Demon's Souls Review
2009FromSoftwareGame
Hostile by design, and every corridor you learn turns that hostility into meaning.
| Category | Critic | Users |
|---|---|---|
| Difficulty to make | Good | |
| Visuals | Good | |
| Story | Great | |
| Gameplay | Exceptional | |
| Overall | Great |
Sony passed on publishing it in the West, and the design explains why. There is no map, no difficulty setting, no pause, and dying returns you to the start of an archstone in a weakened body with half your maximum health. What that hostility buys is meaning. Every corridor becomes a route you learn, every shortcut you unlock is a genuine reward rather than a checkbox, and the stamina bar forces you to commit to a swing instead of spamming one.
FromSoftware's asynchronous ideas are the quiet revolution: bloodstains that replay how a stranger died, messages left on the floor that can help you or lie to you, and invasions that turn another player into a hazard the world never announces. Boss design is uneven, since the Dragon God and Maiden Astraea are puzzles rather than fights, and world tendency is an obscure system the game never explains. The Tower of Latria remains a masterpiece of atmosphere.
Demon's Souls at a glance
- Platforms
- PlayStation 3
- Developer
- FromSoftware
- Year
- 2009
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