Demon’s Souls Remastered continues, and so does the fight between the sound design and the score.
4-1
The stingrays are really well done in this version. They have much more of a whalesong, hyperdolphin thing going on in their sound design. Since I’m doing this level so late, the skeletons are really not as big of a threat as they usually are in a playthrough. There’s not much to say other than the level design is the proto Sen’s Fortress and I will always forget the direction of some arrow bolt traps and will always die to at least one.
The Shrine of Storms has one of my favourite premises in any Souls game where the shrine was important to a long-dead sect of fanatics, the Shadowmen. The Demon plague brought about on Boletaria has a somewhat unique effect in that the folklore of this religious group are made manifest. So mythic beings involved in the story of their death rituals like the Adjudicator, the Old Hero and the storm beasts are literally warped into reality from the area just being soaked in mythology.
Adjudicator has always been cool and I like the idea that it stabbed itself in the gut as the result of a previous battle with another adventurer. Since the bird on its head is the only thing that takes damage it is presumably immortal and just did this as some sort of bizarre strategic thing. The fight feels a lot easier than it did in the original, I suspect they widened the arena a bit so you don’t get as easily shoved into a corner.
2-2
2-2 is a bit of an odd level in retrospect the ‘main route’ avoids most of the level. There are also lava caves which you can barely survive. I like the tension between mine/ecosystem but it is funny how much of it is ‘optional’. Slightly easier to see your way down the big hole to the boss but the geometry will still fuck you over if you jump carelessly.
Flamelurker is a great fight. Basically the Ur-version of most Souls bosses. They managed to keep the same AI behaviour where it randomly backs off or gets stuck on debris really well. The fire explosions are slightly less readable than the original but overall the fight is still great, a tense war of attrition due to the larger healthbar which is reflected by the weary plodding theme in the original:
Whereas in the new game’s music, you can hear the Flamelurker, voiced by Benedict Cumberpatch, say things like
‘Do you fear me adventurer? You Should!’
‘I shall burn thy body and crush thy bones for killing my demon brothers!’
‘I have lurked in the flame for a hundred eons!’
And so on
Bad music here. Almost unrecognizable from the original as orchestras blare. This version of Demon’s Souls would probably be definitive for me if we could just toggle the original vs new music, original vs new voice acting, and facial animation/NPC conversation camera zoom on/off.
I finally have the searing Demon’s Soul and can now upgrade and craft real stuff. Have decided to go with upgrading Epee Rapier for the hitstun from the fire effect.
4-2
God what a horrible level, until you rehearse the tricks.
5 key sections back to back that mostly revolve around clearing a single threat via a narrow walkway:
1 The tomb room, first area you learn about the resurrecting giant ghosts and the reaper that keeps spawning them. The room misleads you into thinking you can tackle it like a basic level but eventually you realise the goal is to beeline it to the reaper. The Patches encounter is basically the same and I have a feeling he’s one of the few returning VAs.
2 Once you get outside the trick is to manage the stingrays detecting you on the cliffs while skeletons (both regular and gold) try to catch you on a narrow ledge. Like the first room, success in the run relies on managing kiting behaviour while thief ring blinds the stingrays.
3 Second reaper trial and the narrow walkways continue. You can barely run through due to how thin the walkways are and how the enemies block you and induce panic so you probably won’t take your time to look around carefully. I always forget about the second reaper location and he be sneaking round a wall at the bottom of the horrible staircase run where the ghosts show you their laser powers.
4 A final narrow hallway which has a sneaky reaper tucked away in a tight space right next to a giant ghost. Kite and bite.
5 The final room before the boss is, in my mind, a trap for the player who assumes they’ve gotten through the worst and throws a new dynamic that someone who has gotten the run down might slip up on at the final hurdle. A shiny room full of slugs seems fine but the explosion spirits floating around are there to cap off the run. Even if you know the danger and the environment well, you can still be caught out by their blast radius, especially since some of the walkways push the precarious narrow paths to their limit.
Probably the most direct, ‘figure this sequence out’ level in the whole game.
Old Hero still a great idea that I’m sad From never really tried much again. A blind boss is neat and having enemies detect you through senses other than automatic AI sight/pathfinding contributes to the more organic feeling of the fight. Like Odysseus and the Cyclops.
4-3
Sound design brings this in line with some of the more unnerving Shadow of the Colossus encounters but the music is once again silly pomp. However, listen to the sounds, I love this shit:
As with most of the end-stage fights, the fight itself is a gimmick but this was always the game’s strength when it came to a lot of bosses. Each is its own adventure.
Grabbing a sword of legend which only works in its proper mythic context is just very cool. A simple encounter that caps off what might be my favourite bit of world in the game.
Nearly there: 2-3, 3-2, 3-3, 1-4