Demon's Souls (PS5) - title

I was finally able to get a Play Station 5 for Christmas. It wasn't easy. I was on a Sony waiting list for months before finally getting the email invite to purchase one. When I booted it up on Christmas Day, I tested it out by playing a few hours of the included Astro's Playroom, while I waited for my first batch of digitally-purchased games to download and install. One of the first of those games was Bluepoint's remake of Demon's Souls.

The original Demon's Souls for PS3 is one of my favorite games ever, so my expectations for the remake were quite high. I was certain that a recreation as faithful as Bluepoint's Shadow of the Colossus remake would be good, but I also felt that Demon's Souls offered a lot more opportunity for improvement compared to the much simpler Shadow of the Colossus.

Technical improvements streamline play

Obviously, the visuals are dramatically improved. There's cloth physics, weather and particle effects, really good lighting, and all the other "next-gen" bells and whistles that one would expect. But the new hardware doesn't only allow visual improvements; it also allows for some technical improvements that do dramatically improve the gameplay experience. Perhaps the best of these technical improvements is the faster load times given by the use of a solid state hard drive.

Dying isn't as much of an inconvenience thanks to faster load times.

Quicker load times make a world of difference. Obviously, it's helpful to only have to wait a few seconds before getting back into the action after dying, rather than having to wait a whole minute to try again. But the quick loading also helps with other activities in game, such as farming. Bluepoint added the ability to warp from an archstone to any other unlocked archstone in the same world, including the one you are standing at. This allows the player to reset the current level, which can be very helpful for farming certain enemies for experience or item drops, and the loading only takes a few seconds. Barely more than sitting at a bonfire in Dark Souls!

The quick load times are also useful for things like reloading the game to refresh crystal lizards, or to trade items with Sparkly the Crow.

The smoother, 60 frames per second framerate also helps make the action feel much smoother, which might hopefully spare players from having to suffer as many deaths from mis-timing dodges and parries or from mashing a button too many times and queuing up the wrong action. The game looks and feels faster and smoother, while still maintaining the slow, weighty, and methodical pace of play of the original.

I'm less impressed by the PvP netcode. I never had problems with lag or other network issues in the original Demon's Souls on the PS3. But I rarely invaded and wasn't very good at PvP, so I might not have survived invasions long enough to realize if the original netcode was laggy or unresponsive.

I've experienced a lot of lag and other network issues during PvP.

In this remake, I'm trying to make more of a point of playing the PvP more. Not only am I engaging in more invasions with the Black Eye Stone, but I'm also reviving to human to play through most levels in the hopes of encountering some invasions from other players. I'm not being invaded a whole lot, so I'm assuming that PvP isn't very active in the remake -- or maybe being on Pacific time means all the invaders are already asleep by the time I'm able to play the game later at night. But when I do have PvP encounters, I notice a lot more lag and questionable parries and backstabs than I remember seeing in the original game.

I guess the improvement in console hardware did not lead to a smoother online play experience?

Consumables can be consumed in bulk.

The single player, however, plays very smoothly, and there are other technical refinements as well. Inventory management is simplified. Multiple consumables (such as hard soul items) can be consumed at once. Excess items can be sent directly to Stockpile Thomas from within any level. The inventory screen will show how many of a given item are in your inventory and also how many are currently stored in the Nexus. And perhaps best of all, both blacksmiths can use upgrade stones and boss souls that are still in storage! No need to grab all my upgrade stones from Stockpile Thomas before warping to Stonefang to upgrade my weapons. Though, the blacksmiths can only upgrade weapons that are in your inventory, so I do have to be sure I take those with me.

This reduces a lot of the tedium of the old inventory system, while still maintaining an absolute carry capacity for the character. I don't have to warp back to the Nexus to offload items if I become over-encumbered (and then reset the whole damn level). But I also am limited in what I can bring with me into a level. I can't carry every weapon, armor, and consumable I own into every gameplay situation, as is the case in Dark Souls. I have to prepare in advance and commit to a specific loadout, making do with what I have or what I can find within the level. This maintains the scrappier, more adventurous feel of the original game.

I am pleased, and a little surprised, that Bluepoint retained the controversial item burden mechanic.

I know that the item burden was a very unpopular feature in the original Demon's Souls, but I actually rather liked how it set such strict limits on what supplies and equipment can be carried into a level. The item burden was the one feature from the original game that I thought was the most likely to get cut in any potential remake, and I'm glad that Bluepoint found a compromise that makes the system less obnoxious, but which preserves the fundamental contribution that item burden brings to Demon's Souls' design.

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Demon's Souls - title

Demon's Souls is coming to the PS5. Rumors of a Demon's Souls remaster have been floating around for years, and I even wrote a blog post back in 2017 about what I'd like to see in any potential remaster or remake. But what we're actually getting goes far beyond a simple remaster. It's more than just Demon's Souls at higher resolution and with a higher framerate. Bluepont Games is re-developing Demon's Souls from the ground up, much like they did with Shadow of the Colossus on PS4.

