game comes out in the US in two weeks, I got lucky with a review copy.
And thanks Ameratsu ^^
...
game comes out in the US in two weeks, I got lucky with a review copy.
And thanks Ameratsu ^^
...
^ October 6th
edit: beaten
Demon's Souls Official Thread | Currently playing: Left 4 Dead 2, LittleBigPlanet 2, Magicka
Torillian said: game comes out in the US in two weeks, I got lucky with a review copy. And thanks Ameratsu ^^ |
Sweet, I'll rent it first and purchase if I like. A little strapped for cash at the moment, since I'm going on vacation soon. Good review BTW.
You can find me on facebook as Markus Van Rijn, if you friend me just mention you're from VGchartz and who you are here.
Torillian said: game comes out in the US in two weeks, I got lucky with a review copy. And thanks Ameratsu ^^ |
So I assume all the reviewers in US don't get to play the online mode of this game.
Big mistake, Atlus....
It (PS3's market share) might hit 30%, but definently not more. ~ Neo
Flaming (Calling another user (any user) a fanboy is flaming.) ~ Machina-AX
well no, there were servers, they just didn't have a ton of people since they were only populated by media, but I was able to try out most of the online functionality for myself. I really do love the messages and blood smears.
...
The_vagabond7 said:
Sweet, I'll rent it first and purchase if I like. A little strapped for cash at the moment, since I'm going on vacation soon. Good review BTW. |
It's definitely worth the money!
Torillian said: well no, there were servers, they just didn't have a ton of people since they were only populated by media, but I was able to try out most of the online functionality for myself. I really do love the messages and blood smears. |
Messages?
Slimebeast said:
Messages? |
You can leave messages for other players to read. Any player, not just a friend, etc.
Quintin Smith said: Demon's Souls is a heavy game, which is to say it's all about weight. The emotional weight your character carries having been separated from his soul. The weight of your decisions, which can and do kill you. The weight of fear, panic and the unknown. The weight of your equipment and loot, which sometimes has you wincing with each extra pound. And the weight of the constant combat, which pays enough attention to heft and tactility to make you think best the close-quarter fighting games of the past were doing it wrong. [...] But the benefit of From Software taking pains to make Demon's Souls a tactile game extends beyond the combat. In making the way your character moves and fights feel so real, they're increasing your immersion in this world they've made. That ends up being much appreciated, because the world they've built is phenomenal. This is what separates the good dungeon crawler from the great one- an understanding that the crawling, the exploration of an unknown space, is half the game. In Demon's Souls pushing through the kingdom of Boletaria is nothing short of a total joy. The art design, level design and sheer imagination of the team make every new section an expectation-shattering treat, the only constant the idea of a once-majestic kingdom corrupted by demons. [...] Course, this doesn't change the fact that Demon's Souls is still a game which points you in the direction of certain death and tells you to walk. It also boasts side-paths guarded by stationary enemies triple your level, obvious traps that goad you into triggering them, treasure that glints on the far side of pits that are a touch too big to jump and so on. There's no denying the game is rattlesnake-mean, but then so are the best dungeon-crawlers. Where on Earth is the excitement in exploring the unknown if you know you're safe? The only thing that matters here is that the trepidation that builds inside you when you're in unexplored territory is fierce enough to keep you safe. The artistry From Software have deployed here is in creating a world that's consistently lethal and foreboding enough to build fear, immersion, excitement and great caution in the player, but not so dangerous as the same caution won't be enough to keep them safe nine times out of ten. [...] The potential loss of body and soul in Demon's Souls are design decisions worth studying because they deliberately punish the player for death, something big Western developers now try to erase completely from their games, and yet it works, implying we're missing a trick. [...] It doesn't happen often, but occasionally a Japanese developer will create something fascinating by approaching an area long-established in the West with none of the traditional wisdom. Breakdown for the original Xbox, for example, which was Namco's skewed vision of an FPS, or there's Chromehounds for the 360 which earned a cult following by bucking plenty of team-based multiplayer traditions. Demon's Souls does the same thing with its online functionality. It's the product of a bunch of guys who sat around a table for a very long time and did some thinking without the burden of preconceptions. [...] It plays like an adrenaline spike, and has a very important lesson to teach about what we're losing as so many developers and publishers continue down this path where mass customer satisfaction is the primary concern. Demon's Souls is cold, and hard, and brilliant. |
full analysis: http://www.gamasutra.com/php-bin/news_index.php?story=25238
This isn't so much a review as it is an exhaustive analysis of why demon's souls is such a great game. I edited it to down to the most important points above, but the full analysis is required reading for anyone interested in the game. Added to the OP.
Demon's Souls Official Thread | Currently playing: Left 4 Dead 2, LittleBigPlanet 2, Magicka
^If only Demon Souls were such a hit in USA....One can hope, Sequel. I'd be in heaven with just an expansion, really. Just one more world, maybe the one that is already destroyed in the game...sigh....