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** Additionally, the game was a quite clear-cut case of HardLevelsEasyBosses compared to the games that came after it; while the ability to farm healing items meant you didn't have to concern yourself with rationing your healing between checkpoints like you did with Estus, this was little compensation for the fact that ''there were no checkpoints'' except when you beat a boss (which broke the game up into fairly clear-cut "levels"). This meant that unless a stage had a major shortcut that you could open, you often had to bull your way through ''the entire level'' to get a single shot at the boss, though such shortcut-free levels are relatively short. Aside from [[spoiler: [[AntiClimaxBoss the final boss]]]], which is deliberately easy, none of the bosses are complete pushovers to the extent of the [[VideoGame/SekiroShadowsDieTwice Mist Noble]] or [[VideoGame/DarkSouls1 Pinwheel]], in that unless you have an obscenely powerful weapon, you will have to put up an actual fight against them, but the game's fairly primitive boss design means that very few of the bosses in the game still stand up as being difficult. Only the Maneaters, Flamelurker, and [[spoiler:False King Allant]] are really considered to offer much real challenge compared to the bosses of later games, with some (such as the Adjudicator) being downright pathetic. Even with the former three bosses, the nonlinear structure of the game makes it easy to encounter them overleveled and overpowered even if you don't grind, which makes them even easier. There is a good chance you will encounter NPC Black Phantoms that cause you more grief than the bosses.

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** Additionally, the game was a quite clear-cut case of HardLevelsEasyBosses compared to the games that came after it; while the ability to farm healing items meant you didn't have to concern yourself with rationing your healing between checkpoints like you did with Estus, this was little compensation for the fact that ''there were no checkpoints'' except when you beat a boss (which broke the game up into fairly clear-cut "levels"). This meant that unless a stage had a major shortcut that you could open, you often had to bull your way through ''the entire level'' to get a single shot at the boss, though such shortcut-free levels are relatively short. Aside from [[spoiler: [[AntiClimaxBoss the final boss]]]], which is deliberately easy, and the Vanguard in 4-1 who is defenceless against ranged or magic builds, none of the bosses are complete pushovers to the extent of the [[VideoGame/SekiroShadowsDieTwice Mist Noble]] or [[VideoGame/DarkSouls1 Pinwheel]], in that unless you have an obscenely powerful weapon, you will have to put up an actual fight against them, but the game's fairly primitive boss design means that very few of the bosses in the game still stand up as being difficult. Only the Maneaters, Flamelurker, and [[spoiler:False King Allant]] are really considered to offer much real challenge compared to the bosses of later games, with some (such as the Adjudicator) being downright pathetic. Even with the former three bosses, the nonlinear structure of the game makes it easy to encounter them overleveled and overpowered even if you don't grind, which makes them even easier. There is a good chance you will encounter NPC Black Phantoms that cause you more grief than the bosses.
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** Additionally, the game was a quite clear-cut case of HardLevelsEasyBosses compared to the games that came after it; while the ability to farm healing items meant you didn't have to concern yourself with rationing your healing between checkpoints like you did with Estus, this was little compensation for the fact that ''there were no checkpoints'' except when you beat a boss (which broke the game up into fairly clear-cut "levels"). This meant that unless a stage had a major shortcut that you could open, you often had to bull your way through ''the entire level'' to get a single shot at the boss. Aside from [[spoiler: [[AntiClimaxBoss the final boss]]]], which is deliberately easy, none of the bosses are complete pushovers to the extent of the [[VideoGame/SekiroShadowsDieTwice Mist Noble]] or [[VideoGame/DarkSouls1 Pinwheel]], in that unless you have an obscenely powerful weapon, you will have to put up an actual fight against them, but the game's fairly primitive boss design means that very few of the bosses in the game still stand up as being difficult. Only the Maneaters, Flamelurker, and [[spoiler:False King Allant]] are really considered to offer much real challenge compared to the bosses of later games and some (such as the Adjudicator) being downright pathetic. Even with the former three bosses, the nonlinear structure of the game makes it easy to encounter them overleveled and overpowered even if you don't grind, which makes them even easier. There is a good chance you will encounter NPC Black Phantoms that cause you more grief than the bosses.

