History VideoGame / DemonsSouls

25th Jan '16 8:30:53 PM ashlay
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The game [[TropeMaker introduced]] a unique online multiplayer mode that limits direct interaction. Non-interactive "ghosts" of other players atmospherically fade in and out of the game. This includes interactive bloodstains, which shows a ghostly replay of how other players. Players can also leave short messages for each other, with those rated positively granting the message writer a temporary power boost. This doesn't stop some players from giving deliberately bad advice ForTheEvulz, however. Under certain conditions, you can receive direct help by sending out a summons that will randomly pull another player into your world, while others are out to kill you for the Souls that you hold and can enter your world uninvited.
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The game [[TropeMaker introduced]] a unique online multiplayer mode that limits direct interaction. Non-interactive "ghosts" of other players atmospherically fade in and out of the game. This includes interactive bloodstains, which shows a ghostly replay of how other players.players died. Players can also leave short messages for each other, with those rated positively granting the message writer a temporary power boost. This doesn't stop some players from giving deliberately bad advice ForTheEvulz, however. Under certain conditions, you can receive direct help by sending out a summons that will randomly pull another player into your world, while others are out to kill you for the Souls that you hold and can enter your world uninvited.
18th Jan '16 8:06:20 PM ashlay
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The game [[TropeMaker introduced]] a unique online multiplayer mode that limits direct interaction. Non-interactive "ghosts" of other players atmospherically fade in and out of the game. When other players die, they also leave behind a bloodstain which shows a ghostly replay of how they died. Players can also leave short message, with those rated positively granting the message writer a temporary power boost. This doesn't stop some players from giving deliberately bad advice ForTheEvulz. Under certain conditions, you can receive direct help by sending out a summons that will randomly pull another player into your world, while others are out to kill you for the Souls that you hold and can enter your world uninvited.
to:
The game [[TropeMaker introduced]] a unique online multiplayer mode that limits direct interaction. Non-interactive "ghosts" of other players atmospherically fade in and out of the game. When other players die, they also leave behind a bloodstain This includes interactive bloodstains, which shows a ghostly replay of how they died. other players. Players can also leave short message, messages for each other, with those rated positively granting the message writer a temporary power boost. This doesn't stop some players from giving deliberately bad advice ForTheEvulz.ForTheEvulz, however. Under certain conditions, you can receive direct help by sending out a summons that will randomly pull another player into your world, while others are out to kill you for the Souls that you hold and can enter your world uninvited.
18th Jan '16 8:04:50 PM ashlay
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The game [[TropeMaker introduced]] a unique online multiplayer mode that limits direct interaction. Non-interactive "ghosts" of of other players atmospherically fade in and out of the game. When other players die, they also leave behind a bloodstain which shows a ghostly replay of how they died. Players can also leave short message, with those rated positively granting the message writer a temporary power boost. This doesn't stop some players from giving deliberately bad advice ForTheEvulz. Under certain conditions, you can receive direct help by sending out a summons that will randomly pull another player into your world, while others are out to kill you for the Souls that you hold and can enter your world uninvited.
to:
The game [[TropeMaker introduced]] a unique online multiplayer mode that limits direct interaction. Non-interactive "ghosts" of of other players atmospherically fade in and out of the game. When other players die, they also leave behind a bloodstain which shows a ghostly replay of how they died. Players can also leave short message, with those rated positively granting the message writer a temporary power boost. This doesn't stop some players from giving deliberately bad advice ForTheEvulz. Under certain conditions, you can receive direct help by sending out a summons that will randomly pull another player into your world, while others are out to kill you for the Souls that you hold and can enter your world uninvited.
