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Demon's Souls Remake is an artistic disaster

GametimeUK

Member
Your snark is pointed at the wrong person lol. I never jumped into this thread’s argument, and my first post was a suggestion for two solutions to please the party who doesn’t like this game’s artistic choices.

However, I appreciate the evidence being posted for all here to see as I feel it’s important to the discussion.
He also cited the Excalibur movie as an inspiration. Parts filmed at Cahir Castle.

wAGtZN7.jpeg


And the architecture at that castle looks more like this

0NWebL5.jpeg


Than it does this

KZGCKkh.jpeg


Here's the quote

jQ0unyl.jpeg
 
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Three

Member
That is true it's a palace in both, but they don't share the same artstyle.
Are you seriously telling me this is a low polygon version


Cxf2gCo.jpeg



Of this?

Nbp6kgL.jpeg


Like the level of detail hasn't kicked in yet or something?

It's a totally different model and aesthetic. Fromsoft clearly wasn't aiming for the 2nd picture when they created the original.
You seem to be really confused by the idea that a low poly budget resulted in a design that wasn't realistic or representative of any known architecture or wasn't the artistic intent. nobody is saying "the details haven't kicked in" or that the remake version is a higher poly version of the other design. If I had a game set in the 90s and a polygon budget of 100 and was asked to model a car I would likely produce something stupidly rudimentary like this

low-poly-cars-06.jpg


if somebody on better hardware then remakes the game they wouldn't then just create more polygons on that. it isn't a style, it's a limitation dictating what I can create to depict a car. If somebody produced this in a remake


190eevolution1.jpg

My response wouldn't be "omg you ruined the artistic intent of my original by adding fenders and spoilers and making it look different". Especially if I too am producing cars exactly like the second pic on better hardware now anyway. The original building you see is the way it is because they've been limited by polycount and budget. It doesn't represent any known medieval style where you have a gable roof and a castle wall in front. It's just a blocky representation of an important cathedral-like building. It doesn't mean the first pic is some masterpiece that has been ruined and must be maintained like the original. especially as its style has no lore attached to it at all like SHs fog.
 
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GametimeUK

Member
The original building you see is the way it is because they've been limited by polycount and budget. It doesn't represent any known medieval style where you have a gable roof and a castle wall in front. It's just a blocky representation of an important cathedral-like building. It doesn't mean the first pic is some masterpiece that has been ruined and must be maintained like the original. especially as its style has no lore attached to it at all like SHs fog.

It's fantasy so of course it doesn't have to follow the rules 100%. The medieval setting is an inspiration, not something to follow religiously and make realistic. You say the mausoleum is blocky, but here's one in real life. Of course the mausoleum is blocky. They have some in the real world that look like fucking blocks lol.

B6lrti9.jpeg



Somehow it looks blocker than Demon's Souls. I guess the artistic intent was to have a bunch of pointy triangles at the top of it. Better wait for the remake then.
 
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bender

What time is it?
It's fantasy so of course it doesn't have to follow the rules 100%. The medieval setting is an inspiration, not something to follow religiously and make realistic. You say the mausoleum is blocky, but here's one in real life.

B6lrti9.jpeg



Somehow it looks blocker than Demon's Souls. I guess the artistic intent was to have a bunch of pointy triangles at the top of it. Better wait for the remake then.

Imagine if they had a bigger stone mason budget though.
 

Three

Member
It's fantasy so of course it doesn't have to follow the rules 100%. The medieval setting is an inspiration, not something to follow religiously and make realistic. You say the mausoleum is blocky, but here's one in real life. Of course the mausoleum is blocky. They have some in the real world that look like fucking blocks lol.

