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Morrigan

Spear of the Metal Church
Member
Oct 24, 2017
34,306
We all know the Dark Souls of Bad Comparisons. But this thread isn't about that, as easy as it is to make fun of.

It's about what actually DOES make a game a "Souls-like". This has been on my mind lately because I've seen pretty textbook examples of pure Metroidvania games like Hollow Knight and Blasphemous get called "Souls-likes".

And since this annoys me, I am here to make the case that they are, in fact, absolutely not "Souls-likes", even if they draw inspiration from Souls games. (Scroll down for tl;dr version but no drive-bys please and thank you~)

- Inspiration from Game X doesn't mean being in the same genre as Game X -

This is particularly true if the inspiration comes from things that are not game mechanics, such as story, atmosphere, or soundtrack. If I make a funny platformer with influence from Monkey Island in terms of art style and humorous dialogue, I am not making a "Monkey Island-like". If I make a brooding, dark fantasy turn-based RPG with minimalistic storytelling and lots of lore in item descriptions, I am not making a "Souls-like".

But it's also the case if the influence in the game mechanics are simple things that prop up the gameplay, rather than its core mechanics. For example, most action games have a healing system of some sort. You can have health instant pick-ups, finite consumables (can be from found loot, enemy drops, purchased, crafted, etc), regenerating health, cooldown healing abilities, and rechargeable consumables (like the Estus system). A first-person shooter with rechargeable medkits might have taken inspiration from the Estus system, and it might have health stations that act as checkpoints that respawn enemies, but it's still not a "Souls-like". You need more than simple inspiration to make your game a "Souls-like".

- Misattributed origins -

Another thing to consider is that a lot of things credited to Souls games either did not originate in those games, or they are far from the only games that have those things. Let's look at a few of those that are often credited to Souls games:
  • Minimalistic storytelling (in an otherwise modern, AA or AAA game), focus on "lore". Ico and Shadow of the Colossus should be credited for that before Souls games, certainly. (Fun fact, they actually inspired Miyazaki himself!)
  • Dark fantasy setting. This one annoys me to no end. Dark/gothic fantasy existed long before Demon's Souls. Don't get me wrong, I love this genre, it's probably my favourite setting really. And sure, Souls games have their own twist to the genre, which is great. But it existed way back with Diablo 1 and Legacy of Kain and even Castlevania. Souls games did not invent creepy, crumbling castles, dark broody swamps or shambling grotesqueries. Or mimics. I've legit seen people go "it's like Dark Souls!" because a game had mimics.
  • Methodical combat with unique weapon movesets and weighted animations: let me tell you about Monster Hunter...
  • Obtuse NPCs sidequests: that is, NPCs with non-listed (as in, no quest log etc., just individual stories you can affect through often obscure means) sidequests/stories. This is common in many JRPGs.
  • Parrying/counter system. Yes, I've seen this touted as a "Souls-like" feature. C'mon now.
Of course, it's possible the game designers still took that particular influence from Souls games, rather than older games that had those aspects. For example, a lore-driven game with minimalistic storytelling might indeed have taken its inspiration from Demon's/Dark Souls instead of Shadow of the Colossus. But the mere presence of this aspect in a game isn't, by itself, that meaningful. Again, this is inspiration, but those things alone won't make a game a "Souls-like".

- So what DOES make a game a Souls-like? Aka the "core experience" -

To really be called that, the game would have to share not just a significant amount of common attributes with Souls games, but more importantly, the core experience should be strongly similar. A "Souls-like" should then refer to a melee-driven, 3rd-person action-RPG set in a semi/non-linear world with the following core gameplay loop being closely matched (#1, #7 and #8 are negotiable, but the rest isn't, IMO):
1- create and customize your character;
2- carefully explore an intricately designed level (usually with lots of shortcuts looping back to save points/safe areas) with minimal to non-existing hand-holding (e.g. no map, no markers, no journal/quest log, no NPCs spelling things out for you plainly, etc.);
3- survive challenging enemy encounters, traps and ambushes, with often particularly nasty bosses;
4- combat system is stamina-based, methodical, primarily melee-driven, focusing on blocking and/or evading and a "hit and run" style rather than being based on combo streaks or button mashing;
5- vast variety of weapons, spells and/or tools that fit your playstyle, each with significant differences, strengths and drawbacks;
6- build up your character accordingly with stats/levels and gear upgrades, as in, a proper action-RPG;
7- suffer hardship and punishing loss when you mess up (XP/currency loss on death, sometimes more);
8- (optional, but still a "staple") coop/PVP: help or combat other players or read their messages through its unique online system.

