EatinOlives
Member
I played the first half of Demon's Souls about a year after clearing Dark Souls 1, then went back to finish it over a year later, after beating both DS2 and Bloodborne.
I think it feels very much like a proof-of-concept/developer sandbox style of game when compared to the newer Souls games. There is a lot of experimentation in the game, and things that aren't as tweaked as tightly as they are in later games. Difficulty-wise, it's a lot less forgiving because its bonfires and shortcuts are MUCH rarer than they are in the newer games. Both level design and bosses are a lot more gimmicky in general and can be very hit or miss as a result. Combat animations feel floatier in general but the central feeling of deliberate slowness is there.
Many of the ideas that didn't work or weren't interesting enough simply weren't repeated in the later games, while the ones that did work were usually improved in some way.
Having said all that, it's still a good game - just not as great as DS1, or Bloodborne. I still think some areas in DeS (Tower of Latria in particular) is easily the most atmospheric part of any Souls game I've played, and feels super creepy. It's great.
I remember the two most brutal parts of Demon's is that 1) upon dying you lose 50% of your health (with a ring you can knock it down to only 25%), 2) all "bonfires" were directly following a boss and not a minute sooner. Each section was a "level" in the very video game-y traditional sense, in that if you lost at the boss you have to do the entire level again. This made shortcuts a lot more valuable and you quickly learned how to "speed-run" a level, knowing when you can run past an enemy and when you have to engage.
By far my most lamented recent change in the series is how damn close bonfires are to each other. There's zero reason to have bonfires literally 2 minutes apart in some cases. Many times you can make it to a boss after running for like 1 minute. Sometimes you spawn literally one room away from the boss. In Demon's the sense of dread was heightened in that the longer you traversed through a level, the deeper you had to go if you wanted your souls back upon death, and it always culminated into a boss fight that you were probably going to lose in your first try anyway, so it became a complex game of push-and-pull seeing how far into the level you should go before going back and banking your souls.
Ever since Dark Souls 2, if you're ever at a point where you might think "I have a lot of souls with me, should I retreat back to my nearest bonfire?" don't worry, they've more than likely focus tested a bonfire right around the corner. Hell, more often than not I encounter bonfires sooner than I want. They bother me because I obviously amass enough souls to buy items or level up in between bonfires, so if I encounter one I really feel like I HAVE to bank them, breaking up the pace of the game by having you teleport out to your safe area and restocking/leveling up/changing your loadout. It happens so often with modern Souls games that I never really feel any tension build up, as I know that I can very easily retrieve my souls within mere minutes if I end up dying.
Sadder that there were people in the DS3 OT last week complaining that the bonfires weren't literally right next to the boss rooms. Like, the bonfires are already very generously placed as it is and people want it even easier? SMH...