Souls Survivor
Director Hidetaka Miyazaki discusses the origins and ideology behind From Software's masterpiece.
Since we reviewed it in March last year, Demon's Souls has gone from potential cult hit to wildly acclaimed classic, earning itself a US and, soon, European release, several Game of the Year accolades and thousands more enthusiastic disciples. It is one of the greatest unlikely success stories of modern gaming, and proof of the power of community in the internet age.
Originally an Asia-only release from a developer whose other games, when they even saw the light of day outside their country of origin, never really penetrated the public consciousness, its success abroad has been driven entirely by phenomenal critical acclaim and word-of-mouth popularisation. In the absence of a vast marketing budget or an established brand to stick on the cover, Demon's Souls proves that being good sometimes really is enough.
The key to Demon's Souls' brilliance, in retrospect, is a combination of an old-fashioned refusal to pander to the player, forward-thinking online concepts and an extraordinary coherence of creative vision. Its levels are perfectly self-contained pieces of dark fantasy, each with its own artistic direction and sadistic gameplay twists, and its enemies and bosses range from the unspeakably gruesome to the gigantic and monstrous to the strangely touching. But all of it conforms to the same darkly uncompromising ethos.
We've never yet encountered a Japanese developer willing to boast of his game's success, but Demon's Souls' director Hidetaka Miyazaki's surprise is more credible than most. "We never thought that we would receive so many awards. We are incredibly happy and deeply grateful for all the support we have received," he tells Eurogamer.

It's particularly surprising because Demon's Souls wasn't well understood by its Japanese publisher, Sony - as reflected in the decision not to publish it outside of Asia, which it later admitted was a mistake.
"To be honest, while the game was still under development, we weren't being fully understood and it was very difficult for us," says Miyazaki. "We weren't interested in following any trends, but I suppose we weren't paying attention to a practical world view, which was rather difficult."
Demon's Souls was born out of a desire to return gaming to its fundamentals - that is, to re-embrace the trial and error and difficulty that we used to take for granted, and leave the player to work things out for themselves. "From the outset, we started making it based on a 'back-to-basics' concept," says Miyazaki. "We wanted a 'game-like game', something that was fun in the way games used to be, and we were confident that we could do it.
"We wanted to stay clear of current trends... we thought it was only going to be judged by a handful of core players. Without meaning to attribute special significance to the game, now that there are so few games of its type, we thought that there was definitely a need for it, and we also felt that it was something that the current games industry needed. With all these ideas in mind, we created Demon's Souls."
It didn't come out of nowhere. Demon's Souls has certain things in common with From Software's long-running dark fantasy series King's Field - namely, its unrelenting bleakness and wall-punching difficulty - but Miyazaki doesn't see it as a direct successor.
"King's Field was the beginning of the Demon's Souls project; I wouldn't go as far as to say that we had King's Field in mind while we were making Demon's Souls, but of course I think its world probably formed one of the bases [for the newer game]. However, if you're asking if it's a 'successor', the answer is no. Of course there are parts of the game that are inspired by King's Field but we were very much aware that we wanted to make a new title with Demon's Souls."
What did inspire the game was a combination of European mythology and artistic sources outside of the world of videogames. "There aren't any other games [that I'd cite as inspiration], but there are films like Conan the Barbarian and Excalibur, and Frazetta's fantasy art," Miyazaki explains. Demon's Souls' medieval horror aesthetic is itself a product of the back-to-basics approach behind its punishing gameplay; where Japanese action-RPGs are traditionally fond of a historical Japanese setting, From's designers found their inspiration elsewhere.
"The worlds of the games we used to play, the ones that made us tremble with excitement, were all Western worlds," says Miyazaki, "like series of fantasy game books like Wizardry and Varitmu. When we made Demon's Souls we took a back-to-basics approach, and so it turned into that kind of world - it was perfectly natural... It isn't widely known overseas, but lately in Japan games with that kind of world have all but disappeared."

