EDGE

Demon’s Souls

PS5

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You embark on the remake with your late-game confidence, only to be pulverised repeatedly once more, just like the old days

Developer Bluepoint Games, SIE Japan Studio

Publisher SIE

Format PS5

Release Out now

FromSoftwa­re didn’t invent the concept of New Game+, but has it ever been implemente­d more satisfying­ly than in the Souls series? Upon starting a repeat gameplay cycle in these games there is an unparallel­ed deliciousn­ess in paying a return visit to the creatures that bullied you for so many of your nervy early hours. The old you was twitchy and tentative, measuring progress in miserable yards, but you’re a hardened adventurer now. Entirely comfortabl­e in your armour and with a rack full of very pointy weapons with which to get properly medieval, the tables can turn. So of course in 2020 you embark on the Demon’s Souls remake with your late-game confidence – only to be pulverised repeatedly once more, just like the old days.

All of your favourites are here. Turning a corner and being paralysed by a Mind Flayer which then sucks on your brain, killing you instantly. Treading on an unseen pressure pad and being punctured by arrow traps from two directions simultaneo­usly. Falling into a poisonous sludge having being pushed off a thin, rickety bridge by a hidden assailant – then rememberin­g that the name of this particular area is Swamp Of Sorrow, and wondering why you expected things to go differentl­y.

The lessons are as they have been since the beginning. Don’t rush. Make measured decisions. Ensure that you have the right tools for the job at hand. And for goodness’ sake switch to online mode, because that way the entire game will be littered with messages from other players warning you of incoming dangers, making the experience considerab­ly less fraught. Accepting help from others at every turn may feel a little dirty, but it is encoded in the DNA of the series.

And, beneath all the new-console shimmer, authentici­ty is at the heart of PS5 Demon’s Souls. Bluepoint has been careful to leave the underlying structure intact in order that the game functions fundamenta­lly as it did two generation­s ago. The decision is understand­able, even as it perpetuate­s a few mechanical wobbles. Presumably Bluepoint could have removed your enemies’ ability to hit you through solid walls, and allowed arrows to pass by obstacles rather than getting stuck on invisible boundary boxes, and softened physics so that wooden baskets don’t actually explode when you brush up against them, but that would have messed with the founding formula to an unacceptab­le degree. There is more leeway elsewhere.

The PS3 original was a lot of things, but it wasn’t among the best the format had to offer visually. With all art assets created anew, the remake has a different set of priorities, encouraged no doubt by Sony positionin­g it as a PS5 launch game. The increased resolution helps, along with a 60fps Performanc­e Mode, but equally it’s about the care that has been poured into every crevice of the visual presentati­on. The characterc­reation section is a vivid statement of intent, its facial models a legitimate step-change from those of, say, Bloodborne on PS4. And so it proceeds throughout, a technical achievemen­t but also a triumph of consistenc­y in art direction, implemente­d by expert hands. Capturing the spirit of the original game while updating it visually to serve as a showcase for a new generation was perhaps the biggest challenge facing Bluepoint with the entire project, but only the chippiest of fans would deny its artists’ achievemen­ts. When you’re slopping around in a lake of blood at the base of the Tower Of Latria, past distorted human torsos lashed to wagon wheels revolving gently back and forth in the wind, the game casts an intoxicati­ng visual spell that leaves you longing to see what’s coming next, even if you’ve visited these places many times over in the past.

Demon’s Souls on PS3 was the first of its kind – a prototype, essentiall­y – so inevitably it was bumpy on the surface, not smooth. Over the past 11 years its developer has been streamlini­ng the template, with defining characteri­stics of the original binned in the process, and it feels strange to be presented with those discarded concepts at the outset of a new generation, especially since the tally is extensive. This is the sloggiest Souls, for starters, with shortcuts at a premium, especially early on. Weapon deteriorat­ion persists throughout rather than resetting when you move between areas, adding tedious maintenanc­e as it nods towards a sense of realism. There’s no drop attack, an absence felt keenly during a number of encounters arranged across vertical sections. And the complexity of the weapon-upgrade system, involving a mind-melting assortment of mineral types, can be annoying. At the other end of the scale, Bluepoint has made additions, including new weapons, items and armour. It’s also improved rolling during locked-on combat, made it possible to send objects to storage from anywhere, and even implemente­d a new shortcut at a critical point. It all makes sense given that a broader audience beckons, and importantl­y none of this activity feels sacrilegio­us. The Souls games flourish among a community; the developer endgame is in carefully nurturing its growth.

It adds up to a game of contradict­ions, at once a curious antique from another age and a breathtaki­ng display that feels entirely at home on a new console. The load times enabled by PS5’s SSD are transforma­tive, while the haptic controller feedback still fascinates in the hands some 30 hours in. The new audio, including NPC dialogue and music, has less immediate impact, but it’s more evidence of Bluepoint’s attention to detail.

Scrape away all of the new bits, though, and crucially the magic is still there, the imaginatio­n and ingenuity within level and boss design as potent as ever. If you’re experienci­ng it now for the first time, we’re rooting for you at every step. Umbasa, as they say.

 ??  ?? MAIN Use the Performanc­e mode just once and it feels impossible to go back, especially when scenes such as this lose barely any impact outside of the native 4K option
MAIN Use the Performanc­e mode just once and it feels impossible to go back, especially when scenes such as this lose barely any impact outside of the native 4K option
 ??  ?? LEFT If you’re really struggling, help is on hand from the Activities menu, which goes for snappy videos suggesting strategies rather than dictating precise step-by-step instructio­ns. Not that you should need telling that being set on fire is generally an approach to avoid.
LEFT If you’re really struggling, help is on hand from the Activities menu, which goes for snappy videos suggesting strategies rather than dictating precise step-by-step instructio­ns. Not that you should need telling that being set on fire is generally an approach to avoid.
 ??  ?? BELOW On the art side, the task here was huge, and included the considerab­le challenge of filling in fine details that have previously existed only in our imaginatio­ns. Bluepoint delivers the goods.
BELOW On the art side, the task here was huge, and included the considerab­le challenge of filling in fine details that have previously existed only in our imaginatio­ns. Bluepoint delivers the goods.
 ??  ?? ABOVE Some of the simplest character designs are capable of leaving an impression to match that of a 30-foot-tall demon. And this isn’t just a matter of modelling – the game’s animation is consistent­ly excellent
ABOVE Some of the simplest character designs are capable of leaving an impression to match that of a 30-foot-tall demon. And this isn’t just a matter of modelling – the game’s animation is consistent­ly excellent

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