17th Jan '16 10:09:15 PM ashlay
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The game included what was, at the time of its launch, a very unusual online multiplayer mode that avoids direct interaction almost entirely. You will often see ghostly forms of other players fading in and out of your game; you are unable to interact with them in any way, but it adds even more to the atmosphere of the game. When other players die in a dungeon, they leave behind a bloodstain which shows a replay (in ghost form) of how they died or a message that can contain a helpful tip. The ghost-replay can be helpful in showing you how ''not'' to die just ahead like that other guy. Useful tips can be rewarded, which gives the player who left them a temporary power boost; however, this doesn't stop some players from giving deliberately bad advice ForTheEvulz. Under certain conditions, you can receive direct help by sending out a summons that will randomly pull another player into your world, while others are out to kill you for the Souls that you hold and can enter your world uninvited. This model was evolved upon in the later ''Dark Souls'' and ''Bloodborne'' releases (see below) and inspired other, similar kinds of asynchronous multiplayer, such as that found in ''VideoGame/XenobladeChroniclesX''.
to:
The game included what was, at the time of its launch, [[TropeMaker introduced]] a very unusual unique online multiplayer mode that avoids limits direct interaction almost entirely. You will often see ghostly forms interaction. Non-interactive "ghosts" of of other players fading atmospherically fade in and out of your game; you are unable to interact with them in any way, but it adds even more to the atmosphere of the game. When other players die in a dungeon, die, they also leave behind a bloodstain which shows a ghostly replay (in ghost form) of how they died or a died. Players can also leave short message, with those rated positively granting the message that can contain a helpful tip. The ghost-replay can be helpful in showing you how ''not'' to die just ahead like that other guy. Useful tips can be rewarded, which gives the player who left them writer a temporary power boost; however, this boost. This doesn't stop some players from giving deliberately bad advice ForTheEvulz. Under certain conditions, you can receive direct help by sending out a summons that will randomly pull another player into your world, while others are out to kill you for the Souls that you hold and can enter your world uninvited. This model was evolved upon in the later ''Dark Souls'' and ''Bloodborne'' releases (see below) and inspired other, similar kinds of asynchronous multiplayer, such as that found in ''VideoGame/XenobladeChroniclesX''. uninvited.
17th Jan '16 9:59:51 PM ashlay
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details of other works should be on those works pages.
A SpiritualSuccessor / NonLinearSequel, ''VideoGame/DarkSouls'', was released on October 4th, 2011. A second SpiritualSuccessor for {{PlayStation 4}}, ''VideoGame/{{Bloodborne}}'' followed in 2015.
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A SpiritualSuccessor / NonLinearSequel, ''VideoGame/DarkSouls'', was released on October 4th, 2011. A second SpiritualSuccessor for {{PlayStation 4}}, ''VideoGame/{{Bloodborne}}'' ''VideoGame/{{Bloodborne}}'', followed in 2015.
17th Jan '16 9:59:34 PM ashlay
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details of other works should be on those works pages.
A SpiritualSuccessor / NonLinearSequel, ''VideoGame/DarkSouls'', was created purely by From, published by Creator/NamcoBandai, and released on October 4th, 2011; it ended up inspiring a wider series. A second SpiritualSuccessor for {{PlayStation 4}}, ''VideoGame/{{Bloodborne}}'', which was once again created by the collaborative team of From and JAPAN Studio, followed in 2015.
to:
A SpiritualSuccessor / NonLinearSequel, ''VideoGame/DarkSouls'', was created purely by From, published by Creator/NamcoBandai, and released on October 4th, 2011; it ended up inspiring a wider series. 2011. A second SpiritualSuccessor for {{PlayStation 4}}, ''VideoGame/{{Bloodborne}}'', which was once again created by the collaborative team of From and JAPAN Studio, ''VideoGame/{{Bloodborne}}'' followed in 2015. 2015.
9th Jan '16 4:21:19 AM SpaceDrake
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** Speaking of the multiplayer: unlike the later Souls games where you can ''opt'' to limit your matchmaking to your region, but ultimately everyone worldwide plays together, ''Demon's Souls'' has stridently segregated regional servers due to how it was published in each region. JP players play on one server, NA players on another, SE Asia on yet another, et cetera. Needless to say, during the game's more "niche" era this made playing with anyone even more difficult than it should've been.