B6lrti9.jpeg



Somehow it looks blocker than Demon's Souls. I guess the artistic intent was to have a bunch of pointy triangles at the top of it. Better wait for the remake then.
small block Mausoleums exist, so do grander ones with gable roofs and arches

1000_F_119369425_4PQuRLS4q3Fh807IO8pzIWzXrdJEFxW9.jpg


Now the question is when you walk into that block one you posted do you expect to see arches in it, a dome roof and circular back glass windows? Not really (it's straight timber beams supported by corbels). The game is fantasy in that somebody just made it up at the time without much thought about it matching an aesthetic, one they even had in concept art but didn't match, they just worked with the polygon budget they had to produce a building. it has no real backstory for looking the way it does from the outside and no real importance to the game or its lore. You mention excalibur as inspiration but in the movie they have protruding wooden structures built on the top of the wall like the remake. Would From have wanted those too but couldn't? Like you said things don't have to match 100%, why does the remake need to follow the blocky design which is a result of the technical limitations at the time? Where do you begin to draw the line on this? Would the cracked wall on the mausoleum in the original game that is mirrored exactly on the other side for technical reasons too and nothing else need to be done the same because you're artistically not allowed to change anything produced despite it being due to technical reasons? There is no reason why it needs to match a design that was limited at the time.
 
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Who the fuck cares? The original is still there for everyone to play.. is not like they replace the original with the new one.. the remake is very well made and and I love it every second of my play trough..

If you don’t like it don’t buy it and just play the original…
 

GametimeUK

Member
small block Mausoleums exist, so do grander ones with gable roofs and arches

1000_F_119369425_4PQuRLS4q3Fh807IO8pzIWzXrdJEFxW9.jpg


Now the question is when you walk into that block one you posted do you expect to see arches in it, a dome roof and circular back glass windows? Not really (it's straight timber beams supported by corbels). The game is fantasy in that somebody just made it up at the time without much thought about it matching an aesthetic, one they even had in concept art but didn't match, they just worked with the polygon budget they had to produce a building. it has no real backstory for looking the way it does from the outside and no real importance to the game or its lore. You mention excalibur as inspiration but in the movie they have protruding wooden structures built on the top of the wall like the remake. Would From have wanted those too but couldn't? Like you said things don't have to match 100%, why does the remake need to follow the blocky design which is a result of the technical limitations at the time? Where do you begin to draw the line on this? Would the cracked wall on the mausoleum in the original game that is mirrored exactly on the other side for technical reasons too and nothing else need to be done the same because you're artistically not allowed to change anything produced despite it being due to technical reasons? There is no reason why it needs to match a design that was limited at the time.
Did you know the castle in Mario Bros looks like this because it is restricted by the Nes?

tT2wcrX.png


What Miyamoto was actually portraying was this

L4ZRGJc.jpeg


And you're talking about the wooden structures protruding out the sides on the castle of excalibur? Its missing the tall pointy roofs and those wooden structures aren't incorporated into the brickwork as in Demon's Souls. In excalibur they are additions to the structure. In demons souls remake they are made of brick and incorporated into the actual brickwork / structure.

I guess in excalibur they are made out of wood because they spent the budget on the castle itself. We're supposed to pretend the wood is stone.

It's all fair saying fancy mausoleum exist, but the one in the original Demon's Souls looks closer to mine than yours. You're acting like Demon's Souls just gave us a blank cube and asked us to fill in the gaps with our imagination, when in reality the exterior is closer to the image I have shared than the one you have shared.
 
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nkarafo

Member
Exactly. Just look at the architecture of elden ring when they had higher polygon budgets

stormveil-castle.jpg

s-8-768x434.jpg


"Too gothic". you tell somebody who doesn't know better that that first image is from DeS Remake and they would believe you.

I mean, not all castles in Elden Ring are the fancy, over-decorated type:

Morne_IG_Loc.jpg


It's almost as if they aren't forced to use their whole polygon budget because art direction/design is a thing.
 
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bender

What time is it?
It's in the videos you've posted
1058660bba6a80e1f945ae4af99d8f12.jpg


Screenshot-20250223-004045-You-Tube.jpg

Notice the architecture is a lot less blocky, you have domes, circular towers, more arches. Doesn't really match the game at all when you're working on a limited polygoncount and effort budget. Especially when you look at the town

EiH_1TKWkAAHr-b

As I thought. The wall with the towers in the concept art are much like what is found in the original and nothing like the remake.
 

