Am I the only one who's not really feeling Demon's Souls?
I know sucking at it and dying a lot probably has a lot to do with it, but I don't know... I appreciate the challenge but this game takes it to a whole new level. With this game is just "what? this whole area from the beggining? Again? Fuck!" I'm also finding the controls unresponsive at times, like my character won't always attack or block when I command him to.
Usually, when I die in a hard game I try to get better until I can get through that part. I have now probably died 15 times just on the first area of the Boletarian Palace and I really don't feel like playing anymore. It's just... I don't know.
This is my third attempt at getting into the game after two experiences much like yours. As someone who despises using guides or external help and believes good game design is explanatory, there is no way to describe From Software's approach towards guiding you through the game as anything other than unnecessarily obtuse, and therein lies the major stumbling block towards enjoying what is otherwise a very lovingly crafted game. Now on my third attempt, after finally having absorbed some of the basics and having picked a more novice-friendly class, I'm 10 hours into it and, well, enjoying it. When someone on this thread described it as an NES-like game, I decided to take the NES approach to it, namely grit my teeth and power on through. There was some frustration. I contemplated giving up. And then, it kind of clicked. I understood what was expected of me. It's a flawed game, without a doubt. People saying "it's fair" have clearly forgotten the myriad of cheap deaths strewn throughout. I still feel the penalty for dying is unfairly harsh and the game would have been better off had it not halved your life in soul form (yes, I'm aware of some spirit trade-offs and the cling ring, it's still ridiculous). But once you accept these flaws you can work through them.
I will say this: the multiplayer component is almost mandatory for the game, not because watching other players die is instructive or having them step into your game to help is particularly necessary (though both of those things
are on occasion quite helpful), but because most of the messages strewn through the game have helped me avoid a ton of frustration. What initially seemed to be commentaries on the obvious ("Watch your step" and "My heart is broken" types) turned into genuinely useful messages at some point.
I'm reserving final judgement until I either complete it or decide to quit playing. But I'm still compelled to continue, and that's something.