The Official "Demon's Souls" Thread


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Hi guys, need your opinion! :)

I have some store credits from Play-Asia and I'm in a dilemma whether to use it for Demon's Soul or Little Big Planet GOTY

Is Demon's Soul a game any PS3 owner should not miss? I'm not that big fan of RPG but I'd really like to try this game.

Please advise, thank you :)

Demon's Souls. without a doubt. Ignore its 'rpg' classification as it's really insignificant. It's just a great all around experience with great mechanics. Everyone you talk to is there for a purpose, to either tech you spells, or sell you something. No chit/chat. So not much a story driven game as its more the get right to the fight type. It surely isn't a game you want to miss.

Its one of those games that can be both as easy or as hard as you'd like it to be. All without having to change a single setting. Same goes for character creation/skills. That's what makes it so appealing.

I have LBP goty. I only play it with my son, and have a blast. But wouldn't play it alone.

So what is the game referring to when it talks about skill? For example when I equip a compound bow it says that I do not have enough skill and it's effectiveness will be reduced. Is this talking about dexterity or something else?

Yea. Each item requires a stat perquisite. Heavy items require certain amnt of str. Bows require x amount of Dex and so forth.. Look up the symbols in the manual.

Yea. Each item requires a stat perquisite. Heavy items require certain amnt of str. Bows require x amount of Dex and so forth.. Look up the symbols in the manual.

If I look at the item in game it will tell me what stats it requires? I know what the symbols mean but I didn't notice a requirement.

If I look at the item in game it will tell me what stats it requires? I know what the symbols mean but I didn't notice a requirement.

Yea. Press square to cycle details on any item. I think the Long Composite Bow requires STR though.

Edit:This..

The Compound Long Bow requires 22 Strength (two-handed) and 12 Dexterity to wield.

  • 2 months later...
  • 4 weeks later...
  • 4 months later...

So Corris watch out I'm finally about to get my Platinum in this!!! Muhahahaha :p

Least I'll have a unique plat (looks at all of you with the easy Terminator one ;))!

I'm up to 2%!

Same 2% I've had since about a week after I got it... lol.

  • 2 months later...
  • 1 month later...

Yet another revival for this thread!

I just bought the greatest hits version the other day and sat down to play it last night. It's really fantastic. All the reviews said it was hard, but it's really not. I think the correct adjective is unforgiving. It took me about 2 hours in total to beat the first world, and I downed Phalanx on the first try. The game is really a lot of fun.

However, I have some questions for those of you who have played this. I'm having trouble understanding some of the mechanics.

So World Tendency is basically a gauge for each world based on your actions. It gets darker when you die in body-form (but not in soul-form), and gets lighter when you kill major demons. As your WT gets darker, enemies gain HP and do more damage, but they also drop more souls and items when killed. As WT gets lighter, enemies are easier to kill but drop less souls.

If dying in soul-form doesn't negatively affect your world tendency when killed, why would you ever want to play in body-form? With the Cling Ring boosting your soul-form maximum HP, and the bonus to damage that soul-form has by default, what are the reason why you would ever play in body-form?

...and I know I have some other questions, but I can't recall what they are at the moment. Anyways, the above should be enough to get started. :laugh:

If dying in soul-form doesn't negatively affect your world tendency when killed, why would you ever want to play in body-form? With the Cling Ring boosting your soul-form maximum HP, and the bonus to damage that soul-form has by default, what are the reason why you would ever play in body-form?

There's another advantage when playing in soul-form: if you are playing online you can't be invaded by other players (then again you might actually want to be invaded so you can have some PvsP fighting, or just keep the possibility as an extra challenge).

Still, in body-form you have quite a few more HP than in soul-form, even with the cling ring, which depending on your stats could easily be the difference between life and yet-another-run-from-the-last-archstone from a single blow dealt by some of the tougher enemies.

Also you can wear two rings instead of wasting one of the slots with the cling ring, which comes handy later on.

On a side note, WT doesn't just affect enemies' strength and rewards, it also triggers events that wouldn't happen in other different WT.

And the game doesn't really get hard until the 2nd play through.... Freaken still trying to get past lvl 2 on that, but the fireball dudes kill me in 1 hit with anything lol

With most of them you can put stuff (door frames, beams, furniture...) between you and the fat guys to block the fireballs, then it's just a matter of timing your attacks.

In this game being a cheap sneaky ****** really pays off :rofl:

With most of them you can put stuff (door frames, beams, furniture...) between you and the fat guys to block the fireballs, then it's just a matter of timing your attacks.