Three

Member
As I thought. The wall with the towers in the concept art are much like what is found in the original and nothing like the remake.
the wall towers are sure, but we were talking generally how it doesn't match 100% with the concept due to polygon budget and about the mausoleum. The town has also gone from a sort of french gothic style in the concept to pitchroof houses.
I mean, not all castles in Elden Ring are the fancy, over-decorated type:

Morne_IG_Loc.jpg


It's almost as if they aren't forced to use their whole polygon budget because art direction/design is a thing.
The art direction has barely changed. Much less than concept to original game. People would find anything to complain about with any additional details added. The difference between art direction between concept and PS3 game is greater than PS3 original to remake. Most regular people who don't have a weird attachment to the original would say the remake looks better in this instance:

it's not a massive shift in art direction like concept to game. Now there are others aspect where I would agree that the original looked better in art direction like a certain fat character (I'm sure everybody knows who I'm talking about).
 
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Three

Member
Did you know the castle in Mario Bros looks like this because it is restricted by the Nes?

tT2wcrX.png
Yes, it does. Now tell me what mario should be looking like based on this blocky representation of him? Why does he have blue eyes now? Why doesn't he still have green looking hair that matches his boots, a mullet, and an elongated nose. Why did his overalls go from red to blue. How dare nintendo create the artistic disaster that is modern mario on new hardware.
 
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bender

What time is it?
the wall towers are sure, but we were talking generally how it doesn't match 100% with the concept due to polygon budget and about the mausoleum. The town has also gone from a sort of french gothic style in the concept to pitchroof houses.
I think you are grossly over exaggerating the polygon budget issue but it’s not the worst case of grasping at straws in this thread. Bluepoint's art choices don’t look anything like the concept art or what was in the original game. That doesn’t mean it’s bad but if we are to believe what’s presented in the video this thread is based off of, it is a tonal mismatch for the games lore (as much as I love these games, digging out the lore isn’t my cup of tea). What the scene in question reminds me of is Ico which we know influenced Miyazaki. That of course could of course be a coincidence.
 
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Killer8

Member
Difficult to know where to start with the remake. Of course it is technically better, being on a console two generations ahead, and is more performant in the 60fps mode. But it's just artistically devoid and a simulacrum of the original work.

Bluepoint are hopeless when it comes to character designs. The video touches on a good number of examples, like the Fat Official. This isn't Bluepoint's first botched rodeo, as they produced a similarly egregious design for Wander in Shadow of the Colossus. It's puzzling how a developer which has the pedigree of le elite remastering company can put out such shockingly sub-par work on anything meant to resemble a human being. It's easy to retort "but what about the awful looking originals???", when character modelling improvements should've been the easiest slam dunk over the original.

In terms of world design I am not a fan of just about anything Bluepoint did. People shit on the color filters of the original but it created an atmosphere of pestilence which the remake misses. DSR has a bluer, colder feeling atmosphere which does not elicit nearly the same feeling of hopelessness. What's visually interesting about the original Demon's Souls is how much it leans into dim lighting and overcast skies. There are very few games which look like it and these images are purposefully small to draw attention to the color grading:

screenshot-2021_04_12_01_08_23.jpeg


screenshot-2021_04_12_02_09_32.jpeg


I think my favorite example of it is Shrine of Storms. It looks amazingly grey and bleak in the original, almost like visiting distant isles of Britain:

screenshot-2021_07_07_23_36_02.jpeg


screenshot-2021_07_07_23_20_25.jpeg


screenshot-2021_07_07_23_41_58.jpeg


The remake on the other hand decides that it's not enough to let the overcast sky and the wind speak for itself - it also needs to have rain. And shiny ground textures to go along with that rain. And of course it needs lightning too (because it's a Shrine of Storms, after all). Lightning which sets a tree on fire, giving the artist an opportunity to insert orange into a blue tinted level to show that they paid attention to complementary color theory in art school:


Demon%27s_Souls_20201206014409.jpg


The irony is that by placing more emphasis on the rain than the wind, the attempt to make the weather in this level feel more erratic actually backfires. The remake just feels like a moderately rainy day, audibly resembling one of those ASMR rain videos you find on Youtube which people use to help get them to sleep. The original's gusts of wind, reflected in the sound design too, actually create a greater impression of abnormal weather to me.





