It took me a long time to finally get around to playing Demon’s Souls. I suppose the reason why it took so long is an incredibly shallow reason: it’s how it looks. There is something about the type of fantasy set in middle ages Europe that I find incredibly uninspiring. It’s also the reason I’ve never seen Game of Thrones, the reason why I couldn’t find any drive to play Dragon Age and the very reason I dismissed Skyrim the very moment I saw it. All of it reminds me of the plague, and they always look as appealing as contracting the plague.
But with Demon’s Souls being something of a phenomenon within the gaming community how could I continue to ignore it? A lot of games are like over bearing parents these days living in a safe, green suburb, making sure you have everything you need and going over the directions with you incessantly to the point of tedium, and even when you’ve set off on your bike you’ll catch a glimpse of them running along behind you clasping the underside of the seat to keep you steady.
How refreshing it is to have a game that parents you like a pair of selfish, alcoholics would, by making you fend for yourself and have you excavate in the putrid pantry for sustenance to survive. We’re gamers. We don’t need the nanny-ing, Mother, will you stop tucking my shirt in! What! I’m not fidgeting! I’m an adult. I’m a gamer.
It’s also not as if I can’t look past a game’s aesthetics and enjoy it purely for the gameplay. I don’t like modern warfare type games but I love the Battlefield series because of their emphasis on teamwork and the variety of play styles; not because I get a giddy feeling over the sight of an Apache gunship. So the same could happen for Demon’s Souls, right?
So Demon’s Souls drops through my letter box and I slot it in my PS3 to finally see what this new sensation is all about. To finally experience the game that left so many people dishevelled and screaming the Lord’s name in the dead of the night.
After initially being unimpressed with the character creation system because no matter what I did my guy looked like a grimy mannequin found in a skip round the back of a fancy dress shop, I actually started to warm to the game. It encouraged a considered pace which I actually found relaxing but just difficult enough to find engaging. Both relaxing and engaging, like a conversation with Stephen Fry (I imagine). That’s a hard combination to get right but Demon’s Souls does it effortlessly.
Managing crowds, putting extreme importance on position and timing makes the combat in Demon’s Souls a unique experience. Traps are inventive, and the level design is consistently of a high standard. I started to think that this game is definitely something special. What an idiot I was for putting it off so long. But then the cracks started to show, and I started feeling like I should have stayed with my gut instinct.
You died.
If there is one thing I hate in games its repetition, and you do that a lot in Demon’s Souls because when you die it’s back to the beginning of the level with the souls you’ve accumulated stripped from you. I get why it’s like that. Making death a genuine punishment gives the game its foreboding atmosphere and makes you play at that pace I was so fond of but to me the enjoyment crumbles away like old masonry when it comes to the bosses.
You died.
Now, I know what some of you are thinking; you’re thinking I just suck weeping gangrene at this game and maybe that’s true but that’s not what’s putting me off. I enjoy a challenging game but when I walked into the fort where the colossal Tower Knight stood and all it took was two mighty and guard breaking swings of his lance and I was left a plastic-y corpse propped up against the wall. It took me five or six attempts to finally slay the iron clad giant; each death also included another tiresome battle to the fort once again, fighting the same grunts, just so I could try out a new tactic.
I’m just not for this kind of game design. It’s dull.
You died.
When I struck Tower Knight down for the final time with my axe I was expecting a genuine sense of victory. Finally he’s down and I can continue my adventure, but it never came. The sensation I did get was the same one I’d get from my time working in customer service. You’d get certain customers who were demanding and unreasonable. They would treat you like the enemy when you were just trying to help, while also balancing loyalty to company policy. After you successfully dealt with one of those customers your brain isn’t swimming in endorphins as you punch the air, you would just do a big sigh and wearily put the phone down, hoping to never have to go through it again.
That’s how it also feels defeating a boss in Demon’s Souls.
To me, God Hand is the king of infamously difficult games and since I just finished that this year it’s always in the back of my mind as I play Demon’s Souls. God Hand is unrelenting fun and also incredibly challenging, but it doesn’t feel the need to threaten you with repetition if you die. Each area is an individual challenge and has quite frequent checkpoints so you’re free to play; free to experiment with your customisable combos while also maintaining the same sense of dread that comes with the fact a common grunt can end you, much like Demon’s Souls.
And the bosses don’t kill you instantly, you have time to figure them out, but the challenge comes in executing that plan, not by catching you with your breeches down.
I guess there is something about this type of game design that was quite common in older games that I’m actually happy to see the back of and to see it return and be heralded as the best games this generation confounds me slightly.
The only way I understand it is that it is a poke in the eye to hand holding that is depressingly common in today’s games, but I just can’t shake the feeling Demon’s Souls is not the true answer.
Playing Demon’s Souls can be like trying to scoff down a vindaloo which is so hot the restaurant calls the local press round whenever someone tackles it and King Crimson are playing some freestyle jazz to accompany the eating. It’s certainly a challenge, but it’s not fine dining. God Hand is fine dining.
Still, these thoughts are from someone who’s just put ten hours in the game so far, but I put the phone down mid argument on the leech boss after stomping on the Armoured Spider. Maybe my opinion can be changed.