{"id":16611,"date":"2026-08-08T07:09:57","date_gmt":"2026-08-08T07:09:57","guid":{"rendered":"https:\/\/futureknowledge.in\/?p=16611"},"modified":"2026-08-08T07:09:57","modified_gmt":"2026-08-08T07:09:57","slug":"rare-demons-souls-prototype-shows-off-first-person-perspective-unused-enemies-that-could-have-rewritten-dark-souls-history-like-watching-the-mona-lisa-being-painted","status":"publish","type":"post","link":"https:\/\/futureknowledge.in\/?p=16611","title":{"rendered":"Rare Demon&#039;s Souls prototype shows off first-person perspective, unused enemies that could have rewritten Dark Souls history: &quot;Like watching the mona lisa being painted&quot;"},"content":{"rendered":"<p>When you purchase through links on our site, we may earn an affiliate commission. Here\u2019s how it works.<\/p>\n<p>Some fans credit 2009 action role-playing game Demon&#039;s Souls with establishing many conventions now considered synonymous with its developer FromSoftware, like crumbling Gothic kingdoms, dark fantasy monsters, and challenging gameplay to make you cry like you&#039;ve ingested a whole lemon. But before it became some discerning masochists&#039; medieval horror of choice, Demon&#039;s Souls was an experiment by defunct Sony developer Japan Studio and FromSoftware.<\/p>\n<p>Video game cut content kingpin Lance McDonald gives rare insight into these infant days of Demon&#039;s Souls with a previously lost prototype presentation Japan Studio put together in 2007, to show off at a conference called Gameshare 4. Company notes indicate the publisher introduced developer FromSoftware as the brain behind &quot;real-time 3D classic&quot; King&#039;s Field \u2013 the 1994 graveyard quest that&#039;s the true grandfather of Dark Souls \u2013 which emphasizes how much time has passed. This is decades before Elden Ring, Bloodborne, and Dark Souls itself.<\/p>\n<p>The presentation also shows off the 2007-era &quot;photorealistic quality&quot; of Demon&#039;s Souls lorn wastelands and mad, mutated enemies, many of which didn&#039;t make it to the final version of the game \u2013 like a serpent knight with a squiggly neck and tall boots.<\/p>\n<p>A video demo of Demon&#039;s Souls prototype&#039; also shows an optional first-person perspective \u2013 like King&#039;s Field \u2013 that would have put your face right in the middle of bosses&#039; formidable, scaly bellies.<\/p>\n<p>Otherwise, Japan Studio distinguishes Demon&#039;s Souls from other RPGs by calling online games too time consuming \u2013 and the company literally includes a screengrab from that South Park World of Warcraft episode to demonstrate a &quot;stereotype image for MMO RPG gamers&quot; \u2013 and it calls exclusively offline RPGs limiting. It emphasizes the importance of Demon&#039;s Souls network connectivity and those ghosts the Souls games continue to proudly flounce around \u2013 those see-through phantoms of other players who were killed in battle, or who can be summoned to help you with your own problems.<\/p>\n<p>So I&#039;m struck by the clear parallels between this baby Demon&#039;s Souls and the games FromSoftware is still making. A piece of early concept art, for example, shows a luxurious grass field haunted by a large ring of stone in the middle, which looks so much like a Stonesword Key boss area in Elden Ring&#039;s verdant Limgrave.<\/p>\n<p>Other concept art of a gnarled dragon stuck in a black pit glowing softly with red magma \u2013 Flamelurker, maybe \u2013 is reminiscent of several FromSoftware bosses from over the years, like Demon Firesage in Dark Souls.<\/p>\n<p>Weekly digests, tales from the communities you love, and more<\/p>\n<p>According to McDonald, Japan Studio&#039;s notes emphasize that, while you may feel lonely in Demon&#039;s Souls&#039; solitary journey, you are not alone because of all the other people playing, too. And after all this time, I think FromSoftware is still prioritize this heady mix of fear and belonging in its titles.<\/p>\n<p>&quot;Like watching the mona lisa being painted,&quot; agrees one comment on YouTube.<\/p>\n<p>&quot;If FromSoftware released the full Dark Souls design document, no one would be debating the lore&quot;: Creator of one of the highest-rated new roguelikes on Steam says hands-off storytelling was key.<\/p>\n<p>Ashley is a Senior Writer at GamesRadar+. She&#039;s been a staff writer at Kotaku and Inverse, too, and she&#039;s written freelance pieces about horror and women in games for sites like Rolling Stone, Vulture, IGN, and Polygon. When she&#039;s not covering gaming news, she&#039;s usually working on expanding her doll collection while watching Saw movies one through 11.<\/p>\n<p>You must confirm your public display name before commenting<\/p>\n<p>Please logout and then login again, you will then be prompted to enter your display name.<\/p>\n<p><em>Source: <a href='https:\/\/www.gamesradar.com\/games\/action-rpg\/rare-demons-souls-prototype-shows-off-first-person-perspective-unused-enemies-that-could-have-rewritten-dark-souls-history-like-watching-the-mona-lisa-being-painted\/' target='_blank'>Read the original article on www.gamesradar.com<\/a><\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>When you purchase through links on our site, we may earn an affiliate commission. Here\u2019s how it works. Some fans credit 2009 action role-playing game Demon&#039;s Souls with establishing many conventions now considered synonymous with its developer FromSoftware, like crumbling Gothic kingdoms, dark fantasy monsters, and challenging gameplay to make you cry like you&#039;ve ingested [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":16612,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[36,3],"tags":[10,31,32],"class_list":["post-16611","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-share-suggestions","category-technology","tag-impact-googl","tag-signal-swing","tag-stage-stage-1"],"_links":{"self":[{"href":"https:\/\/futureknowledge.in\/index.php?rest_route=\/wp\/v2\/posts\/16611","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/futureknowledge.in\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/futureknowledge.in\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/futureknowledge.in\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/futureknowledge.in\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=16611"}],"version-history":[{"count":0,"href":"https:\/\/futureknowledge.in\/index.php?rest_route=\/wp\/v2\/posts\/16611\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/futureknowledge.in\/index.php?rest_route=\/wp\/v2\/media\/16612"}],"wp:attachment":[{"href":"https:\/\/futureknowledge.in\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=16611"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/futureknowledge.in\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=16611"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/futureknowledge.in\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=16611"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}