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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