I’ll make a reservation right away, I didn’t play the original Demon’s Souls, in this context it will be discussed precisely about Remake. Also, I will not say anything about the PVP component, as this is a separate layer of the game.
To pass demons in 24th how to get a cat’s house with a lousy character. He will lay out the clods of wool on your pillow, threaten your slippers and vilely yell for any reason and without. But you will still experience tender feelings for him.
And yes, Demon’s Souls is now not the project that is able to give some new experience, and some solutions in it will rather cause bewilderment, but through it, as through the prism, you can look at the development path of fromSoftware and how they developed Souls Like.
Nexus
And here we are. The tank control with us, our flimsy was picking a shield, without which it was much more complicated to beat the adversaries at the beginning than in all other Maestro games. The prevailing animations of finishing and lack of a blow to the fall are going on in addition. Now I understand why in the first part of the souls this technique was presented as a new cool feature.
Following us is dedicated to what dandelions are and why now it is this variety of complex -colored ones that will be your most coveted grass over the next few tens of hours.
Each time, going to a well -known place for the farm of grass, I remembered the wolves from Bloodborne with pain, exterminated for the same purpose, and praised the invention of Estus. The idea of herbs was especially interesting with an estus in the second Dark Souls and Sekiro.
And therefore it is only less clear why it was decided to turn to this mechanics in relation to the blood, however, it was possible, with its help, the developer once again tried to push the player to the study.
But while this is far from us, now we are a newly -naked hero who has passed the tutor and already safely died from the first demon. This technique clearly came to the taste, because we will meet it both in Elden Ring and in Sekiro, where death is a necessary element for promotion according to the main plot. We meet a rethinking of the same idea in the first Dark Souls and Bloodborne, where death is also a trigger, but a player can avoid it. And we don’t meet such a game situation in the second and third parts of the souls, although the idea that death is a mandatory element of the cycle, and most importantly in the game, this is your personal experience, passes through the red thread through all the above games, and in general it is a fundamental pillar of the genre. Evolution, literally whispers to you Miyazaki in the ear after each of your death starting with the avant -garde, ending with the beast of Elden.
We are confronted with the fact that the character’s soul is now in a place called Nexus. If you want to return the soul? Be a cat – defeat the demon. And yes, at the armor you can see yours only while your soul is with you, the rest of the time here you have a bluish glow, behind which only approximate outlines are visible. You can’t play with such a set in Salt Fish. Fortunately, in the future, we no longer met this technique in any of the studio games. And if we talk about the armor, then there are extremely few weapons in the game, nevertheless, all the basic archetypes that we will wave in most of the subsequent games from the From Software of this genre are already present.
Having wandered a little over a huge deserted hub with a blacksmith, in which the naps we met/saved, I could not understand why it was decided to abandon this idea in the first souls? It can be assumed that she fell a victim for the sake of the connectedness of the world, but even if so, then, apparently, the decision was not too successful, because in subsequent games we observe this or that hub in every Souls Like release of the studio.
Obelisk-teleports are also found there for different worlds, obviously the same idea received its development in the tombstones of Bloodborne. Perhaps added to the game primarily for the convenience of navigation by bowls, which remindedly reminiscent of the worlds of demonic souls. Being, as it were, an intermediate link between an affordable teleportation for any open player of the bonfire. Unlike the first souls, where we receive teleportation between the bonfires only in the second half of the game, apparently a tribute to the narrative. And having returned hemorrhoids between them, because in Bloodborne the player is also obliged to return to the hub before moving to the right place.
Perhaps the idea of obelisks would not have been superfluous and in the second Dark Souls. Most likely, so its weakly connected the world gaping against the background of the first part of the series would look more harmonious.
And there we meet a wonderful peasant with a chest, marrying that we will be touched by the next gloomy chapter of the history of Game Design.
Everything except shower has weight. The weight that we can wear not only on ourselves, but also with ourselves in the backpack is limited. Fortunately, in a remake, things are automatically sent to a chest with an advantage, and you do not have to return after it. Initially, there was no such. But we still have an additional statue of weight, and additional stimuli out of the blue – now you need grass, but your inventory is clogged with a recently selected armor, and the grass flies into nexus, or you are choosing a new sword, but in order to try it you need to return to the chest from your unknown. And this is still good if you remember him at all, because getting to the fire on your two, the task is often non -trivial.
