Demon's Souls revealed as PS5 launch title - Dexerto

Demon’s Souls revealed as PS5 launch title

Published: 16/Sep/2020 22:57

by Brent Koepp


Sony Interactive Entertainment has revealed that Demon Souls will be a launch title for the PS5. The announcement follows the PlayStation 5 Showcase on September 16.

On September 16, Sony held its PlayStation 5 conference, where they finally revealed the next-gen hardware’s price and release date after months of silence.


The conference was full of surprises – from Final Fantasy 16’s reveal, to God of War Ragnarok coming in 2021. After the show was over, a post on the official PlayStation Blog revealed that Demon’s Souls will be a launch title.

Demon Souls is a PS5 launch title

The Demon Souls remake was first revealed in June at Sony’s digital event. While fans of the series got their first glimpse of what it would look like with an incredible cinematic trailer, not much had been known about the upcoming release since.


On September 16, Sony held its PS5 reveal conference where they showed gameplay footage for the Souls remake title.

Following the event, industry veteran Geoff Keighley revealed on Twitter that Demon Souls would in fact be a launch title for the PS5. “DEMON’S SOULS is a launch title for #PlayStation5,” his tweet read.

Backing up his claim, the official PlayStation blog posted a list of the launch games for the PS5, which included Demon Souls as well as Spider-Man: Miles Morales. This means the remake will be making its debut on November 12.


ps5 playstation blog screenshot of games

It was also revealed during the gameplay video that Demon Souls remake appears to be a timed exclusive for PS5. The official trailer has a screen that states: “Not available on other consoles for a limited time.” The information is pretty odd, considering that Sony had previously owned the IP for Demon Souls.

The remake will also be playable on PC, although at the time of writing it has not been confirmed what Sony means by it being a timed exclusive for consoles.

Demon Souls originally made its debut on the PlayStation 3 in 2009. The From Software title kicked off a phenomena with what would later be known as the “Soulsborne” series.


Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun


Blizzard Entertainment’s Vice President and Overwatch’s beloved Game Director Jeff Kaplan has revealed what he thinks is the ideal competitive meta for the expansive title.

Overwatch exists in many forms, from its highest ranks to its lowest, but the game’s competitive meta at the professional level has also varied greatly since the original release back in May 2016. 


In the olden days, teams prioritized dive compositions led by Winston’s jumps and Tracer’s blinks. Then, in 2019, fans around the world either groaned or cheered as the divisive GOATS meta took center-stage, featuring a hefty squad built entirely with tanks and supports. 

Now, Kaplan is explaining his perspective on the game’s ideal state, following criticisms he levied back in July against the game’s double-shield reliance. Examining the game’s departure from a static, Orisa and Sigma-dependent environment, he dissects his compository ideology. 

Brigitte stuns Junkrat on Volskaya
Blizzard Entertainment
Barriers have held an uncomfortably powerful role in Overwatch for a long time.

As discussed in an interview with the Loadout, Kaplan is both aware of the professional scene’s interests and the casual base’s tendencies. Coupling those factors, he believes the game is at its best when there is some blend of high skill caps and diverse team compositions.

“The most ideal, healthiest state of the game is when the meta is somewhat fluid, when the meta is more map dependent or team match up dependent than it is static. We’ve all seen those moments when the meta has been completely static and all six players will just play the same six heroes every time. I think that’s fun from a mastery standpoint, but I think it’s a lot more exciting for viewers when creativity and curiosity come into play,” he said.

When Kaplan refers to a “static” meta, the simplest example is 2019’s GOATS, where three healers (Brigitte, Lucio, and Moira) were coupled with three tanks (D.Va, Reinhardt, and Zarya) and would barrel into opponents.


It took tremendous teamwork to be pulled off successfully against other professional teams, but many fans considered it more tedious than entertaining after months of gameplay.

In its current state, Overwatch is not completely balanced, but there is a degree of variety to it. That diversity seen in the Overwatch League spans downward into the casual ranks. Kaplan indicates that this is in line with his department’s hopes.

“I think most of our players would say in the ideal meta, all our heroes would be viable in some way competitively. I think as a competitive goal from a game designing and game balancing perspective that is extremely challenging, but it’s obviously what we strive to achieve.”


While he assures that Overwatch would be completely balanced in an ideal world, in the meantime, his team would at least like to push toward a game that varies to some extent based on coaching, player preference, and map.

It remains to be seen if current and upcoming patches can accomplish that, but Kaplan’s emphasis on “fluidity” is a welcome driving force.