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** Additionally, the game was a quite clear-cut case of HardLevelsEasyBosses compared to the games that came after it; while the ability to farm healing items meant you didn't have to concern yourself with rationing your healing between checkpoints like you did with Estus, this was little compensation for the fact that ''there were no checkpoints'' except when you beat a boss (which broke the game up into fairly clear-cut "levels"). This meant that unless a stage had a major shortcut that you could open, you often had to bull your way through ''the entire level'' to get a single shot at the boss.boss, though such shortcut-free levels are relatively short. Aside from [[spoiler: [[AntiClimaxBoss the final boss]]]], which is deliberately easy, none of the bosses are complete pushovers to the extent of the [[VideoGame/SekiroShadowsDieTwice Mist Noble]] or [[VideoGame/DarkSouls1 Pinwheel]], in that unless you have an obscenely powerful weapon, you will have to put up an actual fight against them, but the game's fairly primitive boss design means that very few of the bosses in the game still stand up as being difficult. Only the Maneaters, Flamelurker, and [[spoiler:False King Allant]] are really considered to offer much real challenge compared to the bosses of later games and games, with some (such as the Adjudicator) being downright pathetic. Even with the former three bosses, the nonlinear structure of the game makes it easy to encounter them overleveled and overpowered even if you don't grind, which makes them even easier. There is a good chance you will encounter NPC Black Phantoms that cause you more grief than the bosses.

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** 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.

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** 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 (or die) 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.



** Tying in to ''that'', the game lacks something that will feel jarring to later ''Souls'' veterans: plunging attacks. You can't attack at all while falling, which is likely to feel very, very strange to players of later games.

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** Tying in to ''that'', the game lacks something that will feel jarring to later ''Souls'' veterans: plunging attacks. You can't attack at all while falling, which is likely to feel very, very strange to players of later games. The most you can do is land on an enemey, which will do a few damage and probably stun them.


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** Another note regarding the story is how the density of the lore is lower in relation to later games. For example, this game's Silver Demon's Soul has no lore in its item description, reading: "The Soul of the Demon 'Penetrator'. It radiates a strong power… Grants the holder a large number of Souls when used. Alternatively, it can be made into spells, miracles, or weapons." ''[[VideoGame/DarkSoulsI Dark Souls]]'''s Soul of Priscilla provides a bit more than a list of things that can be done with the soul, reading: "Soul of Priscilla the Crossbreed, trapped inside the painted world of Ariamis. Special beings have special souls. Use the soul of this crossbreed bastard child and antithesis to all life to acquire a huge amount of souls, or to create a unique weapon."
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* {{Pun}}: "Prison of Hope" ironically puns on [[Literature/BookOfZechariah Zechariah 9:12]]'s "prisoners of hope", both emphasizing how religion structures the prison and how the Fool's Idol offers no deliverance.

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* {{Pun}}: "Prison of Hope" ironically puns on [[Literature/BookOfZechariah Zechariah 9:12]]'s "prisoners of hope", both emphasizing how religion structures the prison and how the Fool's Idol offers prisoners will find no deliverance.
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* {{Pun}}: "Prison of Hope" ironically puns on [[Literature/BookOfZechariah Zechariah 9:12]]'s "prisoners of hope", both emphasizing how religion structures the prison and how the Fool's Idol will offer no deliverance.

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* {{Pun}}: "Prison of Hope" ironically puns on [[Literature/BookOfZechariah Zechariah 9:12]]'s "prisoners of hope", both emphasizing how religion structures the prison and how the Fool's Idol will offer offers no deliverance.

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* {{Pun}}: "Prison of Hope" ironically puns on [[Literature/BookOfZechariah Zechariah 9:12]]'s "prisoners of hope", both emphasizing how religion structures the prison and how the Fool's Idol will offer no deliverance.



* SerialKiller: Yurt, who begins killing people in the Nexus if you free him.

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* SerialKiller: Yurt, who begins killing people in the Nexus if you free him and do not immidiately kill him.



** You can get some [[Advertising/TheManYourManCouldSmellLike Old Spice]] in the game.

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** You can get some [[Advertising/TheManYourManCouldSmellLike Old Spice]] in the original game.