I guess my ultimate issue with the remake is one of excessive design. All restraint seems to go out the window and it almost feels like a Hollywood-isation of the original. Bluepoint's approach to the level composition feels more like they're dressing a movie set rather than designing something that feels natural and lived in, almost like someone was working through a checklist called "atmosphere" to make sure they have all the cliched elements.

If a level is set in a storm, it has to be rainy and have lightning off in the distance like an old Dracula horror movie. A character is a monster, so it needs to have oozing boils and pustules on it so the audience really gets that it's a monster. Flamelurker is on fire, so his arena also needs to be literal fire and brimstone, because hell, and needs to look like an Unreal Engine 4 tech demo to show off all the pretty lava particle effects. Architecture has to be overdesigned just to show off how many polygons you can push on PS5 hardware and so the artist can post it on their ArtStation portfolio later.

I'm of the opinion that these games are much better when they are more low-fi than high budget, so the early-gen PS3 look of the original does not faze me in the slightest. One of the most exciting upcoming games with a similar vibe is Labyrinth of the Demon King, which is not surprising considering it is influenced by the Souls predecessor series King's Field:

 

Three

Member
I think you are grossly over exaggerating the polygon budget issue but it’s not the worst case of grasping at straws in this thread. Bluepoints art choices don’t look anything like the concept art or what was in the original game. That doesn’t mean it’s bad but if we are to believe what’s presented in the video this thread is based off of, it is a tonal mismatch for the games lore (as much as I love these games, digging out the lore isn’t my cup of tea). What the scene in question reminds me of is Ico which we know influenced Miyazaki. That of course could of course be a coincidence.
Conversely I believe people are grossly over exaggerating the artistic intent and differences in the game and attributing other choices made from lack of effort or technical limitations as the end all be all in art direction. Disregarding the remake, it's easy to see that the concept to PS3 original is the biggest sign that these factors influence what is created in the game and not so much the original art direction being recreated religiously. Often the concept art doesn't really influence lore. This wouldn't be the case with SH and fog though.

but it is a shift and thats the point I'm making.
But you don't see the shift in Mario's design? You don't believe those shared colours for example, his face shape, were a technical limitation that was changed and improved upon without this idea that it should have no changes?

I think a lot of changes made in the gate towers make sense if you don't dismiss it based purely on it not looking exactly like the original. A castle would normally have turrets above a main entrance gate. Not having castle turrets on the tower, It would at least normally have round or angled walls to avoid blind spots for archers defending it. It's still a very believable palace gate design with good art direction in the remake. Not an "artistic disaster" at all. I consider the original PS3 muasoleum artistically bad but put it down to technical limitations more than anything.
 
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S0ULZB0URNE

Member
Mood and direction.

lol.

lmao, even.

image.png


This looks like a decaying place forgotten by God.

image.png


This looks like the motherfucker uses an electric vacuum every two days to keep the place sparkly clean and tidy. My character is almost embarrassed to attack the archdemon because he doesn't want to mess the place up.

Are some changes unnecessary - looking at you, fat official - ? Sure, but it hardly is 'a mockery of the original'. Fucking threads like this is why people hate fanboys.



"BUT DUDE, DON'T YOU GET IT? HIS TEETH DON'T LOOK LIKE GIANT TOOTHPICKS ANYMORE -"

Yeah, whoopee dee fucking doo.
Thread is pathetic TBH.
 