After assuming what level of decay is waiting for us ahead, we still go to ..
King Obelisk
And here it is a bridge, here it is a wall hanging over you. Finally, after so many years, arties can be seen in a decent schedule, and there is really something to see here. The game literally makes you get away from everyday extermination of creatures here and here and switch to photo mud.
Yes, not every location will want to do this, not in every location it will generally make sense, since there is as much as in the soul of a person who came up with a swamp in this game, and not a single filter could save me from this impenetrable darkness, but where the game allows himself to consider – this picture can argue with many. As for the torch? Here we are greeted by the next mistakes of youth, because, unfortunately, the idea of them will visit the developers only to the second part of the dark souls.
But back to our wall. And on the wall we are met by another Nemesis from this game, and, for that, not only her – the horde of homeless people eagerly striving to drop you, cut off and spacing, and this is nothing, this is even fun. And it’s not fun in this that more often met aggressive blanks are simply trying to score you with a number and at all this is not uncommon, when it is simply impossible to get around, which makes the player make the same pussy over and over again, so that you still go a couple of steps further. Something for me, this dominance is elusively reminiscent of the balance of power in the second Dark Souls, perhaps the skill of bending everything and all I owe it to this particular game.
Painfully gnawing the path to the first boss. Having examined all the possible nooks, looking under each stone and probing all the walls, unfortunately, in the demons the false wall is a rather rare beast and love of licking walls, the effect will only take the overall series from the first part of the stuffy series and it will especially develop to the second, I notice that I wandered in this location for half an hour and met only one bonfire – the initial one – the initial one – the initial.
So, I realized that a bright idea to put bonfires at least a little more often began to slowly creep into developers only in subsequent games, although there we still run like yes artias, so to the shadows of Yarnaam and even more so to Freya from the second part of the souls. This problem is already less expressed in third souls and found its best solution only with the advent of Marika’s wedges in Elden Ring. But even there, apparently in the tribute, we are forced to run especially on the Azul forum
One would think that locations are built in such a way that there is no need for a large number of bonfires. But no. Shortcuts in this game is also a rarity. And often the location is just a long intestine, sometimes rolled into the ring.
And finally the door opens under an impressive scene of a huge spear flying from it. It looks menacing. But in fact, this is a spear and the absolute incorrectness of what is happening – this is all that can be found complicated in the phalanx, not just in the future this so -called boss became an ordinary mob in the stuffy series. Annoying, but no more. And he is afraid of fire in the same way.
Well, okay, the first boss, dying on the first attempt by Ecocka Nevidal, and surrenders to me, this concept was chosen quite meaningfully, and passed with us until the appearance of Bloodborne, even in Sekiro the first boss was as simple as possible.
But after the idea turned Giant Wins Casino review around, apparently 180 degrees, one gundier is worth it, I am silent about Margit. Tutor large mob of the ring I refuse to count the boss.
After a brilliant victory over an incredible enemy, the game finally introduces us to the main truly difficult opponent of this game – quests. The ornecks in the presentation of the plot in the demons have already reached a worthy master of level, although she spoke surprisingly a lot.
And here we get the task – go, says the Virgin in black, whose image we will now meet literally in every release of the studio, talk, and the goal will sound simply to you. But!
You try to find the unfortunate non -sign that will give you a quest and allow you to continue the game. While you are running to the absurdity of a huge, confusing nexus and you have not the slightest understanding of somewhere that you need and how it looks. What is happening will literally bring you to despair. I ran several times along and across the sensations all the floors of the building and I am still not sure that I found everything hidden in them. And then half an hour passes, and in the feeling of half a life. Having already collected a bunch of tips, you still pay attention to one of a dozen others of the same monks sitting against the wall. Everything that distinguishes him – from the rest a small candle.
Damn it, this game does not want to play it so much that it deliberately hides the main quest from the player. Here the master surpassed himself. Fortunately, everything was not so bad in further games. Unless Herman sometimes had to look in the bushes, but this is literally incomparable.