** The Prison of Hope's name is a reference to the ''Literature/BookOfZechariah'''s phrase "prisoners of hope".



* StupidityIsTheOnlyOption: In order to save Saint Urbain, you are required to fall for the exact same painfully obvious trap that he fell for -- one which his disciples warn you about multiple times, in fact.

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* StupidityIsTheOnlyOption: In order to save Saint Urbain, you are required to fall for the exact same painfully obvious trap that he fell for -- one which his disciples warn you about multiple times, in fact.fact – though you can play it as a more straightforward break-in and -out if you kill Patches along the way.
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* HellholePrison: The Prison of Hope, which is filled with torture chambers, manned by sadistic Mind Flayers, and contains cells so small that prisoners can't sit down.

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* HellholePrison: The Prison of Hope, [[BlatantLies Hope]], which is filled with torture chambers, manned by sadistic Mind Flayers, and contains cells so small that prisoners can't sit down.
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** Story-wise, [[spoiler:The game has a pretty cut-and-dried, distinct good and bad ending that is decided by a last-minute decision of the player. Later games in the series and by Miyazaki would have the player choose between several flavours of DownerEnding instead.]]

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** Story-wise, [[spoiler:The game has a pretty cut-and-dried, distinct good and bad ending that is decided by a last-minute decision of the player. Later games in the series and by Miyazaki would have the player instead choose between several flavours of DownerEnding instead.DownerEnding, with multiple endings unlocked by GuideDangIt levels of specific item hunting and side quests.]]
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''Demon's Souls'' is a UsefulNotes/PlayStation3 game made by Creator/FromSoftware (in collaboration with Sony's JAPAN Studio), directed by Creator/HidetakaMiyazaki, and published in the US by Creator/{{Atlus}}, Europe by Creator/BandaiNamcoEntertainment, and Japan and SE Asia by Sony. It is most notably the TropeMaker for the entire Main/SoulsLikeRPG sub genre.

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''Demon's Souls'' is a UsefulNotes/PlayStation3 game made by Creator/FromSoftware (in collaboration with Sony's JAPAN Studio), directed by Creator/HidetakaMiyazaki, and published in the US by Creator/{{Atlus}}, Europe by Creator/BandaiNamcoEntertainment, and Japan and SE Asia by Sony. It is most notably the TropeMaker for the entire Main/SoulsLikeRPG sub genre.sub-genre.
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''Demon's Souls'' is a UsefulNotes/PlayStation3 game made by Creator/FromSoftware (in collaboration with Sony's JAPAN Studio), directed by Creator/HidetakaMiyazaki, and published in the US by Creator/{{Atlus}}, Europe by Creator/BandaiNamcoEntertainment, and Japan and SE Asia by Sony.

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''Demon's Souls'' is a UsefulNotes/PlayStation3 game made by Creator/FromSoftware (in collaboration with Sony's JAPAN Studio), directed by Creator/HidetakaMiyazaki, and published in the US by Creator/{{Atlus}}, Europe by Creator/BandaiNamcoEntertainment, and Japan and SE Asia by Sony. It is most notably the TropeMaker for the entire Main/SoulsLikeRPG sub genre.
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* AntiFrustrationFeatures: ''Bluepoint's'' remake added quite a few; polishing the game's somewhat archaeic systems without changing the core gameplay structure. Many of these have been taken from later entries in the ''Souls'' series, such as ''VideoGame/DarkSoulsII'' and ''VideoGame/{{Bloodborne}}''.
** The remake allows for omni-directional rolling, in contrast to the original title only allowing for four-directional. This make's it alot easier to properly dodge enemey attacks, and counter them.
** The player is able to use multiple soul items at a time, rather then being forced to go into the menu again and again after each usuage.
** While inventory weight is still present, the remake now gives the player an option to directly store found loot in the Nexus, rather then being forced to drop held items to make room in the inventory.
** Weapons and armor are grouped and sorted in the player inventory by how powerful there stats are.
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* Antepeice: Several. Generally speaking the level following each archstone will teach the player how to deal with elements that will appear in the boss for that area:

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* Antepeice: {{Antepiece}}: Several. Generally speaking the level following each archstone will teach the player how to deal with elements that will appear in the boss for that area:
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* Antepeice: Several. Generally speaking the level following each archstone will teach the player how to deal with elements that will appear in the boss for that area:
** 1-1: After opening the gate to the Phalanx, the staircase down to the gate has several individual Phalanx Soliders, in order to teach the player how to deal with their shielded fronts.
** 1-2: About a dozen or so crossbow archers are fought in this level, allowing the player to get good at facing them. The boss, the Tower Knight, has several archers hanging out outside the main arena, which you can kill to make the boss easier.
** 2-2: Introduces enemies that are immune or highly resistant to fire attacks, but non-fire spells work well against them. The Flamelurker subsequently has the same resistances and weakness.
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** Additionally, the game was a quite clear-cut case of HardLevelsEasyBosses compared to the games that came after it; while the ability to farm healing items meant you didn't have to concern yourself with rationing your healing between checkpoints like you did with Estus, this was little compensation for the fact that ''there were no checkpoints'' except when you beat a boss (which broke the game up into fairly clear-cut "levels"). This meant that unless a stage had a major shortcut that you could open, you often had to bull your way through ''the entire level'' to get a single shot at the boss. Meanwhile the fairly primitive boss design and variety of attack patterns on display meant that very few of the bosses in the game still stand up as being very difficult, with only the Maneaters, Flamelurker, and [[spoiler:False King Allant]] really being considered to offer much real challenge compared to the bosses of later games and some (such as the Adjudicator) being downright pathetic.
** Story-wise, [[spoiler:The game has a pretty cut-and-dried, distinct good and bad ending. Later games in the series and by Miyazaki would have the player choose between several flavours of DownerEnding instead.]]

to:

** Additionally, the game was a quite clear-cut case of HardLevelsEasyBosses compared to the games that came after it; while the ability to farm healing items meant you didn't have to concern yourself with rationing your healing between checkpoints like you did with Estus, this was little compensation for the fact that ''there were no checkpoints'' except when you beat a boss (which broke the game up into fairly clear-cut "levels"). This meant that unless a stage had a major shortcut that you could open, you often had to bull your way through ''the entire level'' to get a single shot at the boss. Meanwhile Aside from [[spoiler: [[AntiClimaxBoss the final boss]]]], which is deliberately easy, none of the bosses are complete pushovers to the extent of the [[VideoGame/SekiroShadowsDieTwice Mist Noble]] or [[VideoGame/DarkSouls1 Pinwheel]], in that unless you have an obscenely powerful weapon, you will have to put up an actual fight against them, but the game's fairly primitive boss design and variety of attack patterns on display meant means that very few of the bosses in the game still stand up as being very difficult, with only difficult. Only the Maneaters, Flamelurker, and [[spoiler:False King Allant]] are really being considered to offer much real challenge compared to the bosses of later games and some (such as the Adjudicator) being downright pathetic.
pathetic. Even with the former three bosses, the nonlinear structure of the game makes it easy to encounter them overleveled and overpowered even if you don't grind, which makes them even easier. There is a good chance you will encounter NPC Black Phantoms that cause you more grief than the bosses.
** Story-wise, [[spoiler:The game has a pretty cut-and-dried, distinct good and bad ending.ending that is decided by a last-minute decision of the player. Later games in the series and by Miyazaki would have the player choose between several flavours of DownerEnding instead.]]



* FakeDifficulty: Normally, the game avoids this. Deaths are due to mistakes, and generally your own fault. However, it's in full swing in the Valley of Defilement. The problem is that your enemies are fast, painful, and hardy. You can be painful and hardy, but 95% of the second stage of the Valley of Defilement severely inhibits your movement, disallowing you from running normally, sprinting at all, and rolling, which is the only thing that keeps you alive in this game. The result is being forced to get smashed by giants with clubs when you're barely able to evade them, and even less able to retaliate, the only exception being if you can engage the enemy on the very scarce land, which isn't possible in some cases.

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* FakeDifficulty: Normally, the game avoids this. Deaths are due to mistakes, and generally your own fault. However, it's in full swing in the Valley of Defilement. The problem is that your enemies are fast, painful, and hardy. You can be painful and hardy, but 95% of the second stage of the Valley of Defilement severely inhibits your movement, disallowing you from running normally, sprinting at all, and rolling, which is the only thing that keeps you alive in this game. The result is being forced to get smashed by giants with clubs when you're barely able to evade them, and even less able to retaliate, the only exception being if you can engage the enemy on the very scarce land, which isn't possible in some cases. Your best option is to avoid combat by staying away from enemies while wading through the muck with a Ring of Poison Resistance until you get to solid ground.