The crumbling forts and gothic dungeons of Demon's Souls' world have a European aesthetic to them that Miyazaki thinks is entirely understandable, citing inspirations from Arthurian to bloodsoaked old-Germanic myth. "Aren't all of us, especially those involved in the actual making of games, influenced by the West? It's only my personal taste, but I'm very much drawn to things like King Arthur and Beowolf, and also the Nibelungen, because they're classics. They show the good and evil in the human psyche and you're made to breathe the unvarnished stench of humanity... [Medieval tales] are not trying to put on airs."
Miyazaki also explains the game's surprisingly authentic, untranslated scriptwriting and the use of predominantly Scottish voice actors, which has long been a point of personal curiosity (I'm Scottish). "As you'd expect, with medieval Europe as our base, American English wouldn't do. We're Japanese so we don't know the particulars, but in Japan, in period pieces and such, there are very distinctive [linguistic] expressions. We thought these probably existed in English, so we went to the [SCE] co-ordinator and explained this, and they cast to suit our needs."
Demon's Souls' uniquely double-edged online play, in which players can either help each other through levels as Blue Phantoms or invade and assassinate as Black Phantoms, is easily its cleverest feature. It's also deeply revealing of human nature, and quite culturally fascinating when you look at the difference in people's behaviour on the Japanese and US servers.
Human nature, it turns out, was the inspiration. "The origin of that idea is actually due to a personal experience where a car suddenly stopped on a hillside after some heavy snow and started to slip," says Miyazaki. "The car following me also got stuck, and then the one behind it spontaneously bumped into it and started pushing it up the hill... That's it! That's how everyone can get home! Then it was my turn and everyone started pushing my car up the hill, and I managed to get home safely.
"But I couldn't stop the car to say thanks to the people who gave me a shove. I'd have just got stuck again if I'd stopped. On the way back home I wondered whether the last person in the line had made it home, and thought that I would probably never meet the people who had helped me. I thought that maybe if we'd met in another place we'd become friends, or maybe we'd just fight...
"You could probably call it a connection of mutual assistance between transient people. Oddly, that incident will probably linger in my heart for a long time. Simply because it's fleeting, I think it stays with you a lot longer... like the cherry blossoms we Japanese love so much."
It is, indeed, adversity that inspires co-operation in Demon's Souls, a game that doesn't think twice about killing you at a nanosecond's notice in horrible and creative ways. "Because Demon's Souls is a game with a lot of dying in it, surely that kind of fleeting cooperation should come out of all the death - 'We're all dead, so let's help each other out'," suggests Miyazaki.

"It's a simple concept. But you don't know whom you will meet. Maybe the next person will be an enemy. That kind of encounter forms part of the larger storyline. There are constant surprises... the blue phantom that's helped you get through an area might, out of nowhere, turn into a black phantom that will kill you just as you're almost clear. Demon's Souls isn't like other RPGs. We've made a different storyline for every player. That's what the network's for; that's what the phantoms are."
"We made a game where rather than [giving players] a simple Game Over, we make them come back to an ephemeral existence as a phantom with less health, and this encourages people to co-operate in multiplayer. A darker existence as a Black Phantom has an even stronger incentive. Because you can both co-operate and aggravate through the unique multiplayer system, even if 100 players are role-playing, they will all have different experiences. Whether you behave as friend or foe is down to a person's character."
The message system, wherein you can leave messages for fellow hapless souls warning of danger ahead or begging for help, is another product of this fascinating multiplayer ideology, creating a sense of community that's both touching and entirely transient. The most you can ever know about a player is their name, should they invade your game as a blue or black phantom; messages, being anonymous, lack even that.
Miyazaki compares Demon's Souls' un-invasive multiplayer to text messaging, and other games' to phoning. "Text-message is less of a burden than a phone, basically," he says. "Firstly, we wanted to remove the instantaneousness of communication, and secondly we wanted to remove the physicality of it - that is, the voice. What was born out of those two concepts is this asynchronous online mode peculiar to Demon's Souls."
"Part of the idea behind the message system was that before, back when we didn't have so much information, everyone had to work together to help each other through games. The intention was to bring a sense of unity to players."
