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Retrospective: Demon's Souls Established the Soulslike Framework, Allowing Successors to Refine Its Flaws

A retrospective article by foreign media argues that Demon's Souls provided a gameplay framework for later Soulslike titles to build upon and improve, through its death penalties, level exploration, and multiplayer elements. The game was initially released on PlayStation 3, launching in Japan in February 2009 and in North America on October 9 of the same year.

回顾认为《恶魔之魂》奠定魂类玩法框架!后续作品得以改进其缺陷

The retrospective views Demon's Souls as a significant starting point for Soulslike action RPGs. The author suggests that the design lineage of this game can be traced through later, more widely known titles such as Dark Souls, Lies of P, Bloodborne, Elden Ring, and Black MYTH - Steam Edition: Wukong. This is the author's assessment of gaming history and does not imply that the creators of the aforementioned titles have individually confirmed this influence.

In terms of gameplay, death results in resource loss, and the auto-save feature makes it difficult to undo certain choices. Character progression and level exploration also require players to bear the consequences of their decisions. Players can enter different areas from the hub and search for shortcuts within levels. Multiplayer elements such as ground messages and invasions ensure that even a solo adventure bears the traces of other players.

The retrospective also highlights the original game's shortcomings: the camera and enemy lock-on systems were immature, the PlayStation 3 version frequently suffered from frame rate issues, and the World Tendency mechanic was difficult to understand. The author believes that Demon's Souls established a distinctive gameplay style while leaving some rough edges for subsequent titles to refine.