In this game being a cheap sneaky ****** really pays off :rofl:

Oh I do, but there are some moments where it just doesn't work how it should LOL, and the Armor Spider is a pain in the arse now. No more just sitting back and Soul Arrowing him...

Oh I do, but there are some moments where it just doesn't work how it should LOL and the Armor Spider is a pain in the arse now. No more just sitting back and Soul Arrowing him...

I just grab a bunch of arrows and a decent bow, "cover" behind the corpse stuck to the left wall halfway through the tunnel, lock aim on the spider's head and spam the fire button while watching TV :shiftyninja: actually I never managed to kill that bitch in "fair combat" :blush:

I just grab a bunch of arrows and a decent bow, "cover" behind the corpse stuck to the left wall halfway through the tunnel, lock aim on the spider's head and spam the fire button while watching TV :shiftyninja: actually I never managed to kill that bitch in "fair combat" :blush:

Me either lol. A friend has, but when I tried his strat, I just get demolished. Though he could barely beat flamelurker, and that fool was a breeze for me lol.

Me either lol. A friend has, but when I tried his strat, I just get demolished. Though he could barely beat flamelurker, and that fool was a breeze for me lol.

hehe well for the flamelurker on the second playthrough I used the thief and fragant rings and kept casting pestilence on him from distance, where he couldn't see me. Same with Old King Doran.

Hell I've watched a lot of TV while playing this game :rofl:

The game requires a little bit of skill and combat planning at times, but I've to admit I've beaten several big demons using lame tactics.

Ah hah glad to see this topic bumped.

I've still to get my plat, currently in the middle of my 4th playthrough and have been there for months and months.

I hope Demon Souls gets a true sequel, not just a spiritual successor.

  • 1 month later...

Okay people with the Asian/Hong Kong copy, I need your help! Spare stones to help me get my plat :p

Even although this is my 3rd playthrough I'm still short of stones, most notably, pulpstones, l.splinter of hardstones, chunk of greystones, chunk of mercury stones and others.

Thanks! Reply here or PM so we can arrange a time to meet up in-game.

I really should just knuckle down and farm, but I've not played DS in soo long it's actually quite hard again :laugh: Not to mention I've forgot a lot of the layouts/locations of things.