Note that I didn't mention bonfires or Estus and their equivalents (I'll call them that for short, even if they are called "shrine" or "elixir" or whatever), because honestly... they are not even a Souls staple! Neither Demon's Souls nor Bloodborne use this system, and other than the Dark Souls trilogy itself, they are clearly their closest kin. But they fit all of the above. A lot of Souls-likes do use the Estus/bonfire system though, admittedly.

Now let's take a look at games commonly described as Souls-likes and see how they match (it is not an indication of the game's quality!):

- Bloodborne: well duh.
- Salt and Sanctuary: it matches 99% of the above (only fails at being 3rd person/3D which is admittedly major), + Estus/bonfires, parrying, equip burden, shields with "stability", covenants you can rank up in (called "creeds"), obscure NPC side-quests, bleak/dark fantasy setting, no map, coop and user-messages. Despite being 2D, which is arguably a major difference towards the core experience, it's so similar in all other aspects that I have no problem calling it a Souls-like as well as a Metroidvania. It's the only 2D game so far that I'd comfortably call that, though.
- Lords of the Fallen: very close. No character creation, but everything else fits. In addition it also does feature: parrying/riposte (IIRC, been 5 years since I played it), equip burden, and the dark fantasy setting. It has no coop/PVP, however.
- The Surge: see above. Just a different setting. (Can't remember if it has equip burden.)
- Nioh: same as LotF: no character creation in Nioh 1 (much deeper customization than LotF though), yes in 2. Levels are also very stand-alone and not interconnected, but so was Demon's Souls. Everything else fits 100% + also feat. parry/riposte, bonfires, Estus, equip burden, coop, and PvP.
- Sekiro: Shadows Die Twice: it fits points #2 (partially, traversal is generally very different), #3 and #7, and it has bonfires and Estus... but I say no, because #4 is completely different (it's rhythm based with just 1 weapon), it's very much action-focused with jumping and fast-paced traversal, and it lacks the RPG elements which are part of the core experience. Playing Sekiro is a fundamentally different experience than playing a Souls game.
- Monster Hunter: fits #1, #4, #5, partially #6 and arguably #7 (resources wasted). But not only does it predate Souls games, it has a completely different mission structure and gameplay loop. Hard no.
- Hollow Knight: fits #2 (partially, since it has a map), #3, and 7. It has minimalistic storytelling and is "lore-driven". That's it. While there is clearly some inspiration there, it's not a Souls-like, but a pure Metroidvania.
- Blasphemous: hell nah (pun intended). Similar to Hollow Knight, it's a pure Metroidvania.
- Death's Gambit: maybe? It fails at #1, and isn't great at #5 (weapon variety is there but kinda minimal) and it's a single-player Metroidvania, but largely matches the rest. Soft yes. Despite that, playing it didn't feel quite like playing a Souls-like though, but this is probably the 2D presentation being a big factor here.
- Code Vein: Yes. Fits all of the list. Also parries, equip burden, Estus, bonfires. Ironically, it's probably the worst game in the list despite being the most Souls-like of non-From games.
- Cuphead or (insert any difficult game here): plz go away

I have not played these, but here would be my guesses, based on what I know, footage I saw, etc (so feel free to correct me!):
- Ashen: Probably a yes, from what I heard
- Remnant: From the Ashes: looks like a no. 3rd person shooter, procedural generation... this seems too fundamentally different an experience.
- Darkmaus: not sure. All the reviews on Steam say yes, but I admit the footage leaves me rather unconvinced. It honestly seems like the comparison is a bit of a stretch, but I dunno.

- To reiterate: this is not a statement of quality / "So why do you even care?" -

I feel the need to repeat this, just in case someone thinks I'm "gatekeeping" or whatever. But obviously, being a Souls-like doesn't mean the game is good, and not being one doesn't mean the game is bad. Hollow Knight and Sekiro are among my all-time favourite games, but The Surge bored me and that Code Vein demo was pretty awful all-around.

So why do I even care? Good question! Who cares about labels, just enjoy what you like, a good game is a good game regardless of genre etc. Welllll.... yes, of course. But labels and genres still matter, and are useful descriptors when analyzing/discussing games or seeking recommendations and whatnot... but only if they are accurate. I've had people tell me they avoided Hollow Knight for the longest time because they thought it was a Souls-like and they hate Dark Souls, which is pretty tragic!

If you love Souls games like me, it's good to know if a game is really a Souls-like or just something that draws some influence. If you hate Souls games, it's also good to know what you should still check out (some inspiration shouldn't deter you) and what you should avoid.

-------------

tl;dr version

Bloodborne, Salt and Sanctuary, Nioh, Lords of the Fallen, The Surge, Code Vein are Souls-likes.
Sekiro, Hollow Knight, Blasphemous are not despite drawing influence and sharing some superficial similarities.