The scope of the remake means that it's possible that Bluepoint could change mechanics. There's plenty of opportunities to improve Demon's Souls gameplay and add ease-of-use features. But there is one controversial feature that I hope Bluepoint keeps: the item burden.

I posted this defense to YouTube last weekend, but I wanted to transcribe it here as well, for the benefit of my loyal blog readers. But feel free to check out the video as well. It is embedded below:

This defense is also available on my YouTube channel.

Demon's Souls' unique design

Players of Dark Souls may be familiar with the equipment burden. If you equip too much heavy armor and weapons, your character will become burdened, which will limit your ability to dodge roll. Demon's Souls had an equip burden that worked pretty much identical, but Demon's Souls had an additional weight burden that accounted for your entire inventory -- not just the items you have equipped. This prevented the player from carrying around excess weapons and armor in your inventory so that you can switch to it at any time during a level.

Dark Souls retained the equip burden but dropped the item burden, possibly as a result of its change to a single, interconnected world. Dark Souls is famous for its brilliant world design, which created a complex vertical helix of interconnected levels. With some exceptions, every part of the map is connected to every other part of the map and the distance between can be traversed by foot. In fact, for the first half of the game, you had to travel the map on foot and take advantage of shortcuts because fast travel is not unlocked until the midpoint of the game.

There was no ludic reason to use Dark Souls' Bottomless Box, and it was removed in the sequels.

The end effect for Dark Souls is that the character does not have convenient access to a central hub location. Firelink Shrine fills a similar role as the Nexus of Demon's Souls, but you cannot warp to for the first half of the game; you have to walk. This means that you can't easily dump excess gear or items at Firelink, which means you have to carry everything with you, which means the Item Burden of Demon's Souls doesn't make much sense. Granted, From included a Bottomless Box item that allows you to stow away excess gear at any bonfire. They could have easily just built the Bottomless Box functionality into the bonfires by default and maintained the Item Burden. But they opted not to, and the lack of an Item Burden mechanic makes the Bottomless Box completely unnecessary. In fact, the sequels to Dark Souls did not include the Bottomless Box at all.

Demon's Souls has a central hub location (the Nexus) that makes it somewhat convenient to drop off or pick up equipment on your way between archstones.

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Shadow of the Colossus (PS4, 2018) - title

I debated whether to turn this into a retro review of Shadow of the Colossus, or to focus this review on whether or not this particular remake manages to re-capture the magic of the original. Honestly though, what could I possibly say about Shadow of the Colossus that hasn't already said? I might as well try to write a retro review of Citizen Kane or Hamlet!

The original game (released in 2005 by Fumito Ueda's Team Ico at Sony) is a classic and a masterpiece of interactive art. It ranks right up there with games like Portal, Half-Life, Super Mario Bros., and Tetris as a contender for the title of "best video game ever made". Virtually every creative decision that the original team made was the absolute perfectly right decision to make. From the desolate and bleak, yet hauntingly-beautiful landscape. To the immense sens of scale and grandeur that embodies almost every crevice of the game and the sheer smallness of the protagonist himself. To the intimidating, yet majestic aesthetic design of the colossi themselves. To the bittersweet death animations of the Colossi, accompanied by Kow Otani's outstanding score, that makes you question the rightness of your actions. To the way that Agro's independent actions, slightly imprecise controls, and occasional insubordination sell the idea that she's an autonomous living character, rather than a simple vehicle that you pilot as an extension of the player avatar. To the decision to not drag down the game's pace or pollute the overworld with a single encounter with grunt enemies. And on and on...

Shadow of the Colossus was like a digital vacation when it was released in 2005.

It's as perfect a video game as has ever been made. It's the centerpiece of any "games as art" argument (if we still even have to have that argument anymore). Critics and analysts before me have already consecrated Shadow of the Colossus far beyond my petty powers to add or detract.

Bluepoint is the masters of remasters and remakes

Why couldn't Bluepoint have done
the Silent Hill HD Collection?!

Because of how absolutely brilliant the original game is, I had reservations about any attempt to remaster or remake it, especially after the debacle that was Hijinx Studios' Silent Hill HD Collection. Fortunately, however, the remake privilege (or burden, depending on how you want to look at it) was given to Bluepoint Games, the veritable masters of remasters and HD collections. Bluepoint had already released an HD remaster of Shadow of the Colossus on the PS3 back in 2011. I never played it because I thought the PS2 version of the game still looked fantastic and didn't need to be remastered to be enjoyed. That HD remaster was very well-received by the general public, as have been all of Bluepoint's remasters, as far as I am aware. Why couldn't Konami have given Silent Hill to these folks?!

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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