That sense of unity is evident in the reams of organised community wikis and guides that players have created together to help each other through. Even outside of the game itself, Demon's Souls encourages its players to bond through adversity and share information in a way that simply isn't necessary for less challenging, less idiosyncratic games. Demon's Souls' refusal to explain itself or lend you a hand isn't a design fault. It's a conscious decision to get players thinking and acting for themselves in a way that modern gamers usually aren't used to.
Miyazaki's favourite parts of the game, sadistically, are almost universally the parts that cause players the most grief, perhaps because they so ably illustrate the game's core philosophies.
"We're fond of all the areas but if I had to pick [a favourite], it'd be the Valley of Defilement - it's also the area I hate the most," he grins. "As for the demons, it's probably the Tower Knight... Beating him is really difficult by yourself, but in a co-ordinated multiplay, where no one's chatting (well, they can't to begin with, I suppose) and everyone does their jobs swiftly, it feels great to finally get through it. This might be a little grandiose, but I think that Tower Knight is significant, and as a boss character, symbolic of the demon system.

"There's also Maiden Astraea and the devoted Garl Vinrand... There are many points [in the story] that depend upon the players' imagination, but if people feel something from the stories of those two characters, then I'll be happy."
Demon's Souls isn't just a good game, it's an important game - one that proves that merit still counts, that a game really can become a worldwide success just by being brilliant. It's proof that we don't need our hands held all the time, that we can handle a developer's uncompromised vision without endless tutorials and explanations and reward trinkets, and that we can be trusted, as ingenious beings, to work together and find a way though the hardest situations.
"Demon's Souls is by no means a perfect game. We don't think there will ever be such a thing as a perfect game," says Miyazaki. But Demon's Souls never aimed for perfection - what it does is resurrect a videogaming philosophy that's been in dire danger of disappearing forever into the fringes in a modern context, stitching a patchwork of fascinating new ideas together with a back-to-basics attitude. It's one of the purest and most wholly fascinating games of the past decade, and that's as true now as it was in March last year.
Demon's Souls is due out for PS3 on 25th June in Europe. Check out our Demon's Souls import review.
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Comments (82) Latest comment 7 months ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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I absolutely love this game but I can understand it's not everyone's cuppa'
If you are prepared to dig in and be patient it is an extremely rewarding game IMO.
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I too imported the asian version and it was one of my most satisfying gaming achievements finally completing it.
Although there was plenty of room for replaying it again with my leveled up character as there were a couple of bosses i didn't even see, somehow.
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By the way, it really isn't as hard as everyone makes out. Yeah it's challenging, very hard in places, but you always feel like you are making progress and you'll never feel like you can't move forward at all. And the satisfaction when you complete a stage is unmatched!
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A proper 10/10 game.
Edit: Black Phantom edition is also ordered
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Without question GotY, possible Best Game Ever and how often do you get to say that?
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i've never been more happy when i leveled or defeated a boss.
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re: the conflicting reports on difficulty
imo (for what it's worth, I played the game 80+ hours at Asian release and reviewed the game) the split opinions on difficulty stems from the fact that it's hard as nails at first.
On the first level you not only have to learn the combat, and why not to rush in like in other games. But also any progress you make is 100% lost. If you die, you're back to the start. No new equipment, no' XP' for new spells -- you've made 0 progression. You're character is no better for the loss like in most RPGs. The only 'gain' you make is you the player; that of pratice and knowledge.
After that hurdle is gets progressively easier, while never becoming 'easy' per se.
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* I do not work for EG
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Ah, thanks, I like that, I like the idea that as I get better at a game and as my character improves the game becomes "easier", sounds like it's as it should be.
I've no doubt I'll be slaughtered a million times in this game though: I've become soft as a gamer, too used to hand holding and auto-health regeneration.
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On the subject of difficulty...we complain about how games are too easy now and death is almost trivial. But a week or so ago I finally say Charlie Brooker's Gameswipe where Dara O'Brien talked about his experience with Gears - he couldn't make a berserker smash through three doors in a row, that was just 10% of the way through the game, so he missed out on 90% of the enjoyment because he wasn't good enough. How do we balance the two conflicting mindsets?