** On that note: ''item burden''. That's right, because the game was patterned somewhat more traditionally off of "older" RPGs (like From's own ''King's Field''), your inventory didn't exist in {{Hammerspace}}. In addition to equip weight, you had to worry about the overall weight of your inventory. Happily, going over 50% didn't hamper your rolls, but if you went over 100%? Hope you like walking. And yes, the aforementioned healing herbs, not to mention bow ammunition, would contribute to this total. As might be expected, this was ''tremendously'' unpopular and made trips back to the storage NPC common. Every following ''Souls'' game would basically implement a Hammerspace-style inventory.
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** On that note: ''item burden''. That's right, because the game was patterned somewhat more traditionally off of "older" RPGs [=RPGs=] (like From's own ''King's Field''), your inventory didn't exist in {{Hammerspace}}. In addition to equip weight, you had to worry about the overall weight of your inventory. Happily, going over 50% didn't hamper your rolls, but if you went over 100%? Hope you like walking. And yes, the aforementioned healing herbs, not to mention bow ammunition, would contribute to this total. As might be expected, this was ''tremendously'' unpopular and made trips back to the storage NPC common.common (to say nothing of pointlessly hampering bow builds). Every following ''Souls'' game would basically implement a Hammerspace-style inventory.

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** On that note: ''item burden''. That's right, because Tying in to the "you're a soul spirit" idea, fall damage was vastly more lenient here than it would be in later titles. The idea seems to be that, as a semi-incorporeal ''ghost'', falling down isn't as big a deal for you... though you can still take equally big plunges as a human. There's a few places where the game was patterned somewhat more traditionally off of "older" RPGs (like From's own ''King's Field''), your inventory didn't exist in {{Hammerspace}}. In addition to equip weight, even expects you had to worry about the overall weight make use of your inventory. Happily, going over 50% didn't hamper your rolls, but if you went over 100%? Hope you like walking. And yes, generous fall damage allotment. ** Tying in to ''that'', the aforementioned healing herbs, not game lacks something that will feel jarring to mention bow ammunition, would contribute to this total. As might be expected, this was ''tremendously'' unpopular and made trips back to the storage NPC common. Every following later ''Souls'' game would basically implement a Hammerspace-style inventory.veterans: plunging attacks. You can't attack at all while falling, which is likely to feel very, very strange to players of later games.
9th Jan '16 4:09:30 AM SpaceDrake
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** The biggest is HP restoration: there is ''no'' Estus Flask-style free HP restoration item. All HP restoration is instead handled by a selection of dedicated healing herbs. Nor are there really that many enemies who serve as "money" targets with dedicated drops of said herbs (ala ''Bloodborne'' and its blood vials) - you generally need to buy more from the merchants, using souls, once you run out of the ones you find in the world. Needless to say, this was a generally unpopular system due to how much grinding it required, and all the ''Souls'' games which followed would play around with how HP restoration worked and how you gained it.
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** The biggest is HP restoration: there is ''no'' Estus Flask-style free HP restoration item. All HP restoration is instead handled by a selection of dedicated healing herbs. Nor are While there really that many were some enemies who serve served as "money" targets with dedicated drops of said herbs (ala ''Bloodborne'' and its blood vials) vials), part of the problem is that the herbs came in ''four different tiers'' - you generally need and the higher tier ones only dropped rarely. You otherwise had to buy more from the merchants, using souls, once healing items you run out of the ones you find in the world. need. Needless to say, this was a generally unpopular system due to how much grinding it required, and all the ''Souls'' games which followed would play around with how HP restoration worked and how you gained it.it. ** The other big one: ''world tendency'', the final part of this implementation of the multiplayer system. In short, your actions had an effect on the world at large - act like a jerk and you'd trend toward "Black Tendency", act virtuous and you'd get "White Tendency". This would have various effects on the world, like making monsters stronger or weaker, and opening routes to various pieces of treasure. Moreover, your personal tendency would affect the "Global World Tendency" toward White or Black. While theoretically a neat idea, the tying of the concept to loot made true 100% runs virtually impossible and thus made the concept more an annoyance than anything. Later games replaced world tendency with various branching paths in individual NPC sidequests.