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    • 007 First Light review: Satisfying spy adventure that James Bond needed by Pulasthi Ariyasinghe I have fond memories of classic James Bond games from the Electronic Arts era. Using high-tech gadgets, sneaking into parties, and dispatching bad guys were wildly exciting activities for my younger self. In recent years, Bond games have entirely disappeared, alongside the super spy genre. Fast forward to 2020, imagine my surprise when IO Interactive announced it had secured the Bond IP to make a game. Considering the studio’s Hitman history, this project is one I keenly kept an eye on. Six years later, 007 First Light is finally here, and after spending time inside this globe-trotting adventure, I can safely say that my excitement for this developer’s take on this universe was not unfounded. IO has taken lessons it has learned from Hitman and combined them with what I would expect from a directed cinematic experience like James Bond. I have refrained from mentioning major plot points to save you from story spoilers in this review. This is an original story that doesn’t tie into any movies, so there isn’t an expectation of knowing the backstory or the decades of movies either. Bond, James Bond When 007 First Light begins, Bond is just Bond. There isn’t a spy angle, fancy gadgets, or even a secret mission. The introductory mission is framed to show how James Bond handled himself and how he does not care about the odds when it comes to saving lives. It’s a gorgeous level as well, showing off an island scattered with cliffs in the middle of a storm. Looking back, this is probably the best-looking level in the game, with IO showing off all its abilities with its custom engine, Glacier. But my favorite ended up being the follow-up to this level. Once the United Kingdom's foreign intelligence agency, MI6, recruits our daring youngster into its super-spy “00” program, training begins. However, instead of treading through the same tutorial missions where the game teaches you to run and jump and drive, IO opted for a montage, and it’s amazing. The scenes cut between Bond practicing and improving his marksmanship, parkour, hand-to-hand combat, and driving as weeks go by in his training. What impressed me here was the lack of any loading screens or stutters as scenes instantly switched to different locations entirely, as if I was watching a movie. This creativity is a trend I noticed in most levels, where there is some sort of gameplay or choreography mechanic being introduced to keep things interesting. Soon, the rest of the cast is introduced, bringing other agents that our favorite secret agent will be working with, the scientists and engineers that build MI6’s spy gadgets, as well as higher-ranking officers that either appreciate or (at best) tolerate Bond’s rebellious attitude. It’s a tight cast, all with incredibly good voice acting and personalities that quickly grew on me. The casting for Bond himself is also an excellent one. From showing his iconic soft spot for women to the condescending smiles that get a rise out of enemies, I had no issues getting immersed into this universe as this new face of James Bond. The missions take place in a wide range of locations as MI6 sends Bond to tackle dangers that are growing everywhere from the UK to Africa. These aren’t unrelated adventures where MI6 is sending secret agents, which is an angle I would love to see in another game, but a part of a bigger conspiracy affecting the entire world. Some of the twists and turns were all too predictable, and the character that Lenny Kravitz played made me cringe a little too much. But all in all, I enjoyed the campaign’s storyline that sets the stage for this new agent joining the illustrious “00” program. Plenty of Possibilities The third-person style of IO Interactive fits this role quite well. Bond is presented as a master at hand-to-hand combat as well as firearms, while also having a knack for being stealthy when required. Most sections of missions have a lot of freedom. This means I could beat up every goon and security guard on the way to an objective, slip past them without sounding a single alarm, or do a mix of both. My sessions usually end up with the third option because I tend to be impatient about waiting for a patrol to move. Drawing from its Hitman genes, the developer almost always gives multiple routes for going through missions. Levels can be massive, sometimes sporting hundreds of NPCs going their own ways and having conversations. If my objective is to break into a security room on the third floor, I could look around for roof access, eavesdrop on conversations to find out where someone lost a key, create a distraction and pickpocket a guard for a keycard, sneak in through the vents, or simply kick down the offending door. I enjoyed the variety on offer, especially because the same solutions didn’t usually show up in different missions. Before heading out into a secret MI6 escapade, the gadget specialist of the branch walks Bond through the organization's latest and greatest achievements. This can be cool little devices like a laser built into the watch, a phone that fires poison darts, or a camera that emits a powerful shockwave. The choice of what can be taken into the mission is up to the player. I could usually find fresh routes or get out of tough situations with a punch or two, so I never had the feeling of missing out by not choosing the right equipment. It’s still a fun practice. Choosing the armaments before a mission enhanced the super spy feeling quite a bit. As I mentioned, stealth comes in as a very viable option for most of the missions, letting Bond sneak past foes or knock them out silently. While it is satisfying to clear entire areas of goons and walk away without any alarms, the way of accomplishing this could have been done better. Bond can lure enemies, sneak up and knock them out, or use a gadget to disorient them before dealing a nasty blow. Bodies cannot be moved or hidden afterward either. It’s a very simple system, which I wish were more exciting to pull off. Perhaps more stealth-orientated gadgets, distraction options, or multi-takedowns could have helped here, I think. Getting caught while attempting to be in stealth does not mean a game over. Other than getting into a fist fight, an interesting twist of 007 First Light is the bluffing option. While an enemy is confused as to what you are doing in a restricted location, Bond has the option to improvise and persuade them that you are exactly where you’re supposed to be. These are fun little dynamic interactions with unique dialog depending on the mission and location, giving a few extra moments for Bond to go past suspicious guards smoothly. It’s the first time I’ve witnessed this system in a game, and I hope to see more. License to Kill Bond isn’t just dealing with security guards or civilians. From time to time, entire gangs