Just finished Demon's Souls all the way through for the first time.
Really don't get what the whole hype was about, especially from SnapSlav.
It was really underwhelming.
...
I'm gonna put the Demons's Souls obsession down to a case of Baby Duck syndrome. Which could be said for me and Dark Souls I guess, but I fail to see how Demons's Souls could be seen as such a superior Role Playing Game from an objective standpoint.
Whoa... Fightin' words notwithstanding, I cannot fathom how you reached your conclusions...
For one thing, the levels were designed almost perfectly in the sense of encouraging players to be explorative yet cautious, because EVERY level presented a shortcut to bypass much of the tedium, however most of them required effort to unlock said shortcuts and reach point in the game without dying. These both provided challenge yet emphasized the need to not rush through the level. They compensated for the levels having you "restart" from the beginning if you died (which is still present in
Dark Souls, only worsened because so much as sitting at a bonfire respawns the entire world, not simply dying, and you can "choose" which Archstone you respawn at without having to activate it, unlike the bonfires), so I never found the length of the levels to be a problem once I got the hang of their design and their accessibility shortcuts.
HOW you felt the levels and overall world were SMALLER just boggles my mind, though. They are objectively larger, and segmenting the world- while admittedly hampering game immersion because you recognize and interact with loading screens as opposed to seamlessly traveling from one region to the next -allowed for each level to be more realized and far grander. In
Dark Souls they make exceptional use of the ILLUSION of grandiosity, but in fact once you get your bearings and begin to track where each location connects to the rest, you realize how small the game really is. As I said early, I'd attribute liking one game's map design over the other as a case of "one man's meat is another man's poison", because each clearly has its ups and downs. In the case of
Dark Souls, having an interconnected world strengthens that immersion, but at the cost of a smaller and cramped world. In
Demon's Souls each level can be more realized and larger, but they cannot interconnect to the same degree, and you face loading screens that have the potential to take you out of the game.
The background lore and the characters were abundant in their detail; you simply had to hunt for it. If you felt that the characters were underrealized, you probably didn't unlock them as early as possible. This is one of the intricacies of
Demon's Souls which
Dark Souls simply lacks. e.g. You can't unlock them ALL as early as possible; heading to level x to rescue NPC y before event z means you're postponing visiting level a to rescue NPC b after event c, and each has the potential to impact each other. Ostrava and Biorr and Yuria are three such examples, all of whom can be located in Boletaria, but rescuing one necessitates backtracking at certain locations and postponing rescuing of the other. Depending on when you unlock the NPCs at the Nexus, they may have completely different background story information to impart with you. I've played
Demon's Souls so many times that I've unlocked each NPC as early as possible in at least one playthrough, and listened to 100% of their dialog lines (which changes as you progress through the game to reflect your actions) so it's simply false that the characters are underrealized and have little to offer. You gotta explore them often to see what they offer, but it is there. Meanwhile, as for the setting's lore itself, it's exactly the same as
Dark Souls in the "hidden but there" sense, because items and location explanations (something DkS lacks, because there are no Archstones to read the description of), and dialog from NPCs you can miss are all there. You just have to find them!
Like I said, ergonomically, this is the only area where
Dark Souls truly shines, because the UI was heavily improved upon after
Demon's Souls, and if you go backwards from the former to the latter, you can feel it, which you've indicated. I wouldn't call it "clunkier" by any stretch of the imagination (because frankly I HATE the Poise system and the Darkwood Grain Ring circus flips bullshit) as much as "far more grounded", but certain aspects of the combat certainly are less refined. This is for obvious reasons, of course, as it is the earlier title. Not that it's to be excused, because a game so well designed that it never ages is to be heralded for such attributes, which
Demon's Souls does not entirely exhibit, but I still feel that your analysis was far too extreme.
As for "hype"... Well I dunno what you're talking about. The game HAS no hype, because so few people outside of Japan owned a PS3 in 2009 compared to a 360, and unlike
Dark Souls it didn't have any other ports to speak of.
Dark Souls enjoyed a renaissance after it got a rerelease of the game for PC in the form of the "Prepare to Die Edition" a FULL YEAR after the game's initial release, again something its predecessor never benefited from. I adore
Demon's Souls because of its qualities, in spite of its relatively few drawbacks, but it's not remotely hyped at all because of how underpopulated it is compared to its younger cousin.
