#im just having fun. have to increase my output and pose quality
Explore tagged Tumblr posts
Text
a very quickly and shoddily scribbled on little private school girl lili!
(and a second, for good measure!)
#im just having fun. have to increase my output and pose quality#dont worry her lunchbox is definitely like milla branded#and its very embarrassing for her. but shes the one who picked it out#lili zanotto#psychonauts#axe art
33 notes
·
View notes
Text
Demon’s Souls || 2020 Notes [1]
While replaying Demon’s Souls I thought it’d be fun to describe some of its special qualities and certain differences between it and the Dark Souls series. The latter has almost completely overshadowed the former, to the extent that the first Dark Souls is often treated as the starting point for FromSoftware’s post-PlayStation 2 output, so it is now arguably more worthwhile than ever before to, you know... acknowledge Demon’s Souls’ existence.
• It is a little ironic that the visually darkest of the Souls games is not any of the ones with “Dark” in their title; it is, in fact, Demon’s Souls. Demon’s is full of spaces with utter or near-utter blackness, spaces which only reveal their structural character until you’re a step away from a wall or colonnade. This is an exciting quality on its own, one that makes the areas you’re navigating retain a sublimely threatening aspect separate from that of the mortal threats the enemies pose, and it becomes especially exciting when comparing it to Dark Souls 3′s inappropriate brightness on even its lowest lighting setting.
• Relatedly, Demon’s Souls is the only one of these games which bothers to explain your character’s illuminative capability: a small, brightly glowing stone (perhaps a good luck charm and a practical item) is attached to their hip. Dark Souls 2 and 3 and Bloodborne allow torches to be used (Bloodborne, too, a lantern), but your avatars otherwise exude an inexplicable light.
• The Dark Souls series represents a break from Demon’s Souls’ level design not just by way of its variously realized interconnectivity but also by distancing itself from constricted meandering layouts. Although Demon’s Souls’ areas are organizationally diverse -- one couldn’t be mistaken for another --, there are pervasive architectural motifs such as halls no wider then your person, slim towers or verticalities with staircases or planks tightly winding up and down the walls, and bits where you can miss a thin portal or doorway by not swiveling the camera around your entire immediate surroundings. This is, perhaps, one consequence of differing staff on level design and of Demon’s Souls’ adjacency to the King’s Field series.
• I’ve written before about how adventurous Demon’s Souls is with its boss fights, and I’ll write about it again! Oftener than not, bosses’ rooms are extensions of the preceding level design, rather than stripped down, isolated rings. Think of the church wherein the False Idol appears: this is a struggle where offensive tactics assume equal importance to weaving around the obstructing pews and hiding from magical projectiles among the side aisles. For this trend, we might be able to partly thank a lack of confidence in the mechanics sustaining head-on, arena-based fights. It is also notable that a number of bosses have fairly passive designs (e.g., Phalanx, Adjudicator, Storm King, Maiden Astraea, the Dragon God in its final phase, or King Allant). Opponents can be vulnerable and pitiable, creating an emotional variety and accentuating the narrative of us being the “demon” in the game’s title.
• Demon’s Souls doesn’t allow you to access the Nexus, the game proper, without firsthand experiencing your own death. Dark Souls shows your person as having already hollowed; Dark Souls 2 marks your entry into Drangleic with a cinematic wherein you pass through the threshold of a vortex; Dark Souls 3 shows you rising from your grave. Bloodborne may be the closest to Demon’s Souls: most of us will have likely died our first before coming across a lamp, and thus will be introduced to the Hunter’s Dream -- Bloodborne’s home base -- by death; but this is still unlike Demon’s Souls, which establishes a significantly fatalistic atmosphere with this moment of utter requisition.
• With its visuals’ technical effects (e.g., the warm, distinct halos surrounding candles’ flames), the muted palettes, and the plain attire of other characters and architecture -- often severe, and lacking any ornamentation or just minimally articulated -- Demon’s Souls recalls King’s Field IV. Monolithic sites and structures can impress a domineeringly absolutist effect by their scale and degree of aesthetic anonymity/repetition, and Demon’s Souls’ architecture utilizes this effect in places like Stonefang Tunnel, the Tower of Latria, and the Boletarian complex to create a world capable as much of intimidating as it is of suggesting monomaniacal psychologies and historical dramas.
• Demon’s Souls has the unique, relative to the Dark Souls titles and Bloodborne, contextual mechanic whereby your person can mount a higher tier if you continue walking against the designated rise in terrain. Fall damage is also drastically slight, so you can fall farther distances and survive. To me, these two particularities create a subtly broader sense of exploratory possibility that you don’t get in FromSoftware’s later Eurocentric games, despite Dark Souls’ addition of a running jump mechanic. This sense of possibility is not proportional to what you can actually do; rather, it is about what you feel that the game might allow you to do.
• For a miscellaneous conclusive entry: I went through the 2009 reviews for Demon’s Souls on Amazon a while back to see what English-speaking/writing people were comparing it to. Nowadays, we have the bland, readymade term “Souls-like”, but, a decade and several months ago, Demon’s Souls seemed to many people outside of Japan to have come out of nowhere, making their likenings interesting to read (of note, too: even among the 800+ reviews, spanning from 2009 to 2020, King’s Field is mentioned less than ten times). I recognize that the image is blurry, and have, for accessibility, written the selected quotes out below.
This game strikes out to be a bit of a throwback 1980s style RPG in both difficulty and handholding (or lack thereof). If you played and enjoyed the original Wizardrys, Ultimas, and AD&D *Gold Box* games, this is your ride. This game was designed for you.
This game is not hack n’ slash. I repeat, NOT HACK N’ SLASH. Those of you expecting a game like Diablo 2 or God of War will probably be a little confused when you are getting destroyed by every little puny enemy in game.
I like this game, but I wanted to love it. I was hesitant to own it because I am a little old for hardcore games that everyone praises for their difficulty, but I was persuaded to try it because of fond memories of a wonderfully difficult combat RPG called Severance Blade of Darkness. Unable to find a rental I bought it. Sadly, I think this game does not measure up to the reviews.
The RPG system of Demon’s Souls is quite reminiscent of Vagrant Story’s, allowing players to increases stats and equipment as they like, without following a set path. You must choose a particular class to begin, but you can then develop however you like. It is entirely possible to start as a barbarian and become a mage, or choose to spread your stats equally. The path you choose will, however, have a drastic effect on how the game is played.
This Demons Souls has definately redefined a “HARD” game. Reminds me of the game ICO, yet makes me feel that Im actually there. You may die alot, but each time you do, it is always your fault. I mean this in the literal sense. No more button mashing.
Some people may compare the toughness to games like the Devil May Cry or Ninja Gaiden series, but in my view, although it may be as tough, it’s in a very different way. Whereas with DMC or NG you had to wide awake and really on top of things to both enjoy it and actually get anywhere, I find it’s actually possible to play Demon’s Souls while half asleep. DS is more about being careful and not entering an area until you’re absolutely sure your character is completely prepared.
1st: this game is very much like a modernized old nintendo game, for better & worse. I would liken it even to Deadly Towers(gasp!), but I mean that in the good way. You’re dropped in an extremely difficult gameworld with almost no introduction, you’re character starts out very weak and you need to explore (carefully!) to find some loot that will begin to make you stronger.
Gameplay: It’s hard to describe Demon’s Souls since it feels like something you’ve played before yet you couldn’t think of it if you tried. Essentially imagine the 3rd person swordplay of Oblivion, world traversing of Zelda and RPG elements of pretty much every one you’ve tried in the past 10 years.
245 notes
·
View notes