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Demon's Souls Remake is an artistic disaster

GametimeUK

Member
Are people really debating that the remake retains the originals artstyle here?

VpJPdMZ.jpeg


O7LIcYl.jpeg


Maybe my characterisation is wrong here, but one looks medieval and one looks gothic. They give off entirely different vibes to me. We can agree to disagree on what looks better, but if you're saying these are the same artstyle you're flat out wrong.
 

R6Rider

Gold Member
Are people really debating that the remake retains the originals artstyle here?

VpJPdMZ.jpeg


O7LIcYl.jpeg


Maybe my characterisation is wrong here, but one looks medieval and one looks gothic. They give off entirely different vibes to me. We can agree to disagree on what looks better, but if you're saying these are the same artstyle you're flat out wrong.
The old design had no character at all.

The old "art style" amounts to a generic medieval wall.
 
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Soodanim

Member
HurtDurrr I'm so cool I like the usual FROM cryptic bullshit for teh cool kiddies !

Remember boys, the FROM drip fed "lore" via items descriptions which was always due to budget/monetary restraints (much like the characters that speak without any mouth animations whatsoever) and is a relic from the KF games is apparently all the rage nowadays !

Sorry but FROM must be laughing all the way to the bank - they were lucky enough as to find this very specific niche in which they can hide their laziness and budget restraints even though they've been swimming in money after DES and the Bamco thing (publishing)...
Their game have been doing the same thing for aeons, this bullshit has been going on since the KF and AC days on the PSX/PS2, assets reuse upon asset reuse, recycling ahoy, cryptic lore (bUT iTs on PuRPosE !), characters that speak with closed mouths (LMAO), no cutscenes in sight after the initial intro (animating things is too hard !) and so on so forth...and yet, people are still defending this bullshit for some weird reason.

Fuck, I love FROM but Goddamn if their fanbase isn't one of the most obnoxious, pretentious ones in all gamedom, the circle jerk is just too stronK.
I agree that the circlejerk is strong, but I don't disagree that all of the points are strictly laziness oriented.

At this point dropping their massive amount of copy pasting might have people turn on them. People know they can return to the bonfire to refresh the character and world, etc. The copy pastes from other projects into the next is something I like, personally. Bringing over some stuff from Sekiro to ER gave us a chance to use fun abilities in a different game.

Leaving gaps gets the imagination going, which works for the community aspect they encourage (messages etc). Whether it was on purpose or by accident they found a way to keep communities engaged.

The problem with the cryptic lore is that they've leant too hard into it as time has gone on and so you've got Elden Ring with flat out unfinished lore. You're supposed to be able to finish puzzles or at least fill in the gaps, and that isn't something you can do with some critical/important stuff ER.

Cutscenes and animations... personally I don't give a shit. We get the ones we get for important parts and the rest of the game is pure gameplay. I think that alone resonated with people, especially with forced walking happening before and after Souls existing.

The old design had no character at all.

Looks like generic medieval wall.
But what does the new design do any better? Tacked on a couple bits and added some fire, but to what end?

The original game had a bleakness to it that carried through the visuals and soundtrack and created a certain atmosphere. The remake, while fantastic looking, seems to go in a different direction.
 

R6Rider

Gold Member
But what does the new design do any better? Tacked on a couple bits and added some fire, but to what end?
It shows something happened/is happening there. It's making the player ask why was it on fire, what's up there, etc. and can even link itself to the dragon's around.

The are banners hung from the wall as well, which is a nice touch.

Most importantly the castle/wall has a unique design and feel to it, begging the player to explore it.
 

Radical_3d

Member
HurtDurrr I'm so cool I like the usual FROM cryptic bullshit for teh cool kiddies !

Remember boys, the FROM drip fed "lore" via items descriptions which was always due to budget/monetary restraints (much like the characters that speak without any mouth animations whatsoever) and is a relic from the KF games is apparently all the rage nowadays !

Sorry but FROM must be laughing all the way to the bank - they were lucky enough as to find this very specific niche in which they can hide their laziness and budget restraints even though they've been swimming in money after DES and the Bamco thing (publishing)...
Their game have been doing the same thing for aeons, this bullshit has been going on since the KF and AC days on the PSX/PS2, assets reuse upon asset reuse, recycling ahoy, cryptic lore (bUT iTs on PuRPosE !), characters that speak with closed mouths (LMAO), no cutscenes in sight after the initial intro (animating things is too hard !) and so on so forth...and yet, people are still defending this bullshit for some weird reason.