Bernardougf

Member
I know that taste its entirely subjective but the reaction from some to this remake is bizarre. .. if Miyazaki had directed I think it would be praised to high heavens, but than again you wish his team was able to make such a good perfomance game, never in a million years.

Im a Soul fan through and through and Im quite obnoxious about classics and respectfulness of the source material... and even I aint that radical about this remake.

Funny thing is I bet a lot of the haters will still only play this version from now on ... the same way resetera play hogwards... complaining and shadow playing.
 

Power Pro

Member
After watching the video in the OP, I'm pretty convinced. I had no idea about some of the little details about references that the remake completely ignores. That really sucks. Wish I still had my PS3 copy.

I was one of those people who imported the Asian version before it came out in the west, and it was one of the most unique games I had played that generation up to that point. I felt like a crazy person trying to get people to check out this game I had imported, and now From Soft makes some of the most popular games ever lol.
 

bender

What time is it?
Conversely I believe people are grossly over exaggerating the artistic intent and differences in the game and attributing other choices made from lack of effort or technical limitations as the end all be all in art direction.

Lack of effort is a tad disrespectful. Human resources aren't infinite, engines have limitations and so does hardware. Compromises to fit within those factors is a lot of what making games is about. The through lines from the concept art to what was delivered seem very apparent as do the liberties that Bluepoint took. I do appreciate having the remake as it let's me play one of my favorite games on a modern system and let's a whole bunch of people who missed out on it have access to it. I do think calling it an artistic disaster is a bit of an autistic disaster, but an outlier reaction is natural for such a beloved game. It's also not hard to see how the changes made can lead to tonal shifts and how much that bothers someone will vary person to person.
 
I'm very convinced that most of the people replying to this thread take one look at the thumbnail and base their entire post on that without any knowledge of what's being argued.
 

Generic

Member
Difficult to know where to start with the remake. Of course it is technically better, being on a console two generations ahead, and is more performant in the 60fps mode. But it's just artistically devoid and a simulacrum of the original work.

Bluepoint are hopeless when it comes to character designs. The video touches on a good number of examples, like the Fat Official. This isn't Bluepoint's first botched rodeo, as they produced a similarly egregious design for Wander in Shadow of the Colossus. It's puzzling how a developer which has the pedigree of le elite remastering company can put out such shockingly sub-par work on anything meant to resemble a human being. It's easy to retort "but what about the awful looking originals???", when character modelling improvements should've been the easiest slam dunk over the original.

In terms of world design I am not a fan of just about anything Bluepoint did. People shit on the color filters of the original but it created an atmosphere of pestilence which the remake misses. DSR has a bluer, colder feeling atmosphere which does not elicit nearly the same feeling of hopelessness. What's visually interesting about the original Demon's Souls is how much it leans into dim lighting and overcast skies. There are very few games which look like it and these images are purposefully small to draw attention to the color grading:

screenshot-2021_04_12_01_08_23.jpeg


screenshot-2021_04_12_02_09_32.jpeg


I think my favorite example of it is Shrine of Storms. It looks amazingly grey and bleak in the original, almost like visiting distant isles of Britain:

screenshot-2021_07_07_23_36_02.jpeg


screenshot-2021_07_07_23_20_25.jpeg


screenshot-2021_07_07_23_41_58.jpeg


The remake on the other hand decides that it's not enough to let the overcast sky and the wind speak for itself - it also needs to have rain. And shiny ground textures to go along with that rain. And of course it needs lightning too (because it's a Shrine of Storms, after all). Lightning which sets a tree on fire, giving the artist an opportunity to insert orange into a blue tinted level to show that they paid attention to complementary color theory in art school:


Demon%27s_Souls_20201206014409.jpg


The irony is that by placing more emphasis on the rain than the wind, the attempt to make the weather in this level feel more erratic actually backfires. The remake just feels like a moderately rainy day, audibly resembling one of those ASMR rain videos you find on Youtube which people use to help get them to sleep. The original's gusts of wind, reflected in the sound design too, actually create a greater impression of abnormal weather to me.





