I wrote some reviews a few years ago for actionbutton.net that seemed to get lost somewhere in the internet. At the time, Demon Souls had not been released in the US and I wanted to give complimentary games writing a shot.
"a review of
Demon's Souls
a videogame by From Software
published by Sony Computer
Entertainment (Japan and Asia) and Atlus (US)
text by jacob munford
Score: 4 stars out of 4
Bottom Line: Demon's Souls is
“the pocketwatch that you can give to your grandchildren”
My original plan for this review was
to steal the IGN format of game reviews, with the terrible segmented
'graphics' and 'gameplay' sections and all, and write a sardonic
review where the reviewer sees all of Demon's Souls successes
as faults and tops the whole thing off with a 7/10 at the end of the
article. My bottom line would be: Demon's Souls is not for
everyone, but hardcore gamers will eat it up. For a while, I thought
this was clever. But it isn't, really. It's too easy. It would be
like challenging a cab driver to a fencing match. It doesn't actually
celebrate what a real piece of goddamned work this thing is.
But the reason taking the piss out of
game reviewers felt so appealing to me in the first place is that the
reviews for this game write themselves. When this game comes out in
America in October 2009, expect to see plenty of game writers warning
about the ways in which the game is difficult to a fault, the combat
isn't as well-animated as something like Dynasty Warriors and
that the multiplayer system is clunky and awkward. Expect 7s. Expect
a metacritic score of 7.6. Expect to be disappointed when whatever
you read for your product reports makes you breathe a bit deeper.
Here's the facts, man. Demon's
Souls is a game about struggling with discomfort. Demon's
Souls uses the typical fantasy environment and milks logic out of
it with the ferocity of a teenaged farmboy who is forced to go to an
all-boys school. There are castles and forts in this game, you know.
But these castles and forts aren't comfortable places. Most castles
and forts aren't, really. There's crumbling stone everywhere. You
fight through these things with the passion and verve of a human
being surrounded by monsters, since that's what you are. If you are a
broadsword-wielding meatbrick, expect to learn about the timing and
pacing of home invasions. If you decide to use a rapier, expect to
dance like you ain't never danced before. Stakes is high, y'know what
I mean? You can die easy if you aren't on point, all the time, and
combat is as serious as basketball would be in a movie about
basketball. The combat doesn't snap or pop like it does in games like
God Hand, but it's just a different type of music. It is
spare, with offbeat percussion and open air. You can call it
difficult if you aren't willing to put your back into it, but games
don't typically make us earn it. It's nice to be regarded as somebody
who isn't interested in having my food injected directly into my
stomach.
In this game, dungeons are a tone as
opposed to an aesthetic. The levels are dangerous worlds that loop
with forward momentum, but roll back up into themselves as a comfort.
They are laid out like darkened, rarely-used rooms in a basement. You
trace your hands across the walls to see how they feel. You find a
corner and feel assuaged, as most mapmakers do. But the consistent
lack of light in the room is a reminder that you've only found the
border of an entire open space, and you can't see a thing. The
problem with games that let you play mapmaker is the assumption that
drawing a map is the end goal of exploration. No way, sisters. That
shit is nothing but liner notes. The reality is that anything worth
exploring will have dynamics: dullness and danger and reward and
tension. If you are the type of person who can lose yourself in an
environment, Demon's Souls can play you like a stringed
instrument.
The game is designed around
anticipations and expectations. When you get near the end of the
game, you realize how clockwork everything is. The atmosphere is not
accidental, it is pathologically constructed. It is the culmination
of well-punctuated kineticism combined with crystalline-structured
maze making and line drawing. But early in the game? You don't know
what's around the next corner. You hope it is something that you can
handle. You are getting to know this person and are navigating their
personality like a sailboat in cold waters. The game allows you to
bring other players into your game, but the reality is that these
people are nothing more than guiding flags. They may show you where
to go, but not always how to get there. They can't speak, only nod.
You aren't on an equal plateau, you don't get the same things. It's
awkward and alienating. It can only serve to show you how to stand on
your own two feet.
Demon's Souls is the right kind
of game. It is confident in itself. Playing it correctly can make you
more confident in yourself. I've heard people call this a dungeon
simulator, but that isn't quite right. Simulation is a dirty word,
you know. It implies an echo of something else, something more
concrete. Demon's Souls is as real as the inside of a watch.
It ticks consistently. The watch hands never stop moving clockwise.
Anybody who can read an analog clock will understand the facade of
the watch and hear the ticks of clicking gears but if the watch
breaks, be at a loss as to how the thing fits together. Watchmakers
are old and lazy symbols for beings of internal order and momentum.
But these guys? These Demon's Souls guys? These guys are
watchmakers. There's no other way to describe them. They've made a
well-oiled machine that will only stop doing its job when it is
ignored."
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