** There were really just two kinds of equip-weight rolls: normal rolling at under 50% and "fat rolling" at over 50%. Needless to say, this made a lot of the heavier armors rather undesirable and further encouraged tons of END stacking. Later games would get more granular with the dodge mechanics and how it tied to weight.
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** There were really just two kinds of equip-weight dodge rolls: normal rolling at under 50% and "fat rolling" at over 50%. Needless to say, this made a lot of the heavier armors rather undesirable and further encouraged tons of END stacking. Later games would get more granular with the dodge mechanics and how it tied to weight.weight. ** On that note: ''item burden''. That's right, because the game was patterned somewhat more traditionally off of "older" RPGs (like From's own ''King's Field''), your inventory didn't exist in {{Hammerspace}}. In addition to equip weight, you had to worry about the overall weight of your inventory. Happily, going over 50% didn't hamper your rolls, but if you went over 100%? Hope you like walking. And yes, the aforementioned healing herbs, not to mention bow ammunition, would contribute to this total. As might be expected, this was ''tremendously'' unpopular and made trips back to the storage NPC common. Every following ''Souls'' game would basically implement a Hammerspace-style inventory. ** Spellcasting was radically different from later ''Souls'' games. The biggest was a dedicated ''magic bar'' instead of the Vancian charges-per-rest system of later games or Bloodborne's more granular ammo system, and more importantly, there was a ring that granted ''passive MP restoration''. Moreover, casting catalysts weren't honed - spell power was determined purely by your magic stat and by the base power of the spell itself. Even weirder, there were no ''stat requirements'' for the spells - the strongest Catalyst had a mild stat requirement, and you'd need enough Intelligence to have the MP to cast certain spells, but that was it. And on top of all this, you could continue to walk during the early part of your casting animation. While all this does allow for a purely-spellcaster based playstyle, and tying into the game's ''{{Manga/Berserk}}'' inspiration, all feels a bit more a bit more like how Schierke and Farnesse do it in terms of mapping to actual gameplay, in practice it was ''seriously'' overpowered for a lot of bosses and enemies, and even the developers didn't like how it trivialized some of the content. Later ''Souls'' games would make serious changes to how spellcasting worked, with ''Bloodborne'' almost throwing the concept overboard entirely until the ''Old Hunters'' expansion. ** Character death was a bit odd here, too - you have a "dead form" like other ''Souls'' games, naturally, but here not only does it make you simply a semi-translucent "soul" instead of a walking Hollow, the dead-form penalty seems severe: you lose ''half your max HP''. This isn't actually nearly as bad as it sounds - most enemies and bosses are balanced around you being in Soul form and thus will do quite a bit less damage than veterans of later games might expect - but a penalty that steep sure didn't ''feel'' great and was super unpopular. One of the big selling points of ''Dark Souls'', in fact, was this penalty ''not'' being part of the game structure. ''[=DS2=]'' played around with the idea of decreasing health on death, too, but not nearly as dramatically, and it also made sure that "re-humanizing" was much, much easier than in ''Demon's Souls'' (where revive items are rare, and co-op was a bit harder to pull off). ** A number of armor sets were ''gender-specific'', or changed appearance based on gender. This looked cool in some cases, but naturally also led to debate in a few others, and was also a lot more work for the art team. Every game after ''Demon's'' featured fully unisex outfits, with a tiny number of exceptions.
