THE OFFICIAL BLOG — Entry #2 — Basics
Welcome to part 2 of
Demon’s Souls: The Official Blog, in which we’ll tackle a few new bits of information we’ve released about the game’s upcoming North American release, and also dive a little bit more into how the game world is setup and how you can expect things to be structured. In addition, we’ll try to answer a few questions that resulted from the first blog entry.

Recent News
At a panel we held at the recent Anime Expo 2009 in Los Angeles, CA, we disclosed that there will be two editions of
Demon’s Souls to choose from at launch: a standard edition, and a deluxe edition (which we affectionately and half-seriously nicknamed the “Stop Importing It” edition). The deluxe version will include a 150+ page strategy guide and the entire package will be nicely bundled in a collectible outer slipcase.
Fans who pre-order EITHER version will receive a free bonus art book (at participating retailers) with designs and concept sketches from the game. At the end, we let everyone know that both editions of the game would be out on October 6th.
Deluxe Edition shown with pre-order bonus art book (bonus art book also available to
customers who pre-order Standard Edition at participating retailers)
Game World Structure
So, let’s dive a bit more into the game. A question I’ve had asked of me numerous times pertains to the game world structure in
Demon’s Souls, or, the amount and nature of the exploration players can expect. Is it linear, or is it open-ended?
Let’s answer this one thoroughly. Everything begins and branches off from the Nexus, the main game hub. It is from there that players will have access to the varied regions of the game world, in addition to many of the NPCs you’ll encounter over the course of your adventure. You’ll certainly need to interact with many of these NPCs, as they represent the item stores and sources of enhancement players expect from most RPGs. For example, you’ll have the ability to improve your weapons and armor in
Demon’s Souls, by looting/discovering ore and then bringing that back to the blacksmith in the Nexus (or perhaps somewhere else in Boletaria) and having them improve your arms.

The Nexus is home to five Archstones, portals of a sort that will transport you to the different regions of Boletaria (there is a sixth stone, but it is permanently and irrevocably broken). At the beginning of the game, you will only have access to the first area of the first Archstone (1-1, for brevity’s sake). Upon completing this first area, players will gain access to the first part of each of the other four Archstones; from there, other regions are unlocked by defeating bosses.
Thus, the game is both open-ended and also somewhat structured. It's a balance that allows for a healthy sense of exploration and adventure without stripping the game of its atmosphere or the impact of the narrative.

Souls (Experience and Currency)
As in most RPGs, slaying enemies nets the player experience points, called Souls. Unlike most RPGs, there is no separate currency for purchasing equipment and items, or for upgrading or repairing weapons and armor. Instead, your pool of Souls is actually everything to you. Increasing stat points, something accomplished by speaking to the Maiden in Black at the Nexus, costs Souls. Purchasing things? Better stock up on Souls.
Some games punish you for dying by taking money or experience from you. In
Demon’s Souls, dying means you lose BOTH, and if you fail to return to the site of your passing before being slain again, you will lose all of the Souls in your possession at the time you were undone. What can one conclude from all this? That Souls are pretty darn valuable in the kingdom of Boletaria.

Classes, Weapons, and Magic
Demon’s Souls includes an extensive character creation system. The face customization is particularly deep; essentially, if there is a part of the face you’d like to manipulate, have at it. After the superficialities are aside, it’s time to get down to the nitty-gritty: choosing a starting class.
There are 10 different starting player classes in
Demon’s Souls: Soldier, Knight, Hunter, Priest, Magician, Wanderer, Barbarian, Thief, Temple Knight, and Aristocrat. We emphasize “starting” because over the course of the game they can be evolved into any amalgam of other classes as seen fit by the player. For example, a melee class, like the Barbarian, can eventually become a spellcaster. Class also dramatically affects your starting appearance, as it determines all of the weapons and armor you’ll start the game with.
Without diving into extreme specifics, it is safe to say that
Demon’s Souls offers as many weapon types as genre fans would expect from a new action RPG: swords, axes, clubs, maces, bows, crossbows, and so forth. And within each class of weapon lies a healthy variety as well. Take, for instance, swords, which can range from nimble blades like a dagger, scimitar, or rapier, to larger ones like bastard swords, claymores, and flamberges. And that’s not even the whole of it.

Would you rather use magic to destroy your enemies? Well, you’ll have no shortage of entertainment doing so in
Demon’s Souls, thanks in large part to the game’s deep spellcasting system. There are two things to consider. First, there are in fact two kinds of magic: spells and miracles, with the latter being comprised almost entirely of healing and restorative spells. Only a set number of spells or miracles can be memorized at any given time, a number that can be increased as a player’s Will stat is increased. This is where the game’s open-ended class structure comes into play. Want to learn some spells as a simple Solider? Sure, go ahead, but remember that until you level your stats to a satisfactory degree, you’ll be a piss-poor spellcaster.
New magic can be purchased (at times at hefty cost to the player) from two NPC trainers in the kingdom of Boletaria. Take careful note when you find them, particularly if you are a spellcaster, because acquiring devastating spells can only be done through them.
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One question we’ve been repeatedly asked is whether the North American release of the game will share servers with the Asian versions, and we finally have an answer. Much as the Japanese and Asian versions are hosted on separate servers, the North American release will receive all new servers.
Why not use the same servers? Well, the game’s online system does not allow for friend lists; it’s all handled by the game, so it really doesn’t make much sense to burden a single server with so many players, because you’ll be playing with new adventurers every time. Believe us: once you try the online in
Demon’s Souls, you’ll wish more games were set up the same way.

Well, that’s quite a bit for this time. We’ll launch head-first into the game’s robust and rather unprecedented multiplayer offering in the next entry.