Fuck, I love FROM but Goddamn if their fanbase isn't one of the most obnoxious, pretentious ones in all gamedom, the circle jerk is just too stronK.
You have to be Mediterranean to be this based.
 

Sleepwalker

Member
I will never understand these people. You think this looks
You people hide behind terms like "Art Direction" and "Art Style" while completely ignoring how Demon Souls looked like a PS2 game when it came out literally a month after KZ2 and same year as uncharted 2. Literally incomplete assets and textures. One of the ugliest games i had the displeasure of playing.

c14F2aF.jpg


This is whats most funny to me, "the original is so oppressive and filled with so much dread, even scary at times, the art direction is incredible"

but this right here looks like C tier trash FMV from the PS1 era.
 

Soodanim

Member
It shows something happened/is happening there. It's making the player ask why was it on fire, what's up there, etc. and can even link itself to the dragon's around.

The are banners hung from the wall as well, which is a nice touch.

Most importantly the castle/wall has a unique design and feel to it, begging the player to explore it.
I don't see much in the remake screenshot, personally. I think there's something to be said for a quiet but foreboding structure that doesn't give anything away.
 

R6Rider

Gold Member
desogothic.jpg


The inspiration for the architectural redesigns are obvious.
That structure isn't even part of the main wall that was being discussed.

"Gothic architecture is a European architectural style that's known for its pointed arches, flying buttresses, stained glass, and ornate decoration"
It has a few pointed sections on the main towers of the wall above the gate. That separate building is more gothic, but again, the majority of the wall's design is not.
 

bender

What time is it?
That structure isn't even part of the main wall that was being discussed.

"Gothic architecture is a European architectural style that's known for its pointed arches, flying buttresses, stained glass, and ornate decoration"
It has a few pointed sections on the main towers of the wall above the gate. That separate building is more gothic, but again, the majority of the wall's design is not.

How disingenuous can you possibly be? The wall isn't the crux of the discussion, but if you want to make it that way, look at what was added to the wall over the original and what overall architectural style Bluepoint is aping.
 

R6Rider

Gold Member
How disingenuous can you possibly be? The wall isn't the crux of the discussion, but if you want to make it that way, look at what was added to the wall over the original and what overall architectural style Bluepoint is aping.
The wall is the focus of the shot, the focus of the entire start of the game is the wall. It's even on the box art. That's why I'm focusing on the wall. You're pointing out a cropped building on the side that has maybe two elements of gothic architecture in it and somehow applying that to the entire design they were going for.

Talk about being disingenuous.

The original art style was bland and generic and had no character. It looked like they dropped in a stock castle asset. It's funny how so many people are claim the new game lacks atmosphere or the feel of the original when it actually is adding something in this case where there was basically none to be found.

Yes, it looks different. It actually is memorable in comparison.
 

bender

What time is it?
The wall is the focus of the shot, the focus of the entire start of the game is the wall. It's even on the box art. That's why I'm focusing on the wall. You're pointing out a cropped building on the side that has maybe two elements of gothic architecture in it and somehow applying that to the entire design they were going for.

Talk about being disingenuous.

The original art style was bland and generic and had no character. It looked like they dropped in a stock castle asset. It's funny how so many people are claim the new game lacks atmosphere or the feel of the original when it actually is adding something in this case where there was basically none to be found.

Yes, it looks different. It actually is memorable in comparison.

Apologies, disingenuous was giving you way too much credit.
 

simpatico

Member
Lost any and all respect for decision makers at Bluepoint after this. They either did not understand the material, or thought their ideas were better than From's. Worst way to do a remake. Honestly can't think of one more offensive.

In a vacuum it's a fine game. Uses From's amazing gameplay loop and level design. The technical team did a fantastic job. The art team, like the subjective art and the decisions they made, those guys should be black balled from the industry. It's no wonder we don't have a Bloodborne remake. You think DS fans are mad? Image the people who made it. Yeah I know they said mildly nice things in public about it. It's called having tact.
 

ZehDon

Member
They also did same thing with Shadow of the Colossus.
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I'm just not fan of Bluepoint's arstyle at all.
Yeah, they butchered Shadow of the Colossus on PS4.

In that game, Bluepoint's art style is the typical western AAA "go for maximum realism" approach, with little in the way of actual style. Sony's studios are the biggest offender of this, often just sticking in a bunch of hero lighting and high contrast colours and calling it a day. Playing the original Ico and Shadow of the Colossus on the PS2, it's very clear their visuals had a definitive presentation that, while realistic to a degree, was clearly stylised. The lighting and shadows in particular were extremely presentational, as opposed to purely "realistic" or even "cinematic". I haven't played the Demon's Souls remake, but I can't imagine they've changed their approach given they were praised for their work on Shadow, despite them completely missing the mark.
 

digdug2

Member
Are people really debating that the remake retains the originals artstyle here?