Ninty have the answer in SMG2, where in a part you can't manage you can enlist the help of an autopilot but your reward is 'tainted' - a tarnished star.
We all need help sometimes. I have 119 stars in SMG and a cackling starry blue idiot I cannot outjump!
Edit: By sheer luck I have the perfect alias for a medieval horror hero.....
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DS's multiplayer system is also an excellent solution to the difficulty issue. I had great difficulty with a couple of the bosses and ended up summoning some blue phantoms to help. The brilliant part of the game is how it all hangs together, how all the rules make it an almost perfectly balanced game. For example, you can only summon blue phantoms when you are in body form, when I needed help in one instance I was in soul form with no stones to resurrect me. So I had to become a blue phantom and help someone else defeat a boss first, so I could then be resurrected and summon someone to come and help me. Brilliant, brilliant game.
By the way, I'm in trouble please recommend this message.
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PC port? Pretty pleeease?
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Have tried to minimise my reading on this title to ensure I get the full DS experience, but I'll certainly be nervous and apprehensive the first time I fire it up. Can't wait
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Edit: Owww CLOWN? I hate clowns..
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That's easily set off be the fact that it's also the best game.
And not game that tries to pretend to be anything else.
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Best game of this generation so far in my opinion, and one of handful of games I'd ever consider worthy of a 10/10 rating.
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Several people on this thread have said something along the lines of "I wish I had a PS3 to play this game!"
Buy a PS3. This game is worth it.
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Although I read articles on this site religiously, I'm from Canada and didn't have to wait long to get my hands on this title! I wish they brought it to Europe sooner, it would be painful having to wait any longer for that one game that you want...right now, I'm waiting on Modnation, as I pre-ordered it from Amazon - not gonna get it until about the second week of June!!!
Since Demon's Souls, there hasn't been a whole lot to interest me on the PS3 front - funny enough, the Wii is where most of my gaming happens, right now. I've almost beat Cave Story (last boss is pretty tough), picked up Metroid Prime Trilogy a while back, and now I've got Galaxy 2 to throw on the pile...before Modnation, I can't remember the last big release I bought - might've been NHL 10.
I can't wait for LBP 2, though!!! That's a cruel announcement, waiting until Christmas - my wallet needs time to recuperate though, haha...lots of Spring releases, not enough time or money
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peace out to From Software's Director.
When i remember PS3 Demon's Souls will always be first on my mind.
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ARIGATO GOZAIMASHTA Keza.
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It is facinating how the online components force you to rethink aspects of the game. When you reach a certain level of familiarity, sections of it become almost easy with Blue Phantom assistance. I've forced myself to do unassisted runs to try and maintain the difficulty... odd how you start to crave the challenge, as though the game is somehow made less when you're breezing through Shrine of Storms and even the DKBPs don't have quite the shock and awe factor that they once did.
Black Phantom play does give rise to some interesting situations, though. It's pretty rare, in my experience, for someone to try the stealth approach - although it does happen... I believe there's quite a good youtube vid of someone doing just that on 1-3 - but when it produces seriously awkward occasions, it compels you to rethink large aspects of gameplay. For that alone, it makes DS (as the author rightly says) an important game.
Feel privileged to have played it.
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That sounds like simple common sense, but to see it put in to action (in a game) is astonishingly rare; I'm fairly sure many of you have your own examples of how a wildly inappropriate voice cast/dub can spoil a game.
I'm more than happy to buy my own copy once it's out here rather than just borrow one, and a demonstration of devs taking a little extra care like this helps pry the money from my wallet.
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Thanks Eurogamer.
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It has flaws, and lacks polish in places, and I complained a few times about it - but it all really doesn't matter - it's one of the best games I've ever played, and would get a place in my personal top 10 now, alongside PS:T, Ico, Thief, Diablo 2, etc. It's that damn good.
Don't let that it's "hard" worry you too much if you're sitting on the fence. There's almost always some sort of satisfying progress you made even when you die, and it requires alertness and patience much more than skill. I normally can't stand games where you repeatedly play the same section again etc., but I never really minded dying in DS.