But you can move on. Having overcome the next galaxy of corridors with good views from the window and disgusting mobs behind every angle, and, accordingly, passing many foggy walls, I caught myself thinking – on the one hand, in subsequent games, the developers took a significant step in favor of convenience, leaving the fog only for the bosses, this concept was already adopted for the basis, on the other hand, when you are facing the other.you calculate the tuman with a wall of the fog, whether the boss would really fit in the hole, lost. Well, yes, demons are the first and last game where the existence of a foggy wall is explained.
And here we get to the ill -fated bridge. And since we use a dragon for cleaning the path for at least three times, and we meet it already in the first part of the dark souls, the developers clearly liked the thought with such an Event.
Only unlike the first part, the demons have not yet acquired a sense of measure, so you need to run through one of these bridges more than once, but three, and at the same time you have a chance to be eaten by dogs, killed in the back with crossbowers or simply stabbed by a homeless person with a knife. And yes this is the path to the boss. And no shortcuts.
Perhaps this is still a conscious idea – the boss does not begin with a foggy wall, but with a fire in front of it … Then it explains a lot, the truth does not become less tiring from this. Every time I rejoice that this idea has sunk into oblivion.
Nevertheless, having overcome this miracle of the flight of the game designer, we meet thoughts of the tower knight.
Boss itself with an idea. Sorry, I could count it only after death.
Interesting as the idea of this boss, over time, was divided into two – iron golem from Dark Souls – is the embodiment of the knight himself. The idea of building a battle and the arena was embodied already in Bloodborne in a revived. That in the demons, that in BloodBorne, the concept of resorts and kill first a little thing – and there are ten people there – rather tires than an interesting test, but the knight himself is good.
As a result, the boss was killed, it was long and quite mound. However, the mournfulness is the seasoning that it is worth getting used to the passage of demons, and the earlier it will be easier to meet more and more obstacles that require perseverance from you rather than resourcefulness. But still the boss fell.
And what I get after – an impenetrable wall – go, says, kill the demon and only then I will let you go, so be it. The idea of such walls from From Software has not forgotten and we will meet it more than once in Elden Ring.
And now we have no choice but to be sad to stomp back into the nexus and from there to the next obelisk
Obelisk of the underground king
Returning to the idea with obelisks, it was in the second world that I felt her pluses. For all the beauty and immersion of the related world of the first and third parts of the mental series, this approach does not allow the player a variety of opportunities to change the atmosphere to something new, available in demons. And even taking into account the branchiness of the path of dark souls, they still have a strict sequence and if you are already fiercely strangled in location, then you do not have so many alternative ways. If they are at all.
Looking at the problem from this position and while ignoring its obvious disadvantages – the venture with the obelisks as a whole begins to look quite elegant. She solves not only the problem of the incoherence of the world, but also makes it possible to switch between different biomes at almost any time, because most of the game you can go to any of the worlds. And perhaps the successor of this idea can be called the open world of Elden Ring.
And we, meanwhile, are in the mines. The passage to them burns his eyes to his poisonously orange sky because of the over-shifted brightness settings from the last location, which is why I involuntarily want to start looking for a spray can of silver paint, presenting himself as a participant in the road of rage.
But more impressed the fact that now mine was picking, which I had just persuaded two bosses, practically does not work at the most ordinary local homeless people. To get to the idea that local miners have such a fierce resistance to weapons with cutting damage and vulnerability to the pricking, I could not immediately, and I still can’t accept this thought.
How, why and why it is done so radically, I strongly do not understand. And the first thing that is amazing is a narrative dissonance – why these creatures have such resistance? This is a lack of vitamin D? Or what? And yes, of course, a blacksmith and a merchant selling stones sits in the same location, and we, as a player, can sharply sharpen any other weapon that we have. And perhaps we were even lucky to get the necessary weapons. But still have to grin. The only question is how long. Your time is nothing. Remember, I talked about the adoption of a mournfulness.
Fortunately, in the future this, in fact, a good idea, will find its development in something more understandable. Bay skeletons or stone hargoes crushing, because they are crushed from this – clear, clear, clear.
But for now, grandfathers. And now having moved a few weapons in the inventory. With difficulty, choosing what I can at least use. I was able to move off the ground. Of course dying.
