So I spent the last week or two playing through Demon's Souls for the first time. I've played all the other Souls games, and Bloodborne, and I wanted to play the original before the remake came out.
Overall, I really enjoyed it! It does have a feeling all its own, even compared to Dark Souls. Some of it, namely the somewhat faster combat and lesser stamina penalty, reminded me of Dark Souls 3 and Bloodborne rather than the much more deliberate pace of Dark Souls. The structure of the game, with the disconnected levels that you can switch between at any time, is an interesting take on what would evolve into a Metroidvania-esque structure over time. This is both the most linear and non-linear Souls game. You can go to any area at any time, right from after the first real boss, but the areas themselves are much more linear and less mazelike than the rest of the series. There are far less shortcuts and archstones (the bonfire equivalent) really only appear at the beginning of areas and in boss arenas. It's really unique to the series.
That said, I do think it has that "first pass" feel of the Souls formula, and it got me wondering how the Remake could tweak the game and take some lessons from without just turning it into another Dark Souls:
Even without these changes, though, I'm really interested in the Remake. Demon's Souls is a gem and while I still prefer Bloodborne and DS1, it's still great all its own. It doesn't feel like just a "proto-Dark Souls".
What are your thoughts? How much should the Remake change? How much *can* be changed without compromising the identity of the game?
Overall, I really enjoyed it! It does have a feeling all its own, even compared to Dark Souls. Some of it, namely the somewhat faster combat and lesser stamina penalty, reminded me of Dark Souls 3 and Bloodborne rather than the much more deliberate pace of Dark Souls. The structure of the game, with the disconnected levels that you can switch between at any time, is an interesting take on what would evolve into a Metroidvania-esque structure over time. This is both the most linear and non-linear Souls game. You can go to any area at any time, right from after the first real boss, but the areas themselves are much more linear and less mazelike than the rest of the series. There are far less shortcuts and archstones (the bonfire equivalent) really only appear at the beginning of areas and in boss arenas. It's really unique to the series.
That said, I do think it has that "first pass" feel of the Souls formula, and it got me wondering how the Remake could tweak the game and take some lessons from without just turning it into another Dark Souls:
- The healing system should change. It shouldn't be Estus, exactly, though. Demons Souls has something of a Survival Horror feel to it, and there is a thrill to running low on healing resources just to find a Grass and save yourself. I think Bloodborne's model is a good one to look at. One grass type that restores a set amount, with an inventory limit, rather than multiple types.
- I do think something needs to be done to shorten some boss runs. I don't mind boss runs in general but I think a few more shortcuts may not be the worst idea. ((It's my first playthrough so I may have just missed some as well). That said, I don't dislike the more difficult levels. They're a huge pain in the ass even compared to other Souls games, but that's part of the appeal.
- Item Burden should be tossed. I know some people like that it makes you plan your runs more, but I personally found it just tedious and annoying. I didn't find any gratification in porting back to the Nexus just to go through menus to get the equipment I need. If the Remake insists on keeping it, than excess items should be immediately sent to Stockpile Thomas rather than just not being picked up at all.
- Lower the amount of materials needed to upgrade weapons and/or increase the drop rate for them. Upgrading weapons feels grindier than any other Souls game, especially when you want to upgrade later game weapons. I would make the final upgrade mats either quest rewards or boss drops.
- I don't mind the more puzzling boss designs at all. I actually quite enjoy them. But I do think some of the bosses should have a few attack animations reworked for better tells. Compared to Dark Souls or Bloodborne, I don't feel that all the damage I take is my fault. Same goes for some janky enemy attacks. In general, enemy design is just a little bit jankier than other Souls games, and I think those can be tweaked without re-inventing the whole game.
- World tendency is interesting. I actually quite like the idea, but I wish there were ways outside multiplayer to reliably raise tendency after bosses have been defeated. It sucks realizing that I have no way to get the DBS on my strength build playthrough because I didn't attain pure white on world 2 (especially since I've mostly tried to play without a guide).
- Even after playing through the game, I don't mind the visual changes the Remake is making. Outside of the Nexus and maybe the Tower of Latria, I was never terribly blown away by the atmosphere of the game, at least compared to the other games in the series. I think the visual design of the Remake we've seen so far is almost universally an upgrade. The Flamelurker is the exception for me, since I like the more melted look of the original. But, even then, it's not something I could really focus on with all the effects flying around in the original fight.
- For God's sake increase the ladder climb speed.
Even without these changes, though, I'm really interested in the Remake. Demon's Souls is a gem and while I still prefer Bloodborne and DS1, it's still great all its own. It doesn't feel like just a "proto-Dark Souls".
What are your thoughts? How much should the Remake change? How much *can* be changed without compromising the identity of the game?
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