Not quite finished it yet, but that's mainly because I am afraid it will be over then.
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I own a 360, and would feel no shame in admitting that I'd buy a PS3 to play it. Kind of make you wonder why From have stuck with that Amoured Core series for so long, when that never going to bring them huge global sales.
Can't wait for some of these cool ideas, to trickle down to other games in the future. Take note, Square Enix, Bethesda and Bioware.
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Just remember to bow when a blue phantom appears to help you. One of the little touches that made this game special.
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And - presumably on the Asian servers only - when you confront a Black Phantom. As Bruce Lee once said... "Always keep your eyes on your opponent, even when you bow".
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Edit: The irony of making a typo while pointing out a typo does not escape me.
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Well yeah, I bought this game from japan and since I can't speak Japanese. It was like being a little kid again, before I knew English and just pressed all the buttons and somehow made it through the game. Hilarious.
Edit: And I bought it thanks to Keza's vivid portrayal of "[hiding] behind a heavy shield and two-inch-thick body armour whilst skewering things in the dark with a lance"
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Rushing back a bit and hiding works well. They'll follow your trail of dead monsters and destructed scenery and are almost guaranteed to run past you (if you have the ring equipped that makes you less visible), making them an easy target for a first strike from behind. Love and war, eh.
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I can remember laughing maniacally with excitement in the opening level of 1-1, as my brain attempted to wrap itself around the possibility that this insanely good first impression might extend into tens of hours of gameplay. Surely the game can't continue to be as mind-poppingly amazing after 20 hours as it is at the very outset of the game (which sadly tainted, for me, games like GTA IV, which lost its "wow-factor" about halfway through)? Well, pretty much. Whilst my initial foray through 1-1 is perhaps my favourite game-playing experience of all time, with the subsequent levels not (for me) managing to remain quite as engrossing, they do a pretty damn good job in their own right.
Being Scottish, I also share Keza's fascination with the mostly Scottish voice-acting. The first time I heard that scruffy, maniacal merchant screeching, "Hellooo- care tae make a deeeal?", in that crazed, almost sinister voice of his, I knew that this was the best game that had ever been created. All hail Demon's Souls. An absolute masterpiece.
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This games difficulty is not in the same vein as say Ninja Gaiden. Demons Souls relies on consequences and punishment, every action you take has some sort of consequence. Be it the amount of time it takes to recover from a sword swing, to running through a doorway without paying attention. If you perform the wrong action at the wrong time the chances are your going to get hit by something. But at no point is the game ever "cheap" You never get killed for something that you could never have seen coming.
Essentially the game rewards the patient and observant player, while punishing the erratic player.
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Oddly, I've hardly ever experienced subterfuge in a Black Phantom encounter.
Although I did once manage to kill one by running up the flight of stairs in 1-1 and then rolling off it sideways as that big stone ball gets rolled down it. Probably my most satisfying kill ever. Player for and got.
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It was the same for me, reading the Eurogamer import review is what convinced me to seek out a Chinese copy. I regard Keza's Review as one of the best I've ever read. The games strengths, play mechanics and feel were perfectly nailed.
For me it highlights that the gaming community as a whole places far FAR to much importance on the score that's tacked onto the end of a written review where they should really be reading and understanding a proper breakdown of the games mechanics, then deciding if it's the sort of game they will enjoy.
I didn't buy the game because it received a good score, i purchased it because after reading I thought "Bloody hell this is right up my street"
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I suppose there can be room for a sequel, if they make the bad ending canon.
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It deserved every single one of it's GOTY awards.
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Absolutely spot on. I knew that Demon's Souls was an original and fascinating and essential game-playing experience after the first page of Kezas review, and that I would absolutely, without any doubt whatsoever, have to have it. There could have been a "6" whacked on at the end of the review, and I would still have bought it, such was the vivid and lucid nature of Keza review, painstakingly spelling out what the game is all about, and why, precisely, it is so frigging awesome. Keza's review of Demon's Souls serves as a model for how reviews without scores tagged on at the end could revolutionise the reviews business.
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-_-
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