* FatBastard: The Fat Officials, the Adjudicator, the Vanguard demons.
* FirstEpisodeResurrection: The tutorial ends with your death.

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* FatBastard: The Fat Officials, the Adjudicator, and the Vanguard demons.
* FirstEpisodeResurrection: The tutorial ends with your death.death, and The Maiden in Black brings you back to life in your soul form.
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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. While there were some enemies who served as "money" targets with dedicated drops of said herbs (ala ''Bloodborne'' and its blood vials), part of the problem is that the herbs came in ''four different tiers'' - and the higher tier ones only dropped rarely. You otherwise had to buy the healing items you 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.

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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. While there were some enemies who served as "money" targets with dedicated drops of said herbs (ala ''Bloodborne'' (á la ''VideoGame/{{Bloodborne}}'' and its blood vials), part of the problem is that the herbs came in ''four different tiers'' - and the higher tier ones only dropped rarely. You otherwise had to buy the healing items you need. To further differentiate the game from ''VideoGame/{{Bloodborne}}'', healing items in this game do not drop in every area, and not every variety is a common vender item, so you can't replenesh your stock naturally as you play through the game unless you are in certain levels. 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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A SpiritualSuccessor / NonLinearSequel, ''VideoGame/DarkSouls'', was released on October 4th, 2011. A second SpiritualSuccessor for UsefulNotes/PlayStation4, ''VideoGame/{{Bloodborne}}'', followed in 2015. Meanwhile, an outright [[VideoGameRemake remake]] for UsefulNotes/PlayStation5 by Creator/BluepointGames and Creator/SIEJapanStudio was announced on June 11, 2020 for release as a [=PlayStation=] 5 launch title.

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A SpiritualSuccessor / NonLinearSequel, ''VideoGame/DarkSouls'', ''VideoGame/DarkSoulsI'', was released on October 4th, 2011.in 2011, and it was the first of [[VideoGame/DarkSouls a trilogy]]. A second SpiritualSuccessor for UsefulNotes/PlayStation4, ''VideoGame/{{Bloodborne}}'', followed in 2015. Meanwhile, an outright [[VideoGameRemake remake]] for UsefulNotes/PlayStation5 by Creator/BluepointGames and Creator/SIEJapanStudio was announced on June 11, 2020 for release released as a [=PlayStation=] 5 launch title.title in 2020.
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** Additionally, the game was a quite clear-cut case of HardLevelsEasyBosses compared to the games that came after it; while the ability to farm healing items meant you didn't have to concern yourself with rationing your healing between checkpoints like you did with Estus, this was little compensation for the fact that ''there were no checkpoints'' except when you beat a boss (which broke the game up into fairly clear-cut "levels"). This meant that unless a stage had a major shortcut that you could open, you often had to bull your way through ''the entire level'' to get a single shot at the boss. Meanwhile the fairly primitive boss design and variety of attack patterns on display meant that very few of the bosses in the game still stand up as being very difficult, with only the Maneaters, Flamelurker, and [[spoiler:False King Allant]] really being considered to offer much real challenge compared to the bosses of later games and some (such as the Adjudicator) being downright pathetic. The Phalenx is particularly notable in how it cannot damage you unless ''you'' choose to get close to it.

to:

** Additionally, the game was a quite clear-cut case of HardLevelsEasyBosses compared to the games that came after it; while the ability to farm healing items meant you didn't have to concern yourself with rationing your healing between checkpoints like you did with Estus, this was little compensation for the fact that ''there were no checkpoints'' except when you beat a boss (which broke the game up into fairly clear-cut "levels"). This meant that unless a stage had a major shortcut that you could open, you often had to bull your way through ''the entire level'' to get a single shot at the boss. Meanwhile the fairly primitive boss design and variety of attack patterns on display meant that very few of the bosses in the game still stand up as being very difficult, with only the Maneaters, Flamelurker, and [[spoiler:False King Allant]] really being considered to offer much real challenge compared to the bosses of later games and some (such as the Adjudicator) being downright pathetic. The Phalenx is particularly notable in how it cannot damage you unless ''you'' choose to get close to it.
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* NewgamePlus: After completing the game, you return to the beginning with all your stats, souls, items, equipment, and spells on hand. [[HarderThanHard And the enemies are even tougher now.]]

