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    Proof you have been accepted by the monumental as a demon slayer. [29] Active Gaming Media's James Mountain was the game's primary translator. "[68] As of 2011, the game has sold over one million copies worldwide. The game was co-produced by FromSoftware's Masanori Takeuchi and Sony's Takeshi Kajii. [5], Demon's Souls make use of asynchronous multiplayer for those connected to the PlayStation Network. Players take the role of an adventurer entering the fog engulfing Boletaria. [35] The game released in North America on October 6, coming in both standard and limited edition.

    [65] In September 2010, Atlus announced that Demon's Souls would be released in North America under the Sony Greatest Hits label with a price cut following strong sales, higher than previously expected by the publisher. [40][41] A few months after the servers went offline, a group of fans created a private server which restored all online functions. [72] GameTrailers awarded it Best RPG[73] and Best New intellectual property.

    [7][8] World Tendency exists separately from Character Tendency; black tendency raises the difficulty by increasing enemy health while giving more valuable rewards, while white tendency allows more item drops and makes enemies weaker at the cost of rare items. The vocal work was all choral, maintaining the game's dark atmosphere. [30], The game's voice acting was in English for all versions. [63] During their fiscal year report, Atlus' parent company Index Corporation reported profits of over $3 million. [34] Atlus USA were aware of the game's high difficulty, but were impressed by the game's quality and decided to take it on. Since it was already flagging, it did not matter if his own efforts failed. Announced in June 2020, it is being rebuilt "from the ground up" and is set to be among the launch titles of the PlayStation 5. Read more... Demon's Souls is an action role-playing game for the PlayStation 3. It was published in Japan by Sony Computer Entertainment in February 2009, in North America by Atlus USA in October 2009, and in PAL territories by Namco Bandai Games in June 2010.

    Atlus decided a month before to keep the servers running until May the following year. [23] When creating the world, Miyazaki drew inspiration from European folklore and mythology, contrasting with the trend of Japanese action RPGs to use Japanese folklore. [36] The game was released across PAL territories, including Europe and Australia, on June 25. "[46], Upon release in North America, the game received critical acclaim with an average critic score of 89/100 at Metacritic. [3] Combat is reliant on timing for weapon strikes and blocks, with different weapon types opening up a variety of combat options and altering the player's movement speed. This was almost entirely attributed to the commercial success of Demon's Souls.

    [22] Despite its reputation as a hard game, Miyazaki never intended the game to be hard, instead aiming for a challenging and rewarding experience for players. The project was first proposed and supported by SCE Japan Studio.

    [66], In the United Kingdom, the game's special edition sold out very fast apart from "dribs and drabs". [16] When creating the high difficulty, Miyazaki kept quiet about that aspect when talking with Sony, as he was sure they would insist upon the difficulty being lowered. [17] Despite these inspirations, Miyazaki did not want to connect Demon's Souls to King's Field, and despite his urging otherwise many have termed the game as a spiritual successor to King's Field. The Demon's Souls Wiki is a community that aims to create the best resource for Demon's Souls, an action role-playing game developed by From Software exclusively for the PlayStation 3.

    [13][16] The team was made up of veteran developers and older staff members. [1]:22–23[2] The world is divided into six areas; the Nexus hub world and five additional worlds subdivided into four areas which each end in a boss encounter. It was released in Japan on February 5, 2009 and in North America on October 6. "[52], GameZone commented on the online aspect as being "innovative" and "perfectly blended into the game",[57] while Game Revolution felt it "turns a solitary experience into a surprisingly communal one.

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