I guess my ultimate issue with the remake is one of excessive design. All restraint seems to go out the window and it almost feels like a Hollywood-isation of the original. Bluepoint's approach to the level composition feels more like they're dressing a movie set rather than designing something that feels natural and lived in, almost like someone was working through a checklist called "atmosphere" to make sure they have all the cliched elements.

If a level is set in a storm, it has to be rainy and have lightning off in the distance like an old Dracula horror movie. A character is a monster, so it needs to have oozing boils and pustules on it so the audience really gets that it's a monster. Flamelurker is on fire, so his arena also needs to be literal fire and brimstone, because hell, and needs to look like an Unreal Engine 4 tech demo to show off all the pretty lava particle effects. Architecture has to be overdesigned just to show off how many polygons you can push on PS5 hardware and so the artist can post it on their ArtStation portfolio later.

I'm of the opinion that these games are much better when they are more low-fi than high budget, so the early-gen PS3 look of the original does not faze me in the slightest. One of the most exciting upcoming games with a similar vibe is Labyrinth of the Demon King, which is not surprising considering it is influenced by the Souls predecessor series King's Field:


The horror of... rain.
 

Three

Member
Lack of effort is a tad disrespectful. Human resources aren't infinite, engines have limitations and so does hardware. Compromises to fit within those factors is a lot of what making games is about. The through lines from the concept art to what was delivered seem very apparent as do the liberties that Bluepoint took. I do appreciate having the remake as it let's me play one of my favorite games on a modern system and let's a whole bunch of people who missed out on it have access to it. I do think calling it an artistic disaster is a bit of an autistic disaster, but an outlier reaction is natural for such a beloved game. It's also not hard to see how the changes made can lead to tonal shifts and how much that bothers someone will vary person to person.
I didn't mean it in a disrespectful way. I just meant that it's a combination of both based on other factors like budget/time hence the couldn't and didn't. Miyazaki has said the original is a game that had a rough development and also said that he does not prioritise visuals when mentioning DeS remake putting him under pressure to deliver graphically. In a remake your priority is exactly that, while just maintaining the original gameplay. That concept art town would be an effort for little gain nightmare even for those who spend all their time on visuals. It wasn't meant to be disrespectful.
 
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Yes, who would rather play Miyazaki's vision instead of what a bunch of uncultured fat americans came up with 😂

The game is the same, they just changed some visual cues and its not for the sake of changing but also because some of the original was just crap. Anyone that thinks in any shape or form OG Demon Souls looks better than the remake needs to step away from gaming and go play chess or mahjong in real life.
 

Nickolaidas

Member
Oh well, since people brought up the topic again, here's an old video I watched some time ago:



Agree or not, I think he argues the point pretty well.

No, it's a bunch of horseshit. This guy basically thinks that every person who loves Souls games loves them for their abstract storytelling and the item descriptions and the vague cutscenes. He thinks that every fan is VaatiVidya.

The majority of people who love Souls games love them for their gameplay mechanics, the formula of overcoming enemies via trial and error and the stress of coming back to the game and reclaim the time of your life spent on your session before you lose it forever. They love Souls games for their unique spin on its multiplayer mode and the strict but fair way the game throws challenges at you to overcome.

Nobody would give a flying fuck about the Monk in Latria if the gameplay was shit. Nobody would give a fuck about Boletaria's decor and the history behind it if they are not invested in their play time. Yes, FROM games have a unique method of narration, but the majority of players aren't playing Souls games BECAUSE of that.

In short - you don't watch porn for the story and the costumes. Those are nice cherries to be found on top, but that's not the reason we're watching.

The BP director is 100% right in his decision of keeping the gameplay formula of the original intact, because that was always the main draw of the game.



Ask yourself this question: What do you think would piss off fans of the original more?

A) Game looks artistically exactly like the original with higher textures but Boletaria's art direction is the same, enemy design is 100% faithful ... but the game plays like Devil May Cry 5.

or

B) Game releases exactly like Bluepoint intended.