of gun-toting mercenaries show up in levels looking to take down our protagonist. It is then that License to Kill mode is activated for Bond, letting him use firearms with no restrictions. I was surprised by just how tight gunplay is in 007 First Light. The weapons feel powerful and satisfying to fire, with single bullets capable of taking down an enemy with a headshot. Ammo is scarce, and enemies don’t drop weapons with full magazines most of the time. This forces a hectic kind of gameplay where I am always advancing towards enemies to take their weapons after they are downed. Things like shooting legs to immobilize, aiming at the hands to make their weapon go flying, blowing up nearby fire extinguishers for cover, and using gadgets to halt a goon in their tracks while I reload, make up enjoyable levels. I had to hold back my disappointment when the enemy count in these action sequences dropped to zero and I had to go non-lethal again. Speaking of action sequences, First Light isn’t just offering sandbox levels to complete at the player’s own leisure either. Each level comes with specific linear and directed scenes to move the story forward and put Bond in tight situations. These usually end up with high-octane chases or driving sections, offering the chance to witness chaining explosions, hails of gunfire, and scripted parkour scenes that remind me of Mission Impossible movies more than Bond. Elements like seeing James Bond jump out of a plane without a parachute or drive through buildings in London inside a trash truck were fantastic and always left me at a high point when finishing a mission. The classic James Bond theme is sprinkled in here too, which only happens a handful of times in the game, but at just the right moments. Visuals and Performance Compared to Unreal Engine 5 games we are seeing nowadays, 007 First Light isn’t flexing a huge amount of realism when it comes to graphics. The models, textures, and effects all feel a little dated, with the starting mission that I mentioned being the most visually striking. However, the complete lack of stutters, the hundreds of NPCs that can be on screen without a single hitch, massive sandbox levels, and smooth transitions between them all play a part in making this an immensely immersive and complex experience. The in-engine cutscenes are gorgeous as well, offering an upgraded visual style and model detail over the gameplay sections. Animations are one aspect that jumps out at me about any new game, and First Light has nailed what a third-person action game should feel like. Walking, sneaking, and running all have a heaviness to them that I appreciate. Whenever Bond moves past a wall or a ledge, his arms reach out to lightly hold those structures until he moves away. NPCs actually react to my character and move out of the way. Even during melee combat or takedown animations, the fists impacting a body or a head hitting a wall all have that same weight. Even the more frivolous animations, like catching a gun in midair or chucking an empty one at a goon (yes, you can do that), are satisfying to pull off. Of course, the in-engine cutscene animations are remarkably well done too, with facial animations and the upgraded model details improving my engagement with the characters. I have an AMD Radeon RX 9070 XT 16GB paired with an eight-core Ryzen 7 3700X and 32GB of RAM, with the game running at 1440p resolution. Deciding to completely max out all the graphics options gave me a range of frame rates between 60 and 100 depending on the scene and level. While I did try to enable AMD FSR, which bumped up the frame rates by a good 20% at Quality mode, IO Interactive’s implementation of the technology wasn’t that great. Every corner and edge in levels began shimmering, and I was also seeing smearing issues in fast-moving sections. The title seemingly uses the older generation FSR 3.1 and not the machine learning-assisted FSR 4, leading to these artifacts. Unfortunately, there isn't a way to manually upgrade this right now either. I opted to turn off the upscaling and play the game in native 1440p to avoid problems. I would say the FPS range I was getting was an acceptable one for a single-player action game for my setup. I do wish there were an FOV slider option in the settings. While the camera is far enough back for my tastes in most situations in this third-person adventure, at times the perspective is far too close. When trying to look around quickly and spot targets, I realized I was getting a slight headache at times due to the use of an almost over-the-shoulder close-up camera. Conclusion Being James Bond in 007 First Light is a treat. Traveling around the world chasing conspiracies, using high-tech gadgets disguised as everyday accessories, and improvising on the spot to fool foes all give a fantastic feeling of being a super spy. For an origin story, IO Interactive has done a great job at introducing the character and his motives for doing what he does. The satisfying combat animation and fantastic voice acting are definitely high points, with the License to Kill moments being my favorite. Not being able to move bodies and the simplistic stealth of mechanics does hurt its presentation a little. The NPC logic and intelligence is easy to manipulate and trick, repeating the same actions over and over again if I keep making distractions. The lack of an FOV slider was also a pain (quite literally) at times, and the FSR implementation is quite poor. These are things I hope the studio will improve upon with updates. Even with its faults, IO Interactive and James Bond are a match made in heaven. The studio knows how to make a main character that oozes charm and competency while also leaning heavily into its Hitman experience to make gigantic levels with what looks like hundreds of NPCs roaming around. Being an origin story, IO’s Bond has a way to go before he becomes the highly effective agent we see in the movie world. I am hoping the studio will continue this series alongside its Hitman ventures going forward, just so we get to experience the journey for longer. 007 First Light is available on PC (Steam, Epic Games Store, and Xbox PC), Xbox Series X|S, and PlayStation 5 for $69.99. This review was conducted on the PC version of the game provided by IO Interactive.
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    • Indeed - drives me mad - usually because Refresh is hidden in the full menu.
    • Firefox has had rounded corners for many years. I take it you're not a fan of modern browsers?
    • The problem is in the fundamentals of how businesses are allowed to operate and the change should happen in the basics and certain consumer friendly and moral practices should be enforced by law. This would fix so many things, not just this ages old default browser issue which is a tiny drop in the backut that includes a flood of privacy and other issues.
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