7 Things We Hope To See In The Demon’s Souls Remake

Super Freke-y.

By Ben Robson /

FromSoftware fans rejoiced when the Demon’s Souls Remake was announced back in June. It’s something the fanbase has been clamouring for, particularly since the classic PS3 game never got a digital release on the PS4, leaving no way to play the game on current gen hardware.

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With FromSoftware hard at work on their next game, Elden Ring, the remake has been entrusted to Bluepoint Games.

Since forming in 2006, Bluepoint has built a reputation for delivering excellent remasters, ports, and remakes; the most notable being the Shadow of the Colossus remake for PS4, which the studio made from the ground up.

However, assuming Bluepoint have been given license to tweak a few things in Demon’s Souls, there are some areas of the game that could do with some alterations to improve upon on the original - other than the standard technical and graphical updates.

Most of the points relate to ease of use and modernisations, which already appeared in subsequent FromSoftware titles, but we'll also consider the likelihood of restoring cut content from the original.

7. Revised Bosses

Punishing boss fights have been a staple of FromSoftware’s games since Demon’s Souls paved the way for Dark Souls, Bloodborne, and Sekiro.

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While not every boss fight needs to be a rock-hard encounter like Darkeater Midir or Orphan of Kos, some of the concepts underpinning certain bosses in Demon’s Souls are under-baked, or just plain broken.

The most notable bosses that need a rejig are in The Valley of Defilement; The Leechmonger and Dirty Colossus are both big lumps that have little more in their repertoire than standing still and getting whaled on by the player.

Both bosses need wholesale changes and could arguably benefit by being replaced entirely. The Valley of Defilement has such strong lore and theming and it’s disappointing these two bosses don’t add to it.

The Armour Spider would be the other candidate. That boss is little more than a turret which sits at the end of a tunnel, firing projectiles as the player approaches - it just feels a little uninspired.

Making this boss more mobile and changing the arena would help matters so it could be approached from a variety of angles, resulting in a more dynamic encounter.

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