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The Players Club Season 2: Demon's Souls (2009) - Boleteria-ing For Soup

The Players Club Season 2: Demon's Souls (2009) - Boleteria-ing For Soup19 août4 h 05 min

AS ALWAYS: The first episode of this season of Players Club is free and available on all podcast platforms. All subsequent episodes will be available exclusively for subscribers at patreon.com/chapotraphouse.

The year is 2009. Baquack Odoula is giving birth to Obunglercare and telling Americans that if they like their doctors, they can keep their ashes in urns above their fireplaces after they are rounded up and incinerated (Google “doctor’s plot”). Jay Cutler is filling Chicago Bears fans with hopes of a better tomorrow. Taylor Lautner is at the height of his powers. It may not be morning in America, but we all woke up at 2 PM, so same difference.

Across the world, a coder employed by From Software eager to prove his mettle is told by his employers that they just so happen to have a game that is so poorly made, behind schedule, and over budget that if he really wants to, the former Oracle employee can take over its development and try to make something playable. Now free from the clutches of the Ellisons and their blood sacrifices, the man and his team work day and night to turn a quagmire that was previously called something like The Terrific Reclaim of Dark! [1+3=0 Edirion] YOU ARE INFINITE into something playable. That 30 something boy that nobody liked grew up to be Hideteka Miyazaki. And the game? Our inaugural entry for Season 2 of Player’s Club, Demon’s Souls.

Frequent collaborator and long-suffering podcast dungeon master Patches was kind enough to join me on this first step through From’s contemporary catalog. This game may be the least of From’s efforts from the catalog of games it kicked off, but it’s not for a lack of ability or vision. Even just making something functional out of such a mess would have been an achievement by Miyazaki and co, but they did more than that. Demon’s Souls may lack some of the more brilliant level design and deceptively deep combat of later entries, but it cannot be overstated how little they had to work with and just how deeply this entry deviated from the standard fare put out by Japanese publishers the size of Bandai Namco in 2009. While everyone else was making once-challenging and open-ended titles more linear and centering every level around scripted set pieces, Demon’s Souls broke the mold by harkening back to a time before endless handholding, and delivered a game that respected its players enough to allow them to tackle individual levels and bosses how and when they saw fit.

For this entry, I did my pl