FTFY. Ports to PC typically are awful, except the Metal Gear one apparently.
Ah, but no. Even Dark Souls on the original consoles was vertically upscaled. It looked like garbage before it was ported and then somewhat polished by third party mods. I'm reviewing some of my old footage. (some 50-60ish hours) I played as a Deprived to simulate my dismal starting conditions and complete ignorance in Demon Souls. To fully experience the 'difficulty' the game so to speak.
First observations:
- GWFL (Nuff said)
-the creation menu has this bad looking overlay over the character window itself
- lagging when you spin the character in the creation menu xD
- cinematic frame skipping
- 1st crash right after cinematic ends
- Ambient Occlusion causes frame skipping for me for some reason, turned off
- Game uses Havok physics, which is buggy and busted and means bodies are weightless when they die -1
- You can catapult corpses with rolls +1 excellent feature, much hilarity when stacking corpses
- initial undead guys have fire in their eyes (why?) without any brightness or glow
- recycled slicing noise from Demon's Souls
- hehe characters grab onto air while climbing ladders / associated character bone weighting issues
- character sheds light into dark areas, but doesn't have any kind of trailing light source like in Demon Souls, breaks immersion -1
- dramatic camera shaking when opening doors, -1 for Michael Bay effects
- audio imbalance bug (stuff really loud, other stuff really quiet)
- Asylum Demon first sign of bad AI, could kill him but due to small damage cease trying
- checkpoint system puts this miles ahead of Demon Souls, +1
- arrows still move in slow motion, have no lightning, archer AI deactivates haha
- club obtained, actually looks like a club now and not a gnarly collection of pixels from Demon Souls, club makes slicing noise like a sharp edged weapon -1
- Asylum dispatched with comical ease due to circle strafing, I am grabbed by a giant pigeon and dropped into Lordran, Land of the Lords (creativity is at a premium nowadays), my club and my shield are floating in the air on my back and sides
- particles have texture, marked improvement over Demons +1
- controls are actually bit more responsive and fluid +1
- attack animation of skeletals seems copy pasted from blue guy Demons -1
- infinite firebombs because infinite firebombs -1
- AI melee updates a little better than Demons, not ranged though
- AI still deficient and can be kited (guys throwing firebombs into walls, true hallmark of indie devs)
- rat corpses can be shot off into the air like torpedos with rolling +1
- Castle looks like Boletaria, just more green and with more Z levels, an improvement so far over DS
- physics objects floating in the air, boxes jammed into walls, most likely an issue with Havok
- first appearance of a dragon, rectal PTSD trauma from Demons Souls bridge part
- dead undead get stuck into weapon of another undead, hilarity ensues +1
- badly lined seams and vertexes (you can see empty space between textures when you line up the camera correctly) this is the company I know and love
- I can just walk behind a guy and stab him in the back while he's busy with his attack animation, this trivializes a lot
- I am on an elevated surface, AI seems confused and keeps doing 180 and 360s while standing in place with this feet sliding animation like the last 10 years of graphical advancement didn't happen
- tables, furniture explodes into a million pieces when you touch them, unsure whether to call it a bug or a feature
- an undead wrapped his legs around my manly torso and is stuck inside me, I am taking him on a tour around the castle, feeling like a real manly barbarian
- I fumble the Taurus fight because I'm still exploring and am ass naked
- Winged Spear and Morning Star located, end first session