Footage from a prototype version of FromSoftware's Demon's Souls has emerged, showcasing an early development direction that included a first-person perspective and a distinct lack of the series-defining lock-on system. The unearthed material was presented by Lance McDonald, known for his deep dives into game development history.

The prototype footage and accompanying presentation appear to date back to May 2007 and were originally shown at an industry event in Tokyo. The presentation itself touches on various aspects of the game's early design, including a comparison between solo RPG players and MMORPG players, referencing an episode of South Park. The presenter, identified as Daisuke Ishidate from Japan Studio at the time, used an image from the "Make Love, Not Warcraft" episode to humorously illustrate the potential pitfalls of excessive online gaming.

Central to the discovery is the revelation that Demon's Souls was initially conceived with a playable first-person mode, alongside a more rigid, front-facing third-person camera. This early iteration would have seemingly allowed players to switch between these viewpoints. Crucially, the lock-on targeting system, a hallmark of the Souls series, was not yet implemented in this prototype build. This absence significantly alters the perceived gameplay mechanics compared to the final release.

Curiosities abound in the unearthed footage, including an encounter with what appears to be a normal, non-magical alligator that the player character dispatches. This detail is noted as being uncharacteristic of FromSoftware's typical thematic elements. Additionally, a comment from FromSoftware content creator Illusory Wall points to a view of a tutorial area that was ultimately cut from the final game, though its location is reportedly still present in the released version, albeit inaccessible.

Further details from the prototype suggest that the Demon God boss fight was presented more as a traditional boss encounter, contrasting with its depiction in the final product as a more interactive cutscene. The presentation offers a fascinating glimpse into the iterative process of game development and the significant shifts in design that can occur before a title's release. McDonald's uncovering of this material provides valuable insight into the formative stages of a seminal action RPG.