretty easily, and dodge his AoE attacks that would hit me despite being on the other side of the pillar…this strategy definitely took awhile and I still had to be very careful, but at least I was able to beat the boss. Otherwise, I never really figured out the appropriate pattern of his attacks and how to avoid them successfully. Probably because he was just so fast.

  • Aaron

    @Michael

    The boss of 2-2 takes the cake. I was completely incapable of beating him without pulling in 1-2 blue phantoms first. Haven’t tried again since beating the game once though…

  • Rachel Burger

    I love this game! I honestly don’t think that any of the flaws you listed are really flaws; the challenge of the game is what makes it fun. I just don’t think it’s for everyone; you need to have some gaming experience before diving in.

  • Michael Simpson

    @Aaron

    Yeah, sadly he just gets ridiculously harder the second playthrough, and then slightly more so with each additional playthrough.

    @Rachel

    Oh, I definitely agree. I really like the way the game is designed. I feel that it has me, as a gamer, in mind. Really in recent memory, I’m not sure if there’s been a console game I’ve spent more time on than DS. Just that, It is as you said, not for everyone.