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* NewgamePlus: NewGamePlus: After completing the game, you return to the beginning with all your stats, souls, items, equipment, and spells on hand. [[HarderThanHard And the enemies are even tougher now.]]
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* LevelInReverse: In the remake, interacting with a statue in the Nexus switches the game to ''Fractured Mode'', which mirrors the entirety of the game, similar to ''VideoGame/TheLegendOfZeldaOcarinaOfTime Master Quest.''

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** Likely a foreshadowing of how many times you will die in the game.
* FlamingSword: Just add turpentine.
** Then there are the Dragon weapons, which have ''permanent'' fire effects.

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** Likely a foreshadowing of how many times you will die in the game.
* FlamingSword: Just add turpentine.
**
turpentine. Then there are the Dragon weapons, which have ''permanent'' fire effects.


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* LivingCurrency: Souls are the standard currency in the game.
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** Additionally, the game was a quite clear-cut case of HardLevelsEasyBosses compared to the games that came after it; while the ability to farm healing items meant you didn't have to concern yourself with rationing your healing between checkpoints like you did with Estus, this was little compensation for the fact that ''there were no checkpoints'' except when you beat a boss (which broke the game up into fairly clear-cut "levels"). This meant that unless a stage had a major shortcut that you could open, you often had to bull your way through ''the entire level'' to get a single shot at the boss. Meanwhile the fairly primitive boss design and variety of attack patterns on display meant that very few of the bosses in the game still stand up as being very difficult, with only the Maneaters, Flamelurker, and [[spoiler:False King Allant]] really being considered to offer much real challenge compared to the bosses of later games and some (such as the Adjudicator) being downright pathetic.

to:

** Additionally, the game was a quite clear-cut case of HardLevelsEasyBosses compared to the games that came after it; while the ability to farm healing items meant you didn't have to concern yourself with rationing your healing between checkpoints like you did with Estus, this was little compensation for the fact that ''there were no checkpoints'' except when you beat a boss (which broke the game up into fairly clear-cut "levels"). This meant that unless a stage had a major shortcut that you could open, you often had to bull your way through ''the entire level'' to get a single shot at the boss. Meanwhile the fairly primitive boss design and variety of attack patterns on display meant that very few of the bosses in the game still stand up as being very difficult, with only the Maneaters, Flamelurker, and [[spoiler:False King Allant]] really being considered to offer much real challenge compared to the bosses of later games and some (such as the Adjudicator) being downright pathetic. The Phalenx is particularly notable in how it cannot damage you unless ''you'' choose to get close to it.
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** 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 even expects you to make use of your generous fall damage allotment.

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** Tying in to the "you're a soul spirit" idea, fall damage was vastly more lenient here than it would be in later titles.titles, barring ''[[VideoGame/SekiroShadowsDieTwice Sekiro]]'', whose "You are a master shinobi" logic allows you take falls from up to a hundred feet without damage. 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. Taking levels in dexterity allows you to take even less fall damage. There's a few places where the game even expects you to make use of your generous fall damage allotment.



** Bosses: The game only has 16 bosses and ''none'' of them are optional except for the tutorial ''Vanguard'' boss, which the player is meant to die to and not defeat.

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** Bosses: The game only has 16 sixteen bosses and ''none'' of them are optional except for the tutorial ''Vanguard'' boss, which the player is meant to die to and not defeat.
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** Additionally, the game was a quite clear-cut case of HardLevelsEasyBosses compared to the games that came after it; while the ability to farm healing items meant you didn't have to concern yourself with rationing your healing between checkpoints like you did with Estus, this was little compensation for the fact that ''there were no checkpoints'' except when you beat a boss (which broke the game up into fairly clear-cut "levels"). This meant that unless a stage had a major shortcut that you could open, you often had to bull your way through ''the entire level'' to get a single shot at the boss. Meanwhile the fairly primitive boss design and variety of attack patterns on display meant that very few of the bosses in the game still stand up as being very difficult, with only the Maneaters, Flamelurker, and [[spoiler:False King Allant]] really being considered to offer much real challenge compared to the bosses of later games and some (such as the Adjudicator) being downright pathetic.
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''"Soul of the lost, withdrawn from its vessel.\\

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''"Soul ->''"Soul of the lost, withdrawn from its vessel.\\
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[[caption-width-right:350:''Brave soul, who fears not death...''

