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Demon Gaze II Builds a Better Dungeon Crawler on the Same Old Bones

Demon Gaze II review: Experience Inc.'s first-person dungeon crawler set in Asteria, where a nation's exploitation births demons. Scored 7.9/10.

By mitch·6 min read
A solitary hero stands before a portal of demonic light within a shadowed dungeon.

Demon Gaze II wants you to believe in Asteria. Blessed by sun and sea, the nation holds itself up as a place of complete harmony. That is the pitch the game opens on, and it is a lie the story knows you will see through. Behind the facade of peace, the exploitation of the people ran rampant, and from their pain the demons were born.

That is the whole engine of Demon Gaze II. A country sells itself as a paradise while grinding its own citizens down, and the misery has to go somewhere. It becomes monsters. Experience Inc. built a first-person dungeon crawler around that idea, and the result is a game that is far more interested in who gets crushed by a smiling state than in the smile itself.

Trailer, via NIS America.

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Asteria and the Revolutionist Party

The setup is blunt, and it is better for it. Asteria is not a fallen kingdom or a ruined world. It is a functioning one, which is worse. The harmony is real enough on the surface, and the exploitation underneath is what the game wants you to sit with.

Against that, one group of new Demon Gazers stood tall. They are known as the Revolutionist Party. That name tells you most of what you need to know about the game’s politics. These are not chosen heroes defending a throne. They are organizers with a grievance, and the demons they bind are the byproduct of the system they are trying to tear down.

The irony is deliberate. The Revolutionist Party fights the state’s cruelty by wielding the very things that cruelty created. Every demon on your roster is evidence of a crime.

First Person, PlayStation 4 and PlayStation Vita

Demon Gaze II is a role-playing game with adventure elements, played in first person, built for a single player. It shipped on PlayStation 4 and PlayStation Vita. Experience Inc. developed it, Kadokawa Games published it, and NIS America handled publishing as well.

That platform list matters more than it looks. The Vita was where this genre lived, and a first-person dungeon crawler on a handheld is a different animal than one on a television. Short sessions, a map you fill in yourself, a party you tune between runs. Demon Gaze II was built for that rhythm, and it still reads that way.

The first-person perspective is not decoration either. You look down corridors you cannot fully see. You map as you go. The camera keeps you at eye level with a country that is lying to you.

The Demons Are the Point

Fantasy is the stated theme, and the game wears it plainly. But the fantasy here is administrative. There is a state, there is a party, and there is a population whose suffering has been converted into something useful to somebody.

The demons were born from that pain. Not summoned, not ancient, not alien. Born. The game’s cosmology is a labor complaint, and the Revolutionist Party is the union that decided to fight back with the product.

That is the strongest thing Demon Gaze II has going for it. Most dungeon crawlers hand you a monster manual and ask you to grind. This one hands you a monster manual and quietly points out where the monsters came from. The binding, the collecting, the fighting — all of it is built on top of a country’s bad conscience.

What the 7.9 Actually Says

The published critical score for Demon Gaze II sits at 7.9 out of 10, drawn from an aggregate of five outlets. That is a good score with a ceiling on it. It is the number a game gets when it is well made, well liked, and not quite transformative.

Five outlets is a small sample. Worth saying plainly. An aggregate built on five reviews is a signal, not a verdict, and anyone treating 7.9 as a precise measurement is reading more into it than the number can carry. But the direction is consistent with what the game is: competent, distinctive, and a little too comfortable inside its own genre.

Here is how the pieces line up.

Element What Demon Gaze II does
Setting Asteria, a nation of sun and sea that presents itself as harmonious
The lie Exploitation of the people runs rampant behind the facade
The consequence Demons are born from the people’s pain
The response The Revolutionist Party, a group of new Demon Gazers
Perspective First person
Platforms PlayStation 4, PlayStation Vita
Modes Single player
Genres Role-playing (RPG), Adventure
Themes Fantasy
Score 7.9/10 from 5 outlets

Read that table top to bottom and the design logic is obvious. Every mechanical choice serves the premise. First person puts you inside Asteria. Single player makes the revolution yours alone. The fantasy theme is the costume the exploitation wears.

A Revolution With a Small Party

Single player is the right call and also a limitation. A story about a party rising against a state is inherently a story about collective action, and Demon Gaze II hands the whole thing to one player. The Revolutionist Party is a name, a banner, and a roster. It is not a crowd.

That gap is where the game loses some of its bite. You are told the people are suffering. You are told the exploitation is rampant. What you mostly do is descend, map, fight, and bind. The suffering is the premise; the dungeon is the game. Asteria’s cruelty sits in the backstory while the corridors sit in front of you.

None of that is a flaw exactly. Dungeon crawlers are about the crawl, and Demon Gaze II crawls well. But the game’s best idea — that a nation’s pain becomes its monsters — is also its most underused one. It is stated early and then it is mostly scenery.

Why the Facade Holds Up

What keeps Demon Gaze II working is that it never lets Asteria off the hook. Blessed by the sun and sea is not a neutral description. It is the marketing copy of a country that has something to hide, and the game knows it.

The Revolutionist Party exists because unmasking the evil and creating a revolution are the same job. That framing is sharper than most fantasy RPGs bother with. There is no dark lord here. There is a government with good weather and a labor problem it solved by creating demons.

Experience Inc. built the game around a first-person view of a place that looks fine from the outside. That is the joke, and it lands.

The Verdict on Demon Gaze II

Demon Gaze II is a good game with a better premise than it fully cashes. The first-person dungeon crawling is solid, the PlayStation 4 and PlayStation Vita release gave it a natural home, and the Asteria setup is one of the more pointed backstories a fantasy RPG has bothered to write.

What holds it back is follow-through. The demons born from the people’s pain are the most interesting thing in the game, and the game treats them mostly as a roster to fill. The Revolutionist Party is a strong name for a strong idea, and it spends most of its time as a menu.

That is what the 7.9 reflects. Not a failure. A game that set up something genuinely sharp and then went dungeon crawling instead. The facade of Asteria is the best thing Demon Gaze II has, and the game is smart enough to know it, even if it never quite builds the revolution it promised.

Worth playing for the premise alone. Worth finishing if first-person crawlers are already your thing.

7.9 of 10.

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