One thing it has which I didn't see you mention (probably because you didn't encounter it much?) was far superior PVP. No lagstab bullshit, just mano e mano duels... mostly.
Dark Souls improved upon the CONCEPT of PVP in some areas by creating the covenant system and allowing FAR MORE players to exists within the same world simultaneously (I forget how many, but I believe I counted a total of 11 at once, a few years ago?) almost all of whom would be at odds with one another, while
Demon's Souls ONLY permitted 4 players in one world at the same time- 1 host, 2 phantoms, 1 invader. Far more simplistic by comparison, but at least the combat system allowed for far better fights, unlike DkS's buggy catastrophes.
All that said, I dunno what "baby duck syndrome" is. I just know in many ways it's not only a fine game, but a superior game. Not 100% superior in every respect, but in several and more so than number of areas inferior.
Gripes I had with
Dark Souls:
Spell Memory? What's wrong with MP? Lame and limiting to the a character's longevity...
Resistances vs Damages just not properly realized. Lightning damage was WAY too overpowered, and they never addressed this.
Characters max out at 40 to all stats. Scaling to SL900+ is meaningless.
Aforementioned Poise and backflips made combat cowardly and buggy (way too easy to abuse invulnerability frames that offered SIGNIFICANT mobility, and you couldn't interrupt it, either)...
Worlds being run server-side as opposed to locally made for low average lag, but average and consistent, resulting in the infamous lagstab exploits. Combat suffered grievously for a "fix" to a rare problem.
Fixes almost always resulted in worse problems. Several bugs were implemented just trying to fix other bugs. The infinite souls glitch, the lagstab, the "field of death", just to name a few...
Lack of branching specialty in the upgrade paths made for generic and poorly-scaling weapons. Archery in particular suffered heavily from this, making it not worth specializing in.
Multiple patches reduced a game that was already inferior in challenge to its predecessor into a hand-holding easymode mess. If you were a veteran, you hated the patches.
There's plenty more where that came from, as well as others I've already mentioned. But you can see that these are absolute problems, not just matters of taste or nostalgia. But the game still clearly has its perks. I LOVED the Rusty Iron Ring, especially because, while I adored the CONCEPT of the swamps in 5-2, I hated how cripplingly nasty they were and how there was no way to avoid that whatsoever, meanwhile a return to the Asylum and finding the Rusty Iron Ring means I can now traverse water as if it weren't there! Great ideas. I LOVED the expansion of choices in the addition of the Covenant system, even if half of them were quite worthless (Joining the Chaos Servant covenant ONLY offers 1 spell and 1 shortcut that allows you to save Solaire if you invest heavily in the covenant, and NOTHING else!) especially because of how I mentioned they allowed for MANY more players to exist within the same world all at once. While you NEVER saw it happen, the game had the POTENTIAL for gigantic free-for-alls to be exploding all around each other, with Darkwraiths being hunted by Darkmoons and Dragons hunting invaders while hosts are trying to invade a Gravelord Servant, etc. If those happened more commonly, that would've been awesome. Sadly, they hardly ever occurred ever at all, but I still liked that potential. While I disliked the less-specialized upgrade paths of
Dark Souls, I AM appreciative that the game didn't have the same clusterfuck of mindnumbingly tedious grinding that was Pure Bladestone from
Demon's Souls. If you don't know what I'm talking about, suffice it to say that one upgrade path was STUPIDLY luck-based and hard-as-fuck-to-farm (I've even written
guides to aid in the process, in the past) making it a bitch if you wanted to specialize in a weapon with that upgrade. Some ores were hard to come by, but Pure Bladestone was just terrible. I hate how easy it is to come by and "create" EVERY ore of EVERY grade you need in
Dark Souls, but at least it doesn't have the absurdly rare Bladestone problem... ~_~
In the end, I think you're coming away with a negative impression just a bit too early. If you've only played it once, that's probably why. That's a game you gotta enjoy in the long-run. I'm positive you never felt fulfilled having played
Dark Souls only once and never arrived at the conclusion that this was it and there was nothing more for you to explore or attempt or enjoy or test or try out, right? =)