And about how I did not know and how this curse of ignorance it restrained at all the whole build.
It was here, in the second world, I realized that this strange eye, which changes its shade that is barely noticeable, is not just a beautiful picture from design is a damn important thing – a trend.
And you would know how at that moment I was glad that this mechanic was buried with the demons.
The trend is a clear example of an interesting idea on paper and its disgusting implementation in life. Although even with the first statement it is sometimes difficult to agree. And it is precisely the death in bodily uniform in the world that is the most likely factor that will encounter anything unsuspecting the player, with this wise mechanics.
Here, having defeated the boss – you gain a bodily uniform, run happily, but sooner or later, the phrase "you died" make a quick journey to the bonfire. And it would seem, “well, died and died”, but for a start it is worth considering that after the death of the bodily form you are taken away from your hits – in any situation. As a result, you always have to wear a ring partially neutralizing this debaf, yes, again hello Dark Souls 2. From such parallels, I am increasingly starting to think about whether the second souls are a great ideological heir to demons than the first. But this is the half of trouble.
Indeed, back in 2009, the developers of From Software still regularly deny a sense of measure, because in addition to the reduced health of our protagonist, the health of all the inhabitants of this world and the power of their attack increases, that is, we also begin to suffer from each of the many homeless people. Is this not a dream ..
The only funny thing is that when killing the boss, these hits restore you, and the trend changes in the bright direction – it turns out logic, if it is difficult for you, then we will make you even more difficult, if you become stronger – we will make you even easier. The one who came up with it is a true evil genius.
But if you forget about this misunderstanding about this, the rest of the idea looks very good, depending on your actions in the game, certain passages open or close. Only here you have to guess about this mechanics rather. The game will be voluntarily showing a strange menu that does not give any explanation and a barely noticeably changed indicator in the game when loading the location and next to the hits strip. Then get out yourself somehow yourself.
And that Samov is beautiful in order to avoid the dimming of the trend of the world and normally go through the game, after each murder of the boss, it is necessary to go to Roskomnadnuad to Nexus, because for death there are no consequences except for those who are taken away by CP.
In fairness, it should be noted that some events can be seen not only with a completely bright, but also with a dark tendency, and that with a dark tendency, enemies bring more souls and Luta, that is, there is some kind of balance and interest in this. The only problem is that changing the current trend is extremely difficult.
And now we are doomed to feel a free fall after each murder of the boss. Just because. I am glad that I did not understand this too late, because this is just the second world in which I got, but this was enough for, as it turned out almost at the end of the game, to safely close the passage to the sword I needed.
But we will return to the second world with its stuffy mines, very incidentally atmospheric place. And to the second blacksmith, who, unfortunately, flatly refuses to go to the hub with us, and will have to return to him, since only he can improve a special weapon, and only he can forge weapons from the souls of the bosses.
Oh, these blacksmiths in the beautiful nowhere. But if it is quite simple to reach the blacksmith in the demons, then why Fromoma in the first souls, and secondly, too, decided that this is a good idea to put a non -sign, to which you will run on a schedule so far from the fire, I cannot understand. Good and these mistakes of youth, they still got rid of. How, by the way and from the repair. Which was once again rather tedious mechanics than having some kind of meaning.
It makes sense to affect the mechanics of creating weapons – and then the developer has fucked us another complication ode. There are already few weapons in the game, so part of it is also closed by the wall of the grind. After all, in order to get a special weapon, you not only need to kill the boss and bring his soul to the blacksmith, you also need to give it a very definite and often well -pumped other weapon. For example, a sword+6.
And I am silent about the fact that it is possible to understand what kind of weapon to understand without wiki can only be tested and errors. And yes, some of the stones for the pancake can be bought from the closest merchant, but if you consider that not everyone will pump many different types of weapons, for example, only one weapon for the entire game has pumped up to +6, then at this moment the player is overtaken by the pharma again.
And let this mechanics are quite clear to me, from the soul of the boss you can make not any speech, the material is needed appropriate. But functionally – this is darkness. Fortunately, the functionality has defeated the second part of the mental series.
