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Newly Unearthed Demon's Souls Prototype Reveals Scrapped First-Person Mode and Cut Content

4 outlets8/8/2026

The short version

FromSoftware historian Lance McDonald has surfaced a 2007 internal Sony presentation showing an early build of Demon's Souls with an optional first-person camera, a rigid third-person view, and enemies and areas that never made the final game.

via PC Gamer

FromSoftware investigator Lance McDonald has uncovered a previously lost internal presentation and gameplay demo of Demon's Souls, shown at an internal Sony event called "Gameshare 4" in Tokyo in May 2007, nearly two years before the game's Japanese release in February 2009. The material includes a PowerPoint deck and a roughly two-minute gameplay trailer, believed to be among the earliest footage of Demon's Souls ever seen. The original 2007 presentation was given by Daisuke Ishidate of Japan Studio, and McDonald had John Linneman of Digital Foundry read through the deck for the rediscovered video.

The footage's biggest surprise is an optional first-person camera mode reminiscent of King's Field, FromSoftware's spiritual predecessor to the Souls series, which players could apparently toggle in and out of. When not in first-person, the game used a rigid third-person camera locked behind the player character, who always faced away from the camera — unlike the free-rotating, lock-on camera that would come to define the series. Sources note that this early camera system meant the lock-on mechanic central to later Souls combat did not yet exist.

Several elements from this prototype differ from the finished game. The Dragon God's arena appears as an open-air volcanic crater rather than the enclosed magma cavern of the final release, and the demo features bipedal snake-man enemies, including one described as a serpent knight with a long neck and tall boots, that never made it into Demon's Souls. One commenter also pointed out an alligator that the player character kills without explanation. According to FromSoftware content creator Illusory Wall, the footage also shows a section of the tutorial area that was ultimately cut from the game, though its location can reportedly still be identified, unreachable, in the final release. The Vanguard Demon boss, by contrast, appears largely unchanged from the finished game, and the Demon God fight is shown as an actual boss encounter rather than the largely cutscene-driven version that shipped.

The presentation's concept art also drew comparisons to FromSoftware's later work: a grassy field with a large ring of stone at its center evokes a boss area in Elden Ring's Limgrave, while art of a dragon in a magma-lit pit resembles the Flamelurker boss and other fire-themed FromSoftware enemies. Much of the deck was devoted to explaining Demon's Souls' asymmetric online multiplayer, framing it as a middle ground between MMOs and single-player games — including a joking reference, complete with an image from South Park's "Make Love, Not Warcraft" episode, warning that MMO players risk becoming absorbed in their games. The deck also stressed the game's phantom and summon systems as a way to combat solitude while playing alone.

The presentation included a development roadmap predicting the game would be finished by June 2008, well ahead of its actual 2009 Japanese launch, and it repeatedly referenced a planned "worldwide release." Demon's Souls was initially published only in Japan by Sony, a decision that reportedly caused frustration, and the game's Western release later came through Atlus and other publishers rather than Sony itself. Coverage frames the discovery as a rare look at how different Demon's Souls could have been, given its uncertain path to becoming one of the most influential games of its era.

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