Yes. You will die. You will die a lot.
You will die a lot,
and hopefully you'll learn from it. Difficulty in video games isn't new; it's the fact that the difficulty is actually meaningful.
When you die, your souls and humanities are dumped away. Unless you touch your bloodstain, they're gone forever. This is a frustruating mechanic, but that is precisely the point.
Through that one mechanic, the game's pace is lowered not by the game's combat, but by the player.
A sense of fear is brought about because the player is fearful of what the demons in the dark will do
to him, instead of just their designs. Don't get me wrong, the designs are imposing and terrifying, but the gameplay goes a long, long way into bringing about an atmosphere of horror and fear.
Of course, that was in the original Demon's Souls, which is also a gem. But unlike Demon's Souls, there's a grand sense of scale. The entire world
is open to explore, full of danger and fraught with terror. Everything
is built around the player's own exploration and skills, with some hidden armor and shields and weapons featured everywhere.
If you're good enough, you can, per say, kill that high-level black knight over in the Undead Burg. Maybe the player can kill that obnoxious Asylum demon with a stubbed sword, and the game doesn't just ignore this; it awards
the player for being better than the developers expected. The Metroidvania
setup is so well implemented that it stands head and shoulders above Demon's Souls.
And, of course, there is that infamous difficulty. It is
harder than Demon's Souls, but not just because of the larger world and the lack of direction. The monsters are larger and meaner. The Capra Demon is a bitch to new players, Blighttown has toxicity that makes it so much worse
than the Valley of Defilement, and the fight against Dragon Slayer Ornstein and Executioner Smough.
That said, the game's not artificially difficult, it's just strict. Although the enemy placement is sadistic (seriously, FROM, did you really need to sic four basilisks on me?), it's mostly planned around typical player behavior. Just give it a go, ya pansy.