And continuing to wander around the darkness of the second world, from which eyes are already a little sore. Choosing the rings that I just have nowhere to put it, since I have only two fingers in this game and one is definitely busy with a decrease in curse – a cure for mechanics, the second, is needed for the farm – a cure for the second mechanics.
Finging from the darkness of homeless people, normally killed only by Bekstab and fiery slugs, killing which in miles is extremely difficult not to get damage, because our character must take a step in order to strike a blow. Step in front of you … right on a burning slug. Provided that these slugs also love to fall off you from the wall and lock on a thin bridge, then playing the game "die or die" over the lava lava becomes damn easy.
Perhaps, in this place, I was in the first time, but not the last time I felt a rolling wave of indignation from the fact that the game is difficult not in interesting mechanics, in mechanics it is just damn simple, and in its crookedness and this is not even difficult, it is such an ordinary stuffiness.
And with all this, nearby we meet a rather tactile element of interaction with the world. Find the lever – and make your way to the boss, removing the lava. Something similar will still be used in the second part of the souls, where it was realized most interestingly, in the odd parts we help ourselves only shortcomers. Ideologically, we will meet the boss awarding for the study more than once, both in this game and in subsequent. The development of this idea can be attributed to the Bladborne box, in Elden the shackles of the Moga or a tear.
In fact, nothing unusual, obvious greetings from the metroid, but I am very nice to find such small details. And even more nice when you spend less resources on the boss from this. Which, in my opinion, is an important feature of the genre.
And here I am coming to whom you would think? To "Boss Spider, the spider is huge, who could predict this". Where is the game of those years and without a patch boss. And this boss once again introduced me to how much the curve this game is and how brilliantly it catches its players, although I am not sure that such an idea was presented in it originally.
There is a golden rule in Souls likes – beat from the back. Few people violate him. And here, seeing a huge arthropod in front of me, extinguishing in me with fire and threatening twitching stars, I made a logical conclusion to me then – I have to go under my tail. And what was my surprise, when I was not only slow, and when clicking on the somersault, I was picked up the animation of such a strained but lazy attempt to budge, that at first I decided that I missed the blow, from which I lost the balance sheet. By the way, the mechanic of balance (poise) in the demons has not yet visited us. Of course, at that moment I received damage and of course – this is death. And of course it repeated more than once. And I will remember the murderous animation I met.
But the boss was defeated, and I went on happy. But happiness is a very dangerous emotion in the games of the Soulslike genre in general and in Demon’s Soul in particular. You relax from this emotion, and it is contraindicated to relax in these places. There was no trace of my happiness after a couple of minutes, since the crowd was waiting for me in front of me almost impassable homeless people. Well, you remember yes, resistance, plus the spoiled trend of the world and the forces of mobs after the boss always increased significantly, the mobs look and act the same way as before.
At this moment, I realized that from this world it is time for me to relax and look at others. In general, the idea was clear and worked exactly as it should, they create a difficulty in the world, so that you went to study what is behind the rest of the obelisks. But to create difficulty, just stupidly throwing a whole darkness of rather fat mobs – these are the mistakes of the youth that the Froma grew with every new game. By the third part, this situation should already be looked. But while we are here and in demons this is a common thing.
And now wandering around a little other worlds, I returned with new forces both in my hands and in the eyes. Because again the endless dark burrows of huge bright fiery snails on one side were waiting for me, and just darkness on the other. I had to switch to brightness again to see at least something. Fortunately, after I literally broke through through the initial crowd of homeless people, then they waited only and from under the ground crawling shayuhuluda. Possessing only a great ability to kill with one spit. In general, this is not so scary when compared with previous creatures. Well, of course, the parkour was waiting for me.
Adding to the game with such location controls where you need to make at least one jump is already a perversion. But every game Miyazaki stubbornly offers us a new and more sophisticated BDSM session and without telling us what a stop-word. Unless adding a cat ring so that you can extend the process. Thanks, at least in the latest games, the maestro became softer and added a normal jump. And parkour in demons is a quick, but very terrible journey and I don’t have experience in other sauces, it would most likely be death.
Finally, after all suffering, I see a foggy door. And on the one hand it seems to be time to appear boss and suspicious notes below, but on the other, something in me still hoped that well, the game would not force me to go all this way again, it is too much for demons.