VpJPdMZ.jpeg


O7LIcYl.jpeg


Maybe my characterisation is wrong here, but one looks medieval and one looks gothic. They give off entirely different vibes to me. We can agree to disagree on what looks better, but if you're saying these are the same artstyle you're flat out wrong.
It feels like many people don't realize that most medieval castles had different wooden fixtures and roofs built on top of the ruined structures that are still standing today.

5e81a2a46ead7-06-Spis-BEFORE-HD-5e7d49994abab__880.jpg

5e81a2a4c113e-06-Spis-RECONSTRUCTED_HD-5e7d4a198d850__880.jpg

5e81a2a3bbec2-Designers-present-7-ruined-castles-across-Europe-rebuilt-5e7daf9d8efa3__880.gif
 

Three

Member
The fact that this guy talks about races in the game then shows a black man in the game who was also in the original tells me everything I need to know. That plus his choice opening reaction video. Guys out there trying to rile up a certain group.

Are people really debating that the remake retains the originals artstyle here?

VpJPdMZ.jpeg


O7LIcYl.jpeg


Maybe my characterisation is wrong here, but one looks medieval and one looks gothic. They give off entirely different vibes to me. We can agree to disagree on what looks better, but if you're saying these are the same artstyle you're flat out wrong.
Oh no. They didn't need to use low polygon count blocks to depict a castle on a PS3 anymore, whatever should we do! Game is entirely ruined!
 
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digdug2

Member
Boletaria on PS3 doesn't though.
Sony gave BluePoint creative liberties, and it's very apparent that they didn't want Boletaria to look like it was destroyed centuries prior, considering Old King Allant was the reason why everything went to shit.
 
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GametimeUK

Member
Oh no. They didn't need to use low polygon count blocks to depict a castle on a PS3 anymore, whatever should we do! Game is entirely ruined!

If they "needed" to depict a castle that way because of the PS3's technical limitations then could you please explain how they have more complex structures in both Dark Souls 1 and 2?
 
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Three

Member
If they "needed" to depict a castle that way because of the PS3's technical limitations then could you please explain how they have more complex structures in both Dark Souls 1 and 2?
Such as? Besides DeS was an early PS3 game so was graphically less impressive than later games of that gen.
 
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DeepEnigma

Gold Member
If they "needed" to depict a castle that way because of the PS3's technical limitations then could you please explain how they have more complex structures in both Dark Souls 1 and 2?
They got better with their tools and hardware.

We aren’t talking about the most technically adept dev houses when it comes to their engine and performance.

The Dark Souls lighting downgrade from reveal to launch shows it’s more about their proficiency in hardware than “done on purpose for artsy stuff.”

Great designers though.
 
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digdug2

Member
They got better with their tools and hardware.

We aren’t talking about the most technically adept dev houses when it comes to their engine and performance.

The Dark Souls lighting downgrade from reveal to launch shows it’s more about their proficiency in hardware than “done on purpose for artsy stuff.”

Great designers though.
It's crazy how everything from Demon's Souls still applies to their game design. I love their games to death, but they really need to get with the times regarding their engines and how badly they perform. They have some of the best designers in the business, though!
 
I have no attachment to the original because I didn't play it back in the day, but I can certainly see why some people were irritated by the changes. Personally I think some of the art looks better and some has lost his atmosphere but overall the graphics are good. However, without a doubt the soundtrack is a huge downgrade and absolute shame.

However I will say that the new lock-on makes up for a lot, similar to the Shadow of the Colossus remake, where the art was also a mixed bag - but improved gameplay still make its my go-to-version, even though I always appreciate the original art unlike philistines who only appreciate the new and shiny
 
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GametimeUK

Member
They got better with their tools and hardware.

We aren’t talking about the most technically adept dev houses when it comes to their engine and performance.

The Dark Souls lighting downgrade from reveal to launch shows it’s more about their proficiency in hardware than “done on purpose for artsy stuff.”

Great designers though.
Well there's two things here.

1. Are you saying that Fromsoft only chose that artstyle for Demon's Souls because they couldn't achieve anything more complex? From a studio that has done medieval style games in the past (where it's more likely that was the design choice due to technical limitations). I think even From during 2009 could throw a triangle on top of a building.

2. Even if they chose this medieval style due to technical limitations the end result and the art style is the end result. A lot of stuff is added due to technical limitations, but whatever the reason it can become integral to a games identity.
 

