There's certainly no accounting for taste, but what strikes me from that review are arguments like these:
QuoteQuote The thing about Demon's Souls[/i] that's so great is that it's hard, but it's hard without resorting to lame, half-hearted gimmicks. The difficulty mostly comes from learning how to finesse your way through the combat. If you can get good at the combat, then you're not likely to have much trouble getting through the game, with the exception of the odd environmental hazard here and there, and a few enemy types. The game is very rarely cheap. If anything, the game has a much greater propensity for letting you lame your way around its challenges than the other way around.
QuoteQuote Having your game be hard is a difficult trick to pull off because most generally, people only react well to fair challenges, not cheap garbage, and the open world is one of many ways that Dark Souls[/i] is cheap garbage, as opposed to being genuinely difficult.
Generally the cheapness, "trolls" or what have you I would consider to be bad design. It's not enough to be aware of your surroundings, some things you will not be able to get around unless you've played the game through once. For instance the dragon that spews fire on the bridge in the undead burg. Maybe it's just me but I fail to see how that's anything but a gimmick. I wouldn't exactly call it approachable either, but maybe that's just me.
QuoteQuote It only serves to artificially pad out the length of the game by making you backtrack all the way back to Firelink from the first bell tower, and then back to Firelink again from the second bell tower. Now think about that for a minute. How much backtracking is there between Quelaag and Firelink? Is that a fun round trip to make the first time? The answers to those questions are 'way the fuck more than there should be' and 'absolutely not.'
Although I didn't make it far enough to talk about this, it certainly seems to be valid point as well. I certainly wouldn't want to have spent 8+ hours of getting to the first bell just so I could "have fun" going all the way back. It speaks to the grind aspect of the game I mentioned earlier as well, but I guess world of warcraft could never have taken off if people didn't thoroughly enjoy grinding.
Speaking of the combat: It may be predictable on a larger scale as you would assume from a system that only allows 4-6 different inputs, but that isn't the problem with combat. The problem is the physics based animations and button inputs are temperamental and that animations in general feel sluggish. I get that the developers wanted me not to trust the game. I'm on board with that. Even with some of the trolls I would be ok since death doesn't really matter that much. What I'm not on board with however is that they apparently wanted me to not trust my controller either. Again, it just feels like a lazy excuse to create bad design in lieu of having real difficulty.