An evolutionary step above what Stormfront did with "The Lord of the Rings: The Two Towers," and players who appreciate that brand of brute-force, hack-and-slash gameplay should find in it a great-looking and enjoyable, if somewhat familiar, experience.
These types of games do become repetitive and this certainly applies here as well, but thanks to a strong story written by NY Times best-selling author R.A. Salvatore, Demon Stone has a lot more going for it than most titles in the genre.
In fact, it's one of those rare pieces of software that can make up for its gameplay mishaps because of its strong visceral appeal, joining the ranks of games like "Luigi's Mansion," "The Getaway," and "Clock Tower 3."
One of those titles that fans of D&D might wish was a bit deeper and a lot longer. As an action title, it's decently presented, albeit repetitive, and has a creative control scheme, although not fully implemented.
Despite the unique abilities of each party member, and the odd sections where you need to take advantage of said abilities in order to advance the level, most of your time playing Demon Stone will be spent jamming on one attack button over and over again.
Demon Stone suggests more potential than it fulfils, but it's a not-entirely-failed experiment in teaching old dice new tricks, and a follow-up with the same attention to detail but more ambitious design would be welcome. [Nov 2004, p.108]