7th Jan '16 10:02:06 PM SpaceDrake
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* EarlyInstallmentWeirdness: Being the first "Souls game", there are some spots where From and JS were still trying to suss out how best to approach certain mechanics, and they maybe didn't quite hit it on the head this first time around: ** The biggest is HP restoration: there is ''no'' Estus Flask-style free HP restoration item. All HP restoration is instead handled by a selection of dedicated healing herbs. Nor are there really that many enemies who serve as "money" targets with dedicated drops of said herbs (ala ''Bloodborne'' and its blood vials) - you generally need to buy more from the merchants, using souls, once you run out of the ones you find in the world. Needless to say, this was a generally unpopular system due to how much grinding it required, and all the ''Souls'' games which followed would play around with how HP restoration worked and how you gained it. ** Endurance increased both your Stamina bar ''and'' your equipment weight threshold, making it generally the most valuable stat in the game. Games that followed uncoupled the two and tried various other solutions for equip weight (including ''Bloodborne'' discarding it altogether). ** There were really just two kinds of equip-weight rolls: normal rolling at under 50% and "fat rolling" at over 50%. Needless to say, this made a lot of the heavier armors rather undesirable and further encouraged tons of END stacking. Later games would get more granular with the dodge mechanics and how it tied to weight.
7th Jan '16 9:44:17 PM SpaceDrake
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''Demon's Souls'' is a {{Playstation 3}} game made by Creator/FROMSoftware and published by {{Atlus}}.
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''Demon's Souls'' is a {{Playstation 3}} game made by Creator/FROMSoftware (in collaboration with Sony's JAPAN Studio) and published in the US and Europe by {{Atlus}}. {{Atlus}} and in Japan and SE Asia by Sony.

The game includes a very unusual online multiplayer mode that avoids direct interaction almost entirely. You will often see ghostly forms of other players fading in and out of your game; you are unable to interact with them in any way, but it adds even more to the atmosphere of the game. When other players die in a dungeon, they leave behind a bloodstain which shows a replay (in ghost form) of how they died or a message that can contain a helpful tip. The ghost-replay can be helpful in showing you how ''not'' to die just ahead like that other guy. Useful tips can be rewarded, which gives the player who left them a temporary power boost; however, this doesn't stop some players from giving deliberately bad advice ForTheEvulz. Under certain conditions, you can receive direct help by sending out a summons that will randomly pull another player into your world, while others are out to kill you for the Souls that you hold and can enter your world uninvited. Fun times. A SpiritualSuccessor / NonLinearSequel, ''VideoGame/DarkSouls'', was released on October 4th, 2011. A second SpiritualSuccessor for {{PlayStation 4}}, ''VideoGame/{{Bloodborne}}'', followed in 2015.
to:
The game includes included what was, at the time of its launch, a very unusual online multiplayer mode that avoids direct interaction almost entirely. You will often see ghostly forms of other players fading in and out of your game; you are unable to interact with them in any way, but it adds even more to the atmosphere of the game. When other players die in a dungeon, they leave behind a bloodstain which shows a replay (in ghost form) of how they died or a message that can contain a helpful tip. The ghost-replay can be helpful in showing you how ''not'' to die just ahead like that other guy. Useful tips can be rewarded, which gives the player who left them a temporary power boost; however, this doesn't stop some players from giving deliberately bad advice ForTheEvulz. Under certain conditions, you can receive direct help by sending out a summons that will randomly pull another player into your world, while others are out to kill you for the Souls that you hold and can enter your world uninvited. Fun times. This model was evolved upon in the later ''Dark Souls'' and ''Bloodborne'' releases (see below) and inspired other, similar kinds of asynchronous multiplayer, such as that found in ''VideoGame/XenobladeChroniclesX''. A SpiritualSuccessor / NonLinearSequel, ''VideoGame/DarkSouls'', was created purely by From, published by Creator/NamcoBandai, and released on October 4th, 2011. 2011; it ended up inspiring a wider series. A second SpiritualSuccessor for {{PlayStation 4}}, ''VideoGame/{{Bloodborne}}'', which was once again created by the collaborative team of From and JAPAN Studio, followed in 2015.
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