Soul of the lost, withdrawn from its vessel.\\

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[[caption-width-right:350:''Brave soul, who fears not death...''

Soul
'']]

''"Soul
of the lost, withdrawn from its vessel.\\

Changed: 116

Removed: 45

Is there an issue? Send a MessageReason:
It clashes with the other Soulsborne games. If the Remake has a pretty alternate cover, we can just put it in the Remake's folder when it comes out!


[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/demonssoulsps3ps5_4.png]]
[[caption-width-right:350:''Brave soul, who fears not death...''[[note]][=PlayStation=] 3 boxart (left), [=PlayStation=] 5 remake boxart (right)[[/note]]]]

->''"Soul of the mind, key to life's ether.\\

to:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/demonssoulsps3ps5_4.org/pmwiki/pub/images/af8daf92_o_8.png]]
[[caption-width-right:350:''Brave soul, who fears not death...''[[note]][=PlayStation=] 3 boxart (left), [=PlayStation=] 5 remake boxart (right)[[/note]]]]

->''"Soul of the mind, key to life's ether.\\
''
Is there an issue? Send a MessageReason:
Elected for consistency - PEGI box arts for both


[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/demonssoulsps3ps5_7.png]]

to:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/demonssoulsps3ps5_7.org/pmwiki/pub/images/demonssoulsps3ps5_4.png]]
Is there an issue? Send a MessageReason:
None


[[caption-width-right:350:''Brave soul, who fears not death...'']]

to:

[[caption-width-right:350:''Brave soul, who fears not death...'']]
''[[note]][=PlayStation=] 3 boxart (left), [=PlayStation=] 5 remake boxart (right)[[/note]]]]
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None


A SpiritualSuccessor / NonLinearSequel, ''VideoGame/DarkSouls'', was released on October 4th, 2011. A second SpiritualSuccessor for UsefulNotes/{{PlayStation 4}}, ''VideoGame/{{Bloodborne}}'', followed in 2015. Meanwhile, an outright [[VideoGameRemake remake]] for UsefulNotes/{{PlayStation 5}} by Creator/BluepointGames and Creator/SIEJapanStudio was announced on June 11, 2020.

to:

A SpiritualSuccessor / NonLinearSequel, ''VideoGame/DarkSouls'', was released on October 4th, 2011. A second SpiritualSuccessor for UsefulNotes/{{PlayStation 4}}, UsefulNotes/PlayStation4, ''VideoGame/{{Bloodborne}}'', followed in 2015. Meanwhile, an outright [[VideoGameRemake remake]] for UsefulNotes/{{PlayStation 5}} UsefulNotes/PlayStation5 by Creator/BluepointGames and Creator/SIEJapanStudio was announced on June 11, 2020.2020 for release as a [=PlayStation=] 5 launch title.
Is there an issue? Send a MessageReason:
None


A SpiritualSuccessor / NonLinearSequel, ''VideoGame/DarkSouls'', was released on October 4th, 2011. A second SpiritualSuccessor for UsefulNotes/{{PlayStation 4}}, ''VideoGame/{{Bloodborne}}'', followed in 2015. Meanwhile, an outright [[VideoGameRemake remake]] for UsefulNotes/{{PlayStation 5}} by Creator/BluepointGames was announced on June 11, 2020.

to:

A SpiritualSuccessor / NonLinearSequel, ''VideoGame/DarkSouls'', was released on October 4th, 2011. A second SpiritualSuccessor for UsefulNotes/{{PlayStation 4}}, ''VideoGame/{{Bloodborne}}'', followed in 2015. Meanwhile, an outright [[VideoGameRemake remake]] for UsefulNotes/{{PlayStation 5}} by Creator/BluepointGames and Creator/SIEJapanStudio was announced on June 11, 2020.

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