Adam "I can rock handlebar mustaches" Dork has informed me that Demon's Souls is a challenging and awesome game. He also likes Turok, so we're going to take his advice with a grain of salt, but judging from what most people are saying about the game it is quite unforgiving in a wonderfully old school way. Even Atlus themselves, the game's publisher in the US, is pushing the game as brutally hard. Why would someone make a game to punish the player over and over, other than to turn it into an awesome game mechanic? Evidently, they didn't mean to.
The game's producer, Takeshi Kajii, recently said that the team wasn't even trying to make the game that hard. “As developers we never thought it would be that hard,” Kajii said at the Demon’s Souls panel at Anime Expo. Judging from the word on the street this means that if they had tried to make it hard they would have created a game in which every button you pressed killed you. Whatever, reason the game is hard, we're happy it is. The more challenging games in the world the better.
Matthew Razak is Destructoid's Associate editor and co-founder of film site
Flixist. He began as community member "cowzilla" and was since sequestered to write brainy features material. He lives in Los Angeles with his beautiful wife.
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The only zone that is difficult it´s 5-2 or 3-1,3-2 in the first playthorugh ( before having anti magic field ).
The game is amazing, everyone with a PS3 should have it, one of the best games for this console.
I've always enjoyed the fact that developers have put different difficulty levels into their games instead of just branding the game with a specific difficulty and then letting the player deal with it. Having just a single difficulty level can sometimes be a great strategy, like in Megaman 9 for example, most current-gen gamers get frustrated when a game is too hard, then drop the controller and move onto something less challenging; I realize that's a generalized statement and not entirely accurate, but I'm sure it happens more often than not.
Regardless, giving the player the option to play a game in a set of different difficulties can sometimes be a great thing. It gives gamers a chance to explore and experience a game in a more relaxed state, then play through it again to challenge themselves. I wish, for example, that Wind Waker had gone the way of Metroid Prime in offering a Hard difficulty after the first play-through, that would have rocked my socks even more than Wind Waker had been able to do so already.
Anyhow, I digress. I love seeing developers just making a game the way they want, releasing it and letting gamers deal with the difficulty. I believe that this just grooms better gamers in general.
Again, it's not fake hard, and every time you die, it feels like your fault! It's very balanced.
If that works the way it sounds, then it's almost like everyone who plays the game is working to beat the game together -- but not in a vague Noby Noby Boy kind of way.
It's that kind of sweet little meta game mechanic that makes me think that it will make it the good kind of challenge to play, very interested.
The game itself is at least a 30 hour playthrough and despite the servers being in Korea or some where else out East I log in quickly and have had no problems getting assistance in dungeons or even the occasional break in (for PvP) action.
The game itself isn't "cheap" or "cheesey" with the deaths, however the fights require a learning curve as do all the dungeons once you learn em, there is a huge rewarding feel of defeating a Giant Knight 30 times your height or so. FROM SOFTWARE created a great game and are fortunate to have ATLUS put it in the states for more to experience, hopefully with the word of mouth it has received in praise for its difficult but rewarding experience it will tack on more RPG gamers to experience it with a North America release.