DeepEnigma

Gold Member
It's crazy how everything from Demon's Souls still applies to their game design. I love their games to death, but they really need to get with the times regarding their engines and how badly they perform. They have some of the best designers in the business, though!
Hopefully they use the Elden Ring money to invest in better tech/engine. Now that Sony will be working with Kadokawa to publish their games, maybe they can lend them Bluepoint’s engine or even Decima.

A Decima powered From Software game,

I know y’all drooling over that. On both sides of the fence, don’t play.
 

fallingdove

Member
I understand the differences, and I could see them as well during my first playthrough of the Remake. But, I felt it was overdramatic to say the Remake was "passionless" or "soulless", it's okay that you preferred the original's art, but I think that's a bit ridiculous to say personally.

I still think Remake is one of the best looking games I've ever seen. Especially with the right display. The immersion felt as pure as the original, if not more so in some cases, IMO.
Agreed. The argument is overblown.

The other thing is that in many cases people are equating artistic style with the limitations of an inexperienced development team. If FromSoft were to have made Demons Souls today with the team they have, I guarantee it would have looked closer to the Bluepoint game than what we got with the PS3 version.
 

GametimeUK

Member
Such as? Besides DeS was an early PS3 game so was graphically less impressive than later games of that gen.
7PB5bav.jpeg


Fromsoft was creating environments more complex than just "a blocky castle" within the same game. I mean I'm not saying it's a magnificent technical achievement by any stretch of the imagination, but to say they couldn't do better than Boletaria in Demon's Souls is just false as they have an area in the same game with more complexity.
 

Three

Member
7PB5bav.jpeg


Fromsoft was creating environments more complex than just "a blocky castle" within the same game. I mean I'm not saying it's a magnificent technical achievement by any stretch of the imagination, but to say they couldn't do better than Boletaria in Demon's Souls is just false as they have an area in the same game with more complexity.
I don't see anything complex there. The original DeS looks to have a higher polycount than what you posted here, especially the landscape. The backdrop is a 2D image too.

The creator of demons souls said it was a rough game and he's happy about the remake
“It was an old game, so to see it get remade in this way and have new players playing it was obviously something that made me very happy," Miyzaki said. “It was a rough game back in the day, with a relatively rough development, so I was anxious that new players would not enjoy it in that same way. That was a cause of concern for me when it was re-released but, you know, in the end, I’m just happy to see the reaction and happy to see people enjoying it."

But people have got to complain somehow. Nevermind that it's a palace and not a castle and I see nothing luxurious or palace-like in the original. At least it looks somewhat grander in the remake.
 
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GametimeUK

Member
I don't see anything complex there. The original DeS looks to even have a higher polycount than what you posted here. The backdrop is a 2D image too.
It's worlds apart from "just a blocky castle" though in it's visual design which apparently is the only artstyle they could achieve on PS3 due to technical limitations.
 
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bender

What time is it?
Agreed. The argument is overblown.

The other thing is that in many cases people are equating artistic style with the limitations of an inexperienced development team. If FromSoft were to have made Demons Souls today with the team they have, I guarantee it would have looked closer to the Bluepoint game than what we got with the PS3 version.

Every game has limitations due to combination of developer/art team skillset, engine being used and hardware being targeted. DeSo was designed around those limitations and we can chicken or egg the conversation to death but we do know that From has traditionally overcome lack of technical prowess with a strong art direction. We'll never know, but even if you are right about it ending up more like Bluepoint's gothic inspired art if given more modern hardware, those design decisions that were made effected other aspects of the game. Swapping out the art can lead to mismatches with those aspects which is what some people have a problem with. I don't think most people that have a problem with Bluepoint's shift in direction think what they presented is bad necessarily (save for their weakness in human character modeling), but rather those artistic shifts that present those mismatches.
 

Mibu no ookami

Demoted Member® Pro™
Agreed. The argument is overblown.

The other thing is that in many cases people are equating artistic style with the limitations of an inexperienced development team. If FromSoft were to have made Demons Souls today with the team they have, I guarantee it would have looked closer to the Bluepoint game than what we got with the PS3 version.

People like to ignore that concept and artbooks exists for Demon's Souls and they probably aimed to closer capture the original concepts than what was in the game.
 

Three

Member
It's worlds apart from "just a blocky castle" though in it's visual design which apparently is the only artstyle they could achieve on PS3 due to technical limitations.
But the screenshots polygon budget seems lower than the Boletarian Palace scene on PS3 so I don't get what you're saying. Most of the polygon budget seems to have been spent on the dead bodies because that was more important for the scene in the screenshot.
 
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