Which choice would piss off the original's fans more, in your opinion?

Bluepoint made the right choice. They respected the gameplay mechanics of the original - because that's the fucking point of a Souls game - and gave the game a new coat of paint.
 

Sentenza

Member
No, it's a bunch of horseshit.

The majority of people who love Souls games love them for their gameplay mechanics
Liking a game (or anything, really) is rarely a compartmentalized affair.
You don't like a game for one thing and one thing only.

Case in point: I love Planescape Torment mostly for its writing, but over the years I wouldn't be able to deny that I developed an attachment to its music and aesthetic, too, and I consider both a strong part of its identity as a final product.

TLDR: I think that in your rush for oversimplifying you are the one saying a bunch of horseshit here.
 
I think there's no conflict in saying that the remake looks great but at the same time it doesn't capture the vibes of the original because, no surprise, those devs aren't as talented, nor do they have that level of artistic vision.

There's a clear art direction in the original, regardless of budget, the architecture would never be gothic, it wouldn't make sense with the feelings it's supposed to evoke. Totally agree with the Shrine of Storms example. Bluepoint completely misses the atmosphere, just like Michael Bay could never remake Die Hard, which with only one explosion is the goat action movie.
 

brenobnfm

Member
No, it's a bunch of horseshit. This guy basically thinks that every person who loves Souls games loves them for their abstract storytelling and the item descriptions and the vague cutscenes. He thinks that every fan is VaatiVidya.

The majority of people who love Souls games love them for their gameplay mechanics, the formula of overcoming enemies via trial and error and the stress of coming back to the game and reclaim the time of your life spent on your session before you lose it forever. They love Souls games for their unique spin on its multiplayer mode and the strict but fair way the game throws challenges at you to overcome.

Nobody would give a flying fuck about the Monk in Latria if the gameplay was shit. Nobody would give a fuck about Boletaria's decor and the history behind it if they are not invested in their play time. Yes, FROM games have a unique method of narration, but the majority of players aren't playing Souls games BECAUSE of that.

Love how you speak for most Souls fans, describe them as 9 to 5 low IQ crowd that's looking for instant gratification and pew pew pew, yet most people here liked the OP.



Dark Souls 3 ain't worthy of licking Demon's Souls boots.
 
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Z O N E

Member
Graphically, sure the remake looks great, but they introduced their own mood and artistic style into the game rather than modernising the already existing one.

Would've preferred they kept the design of the remake closer to the original whilst modernising it, instead of going out their way to create their own interpretation of the game.
 

Majukun

Member
I will never understand these people. You think this looks better

12004092-demons-souls-playstation-3-watch-out-for-dragon-fire-it-will-tak.jpg


than this:
ezgif.com-crop4adde1f81379db76.gif


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






1418619-demon-souls-2-article_cover_bd-1.jpg


But yes, my ArTStYLE!!!! Get some help. Go touch grass. Go apologize to your parents for having failed them. Get your eyes checked. Then take a long sabbatical to Nepal and become a monk you have let down the entire human race.

1NW8nLP.gif


fsfOGZ4.gif
you might agree or not with the video, but with this post it sounds like you didn't even watch it
 

GametimeUK

Member
I think a lot of changes made in the gate towers make sense if you don't dismiss it based purely on it not looking exactly like the original. A castle would normally have turrets above a main entrance gate. Not having castle turrets on the tower, It would at least normally have round or angled walls to avoid blind spots for archers defending it. It's still a very believable palace gate design with good art direction in the remake. Not an "artistic disaster" at all. I consider the original PS3 muasoleum artistically bad but put it down to technical limitations more than ananything.
Mate I'm not here to tell you that your opinion is wrong or anything or that the Bluepoint Remake is shit. It's one of my fave PS5 games. I'm only saying they've made changes. If they're changes for the better or not is up to the user to decide and if you prefer it then good for you. I've not said it looks bad or anything.
 
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