It was a few
years ago that I heard about an RPG called Demon’s Souls. As a lover of fantasy and all the swords and
spell-slinging that go with it, I was immediately intrigued. In the world of Demon’s Souls, you play as a
lone traveler who’s pitted against hordes of enemies, from undead warriors and
animated skeletons, to more powerful foes such as flying dragons and powerful
Demons.
So it was
that I approached the local GameStop, eager to try my hand at this new
adventure. I had looked for reviews and
critique about the game and found that it was incredibly popular and highly
rated. As I picked up the box, the cover
was decorated with numerous awards the game had received. Even more excited now, I put the game and my
money on the counter, wondering how many long hours I would spend slaying the
minions of darkness, when suddenly the GameStop worker spoke.
“Hmm, are
you sure you want to buy this game? I’ve
played it myself, and it’s awesome, but… let’s just say it’s not for everyone.”
I knew what
he was talking about, as while I was reading up on the game I discovered its
main feature: It was bone-crushingly
difficult. Unlike many other modern
RPGs, Demon’s Souls harkened back to a time where when you bought a game, you
weren’t 100% sure that you would ever finish it. The gaming industry was just getting started,
and rather than filling their games with rich content and depth, it was far
easier to merely make the game incredibly hard, thus the player spends more
time with it and pumps more quarters into the machine. Many modern games can, of course, still be
hard, but it’s rare for them to use their difficulty as a selling point. But it seemed that Demon’s Souls’ entire platform
was that it was a long and hard adventure into a maw of madness, with death
after death piling up as the player desperately tried to figure out how to progress. Knowing all of this, I still brought the game
home and eagerly slipped in the disc, almost daring it to give it its best
shot.
After a
short intro to the game’s dark and depressing story, the player is thrown into
the fray almost immediately. However,
the first enemies are pitifully weak, and there are tutorial messages along the
way, allowing you get the hang of the controls and general feel of the
gameplay. While you may think to
yourself “that’s nice of them to at least help you in the beginning,” I wasn’t
fooled. I knew that the tutorial was
there so that later on, you can’t use “I didn’t know what button to press” as
an excuse.
One of the
prominent things about the game is the overall tone and atmosphere. Not only do the enemies fight you, it almost
seems like the world itself is against you.
Dark, washed out colors drape across the land, and the buildings and
castles are dark and foreboding. There
is no music most of the time, and ambient sound effects constantly play around
you. It’s almost as though the game
itself is saying “Turn back. You aren’t
safe here.” It’s a really cool and
immersive experience. As I fought my way
through the tutorial, I at last came upon a thick wall of fog, a signature
effect in Demon’s Souls. It means that
you have arrived at the boss room. For
those unaware, the term “boss” in any video game refers to an enemy much
tougher than the others, and requires you to use all of your knowledge and
experience to beat them. A lot of the
time, the bosses in a game are the most fun part of it. A boss in a game that boasts about its
difficulty? Bring it on. I charge through the fog, sword held high.
Up until
now, all that I’d seen is undead soldiers with tiny daggers, drunkenly swinging
at you as you dispatch them easily.
Through this fog door, however, the real game began. Epic music begins playing, and the name of
the boss as well as its health bar appears at the bottom the screen. Vanguard, this thing was called. A
massive Demon with three eyes, curved horns, and a huge axe suddenly found itself
in the room with me and decided that it didn’t like intruders. Instantaneously, it cleaved my poor knight in
half, and for the first of countless times throughout my journey, a giant red
message appeared on the screen as my life faded away.
Well,
awesome, I thought, this guy will be tough to beat. But you don’t get another chance. The tutorial ends, and you’re moved to the
main part of the game. The Maiden in
Black, one of the major characters, brings your soul back from the land of
death, so that you can continue your quest to slay the Demons.
“Brave Soul,
who fears not death, I shall guide you. So
that you may lull the Old One back to slumber.”
Basically, no matter how many times your character dies, the Maiden will
revive you so that you can try again. No
matter what, the Old One, a Demon who would devour all the Souls of the world,
must be lulled back to its eternal sleep.
It won’t be an easy journey, though, as the Vanguard demonstrates.
The developers knew that no brand new player
would be able to win, of course. I
thought to myself, “Ohh, so I was supposed to lose there, alright.” In many other games, there are certain times
where you are forced to lose in order to progress the story or move to a new
area. However, it is perfectly possible
to defeat Vanguard, and since then I have done so many times. For new players, though, that first boss
represents the foreshadowing of what’s to come:
many failures, many deaths. The Vanguard is only a minor Demon, after all. Throughout the game you face much harder challenges; Flamelurker, a demon made of fire, Storm King, a gigantic flying stingray, and Maiden Astraea, an enemy that's easy to kill but stabs you with guilt for doing it. So I’m
sure you’re wondering: How could a game
that destroys you over and over, with both enemies and a depressing story, be
any fun at all? Well, in my opinion it’s
one of the best games ever made.
How is this
possible? Well, although there were
countless times where I threw down the controller in frustration, cursed loudly
at whatever enemy was giving me a hard time, and even considered giving up
entirely… it was so much fun. Because
when you finally did conquer the castle, escape the dragon, and strike the
killing blow on Maneater (I still want to find the person who designed that
boss and burn his house down. It took me
two months to beat them.), the satisfaction of finally winning is like nothing
else in the world. Unlike older arcade
games, this game will never be unfair.
You always know exactly why you died, and deep down you know that with a
certain amount of skill, you can pull it off.
And finally, when I beat the game after months and months of some of the
most riveting content I’ve ever experienced, I laid down the controller,
ejected the disc, and went out and bought the sequel; Dark Souls. It boasted being even harder. Good.
Truly, video
games can be eye-opening things.
We all have our own Demons to slay here in the real world, and after
playing Demon’s Souls, a lot of them seem like those drunken undead from the
tutorial. With persistence, the will to
continue, and a fully upgraded magic axe of dragon slaying (It took me so long
to get it, but holy crap it’s so strong!) we can accomplish anything. Like the Maiden said, its not death that we should fear. Its giving up. That's when you've really lost.