And the reason lies in the fundamental gameplay experience in those games. \o/

Thank you for coming to my Ted Talk
Umbasa. |o_
 

signal

Member
Oct 28, 2017
40,183
What about King's Field and Shadow Tower
DPN3qef.png


What the heck is this pose. Unless it's not Umbasa related and it's the make contact thing. If so, neerrrrddd.
 

Richter1887

Banned
Oct 27, 2017
39,146
Good to have one thread we can link to whenever someone is wrong. Good job!

You have a thread of gold. Don't let them take it away from you.
 
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KingLear

Member
Oct 25, 2017
323
While i agree with a lot of this, I think Sekiro is probably the best -evolution- of the soulslike "genre." What makes a souls-like to me? Explorable areas broken up by bonfires, Limited rechargeable healing items, farmable/losable experience/currency. While Sekiro dropped the rpg mechanics and the multiplayer in favor of traversal, rhythmic combat and more direct story telling, I can't say that disqualifies it from being a souls game because in fact that's where i'd like the series to go in the future. Keep the old flavor but really refine and play with the meat of it. Elden Ring is going to feel a lot like Sekiro and Souls before it, but if it has its own takeaways it's just a "different" souls game, imo, so long as it has bonefires, estus, and a similar xp/money mechanic.
 

SunBroDave

Member
Oct 25, 2017
13,141
Nice OP! Question though, why did you say that Bloodborne doesn't have the bonfire mechanic? Although they're technically "lanterns" in that game, they're functionally equivalent to bonfires. They are placed around levels in the same manner as in Souls, resting at them respawns enemies, etc.
 
Oct 25, 2017
4,798
Great OP. I think you can scientifically break down "Souls-like", but for me the most important aspect is that a game be built around the idea of overcoming difficult (but fair) odds, and feeling satisfied by your work. So many games 'inspired by' souls lose the heart of this stance, and build for difficulty rather than for a purity of satisfaction. Bosses should be layered, understanding should come from time and commitment, and true mastery should result in near perfect execution of a fight in a timely manner. Basically, Sekiro's end boss is a masterclass for me in what a Souls-like is. And any other games that can recreate that feeling for me, I give the title, but it's definitely not a very scientific or reasoned breakdown like what's in OP.
 

Tam o shanter

Member
Jun 2, 2019
52
Really good OP. I think it is important to accurately describe games as you said. The only game I would perhaps argue about would be Sekiro because I played that game almost exactly the same as I play any other souls game. I think the core experience is the same despite its differences. But based on the criteria you set, you're absolutely right.
 

Necron

ā–² Legend ā–²
Member
Oct 25, 2017
8,281
Switzerland
Like many things in life: it's just a feeling. To me Sekiro is still part of that same feeling. I appreciate the logic, though. I guess you could say... this is the Dark Souls of comparison threads.
 

sredgrin

Attempted to circumvent ban with alt account
Banned
Oct 27, 2017
12,276
Sometimes it's like porn, you know it when you see it.

Yes, X element isn't invented by From, but X element might have been repopularized by it and Game Y is clearly riffing on From's formula

Also, you can quibble about estus, I guess, but bonfires are absolutely a staple.
 

Kalentan

Member
Oct 25, 2017
44,621
- The Surge: see above. Just a different setting. (Can't remember if it has equip burden.)

Sort of. In The Surge you don't have specific stats in the traditional sense. When you level up you increase the size of your core. Every perk and equipment in the game has a core cost. So you have to balance what equipment and perks you are using at any time. The stronger versions of armor/weapons and perks require more perk points. AFAIK there is no way to go over your limit. IIRC your dodge speed and such is determined not by specific armor weight but simply armor class.

I have not played these, but here would be my guesses, based on what I know, footage I saw, etc (so feel free to correct me!):
- Ashen: Probably a yes, from what I heard
- Remnant: From the Ashes: looks like a no. 3rd person shooter, procedural generation... this seems too fundamentally different an experience.

Ashen for sure is a Souls-like.

Remnant is an interesting one. Because while it is indeed a 3rd person shooter and has procedural generation, it does share elements with the souls games. Down to even crafting weapons from bosses. You can attack with melee weapons and there is stamina management in the game. You also do raise stats. It does have some shortcuts within the levels you can unlock but isn't too elaborate (at least from what I played). It does do the souls thing of having bonfires that restore your "estus" and revives all of the enemies you had fought.

It also has the Demon's Souls, Dark Souls 3, Bloodborne of having a main hub.

It follows 1, 2 (kind of), 3, 4, 5, 6, and 8. There is no punishment on Death other than enemies respawning.
 
Oct 27, 2017
377
Wow this is a really great write-up.

On the topic of Sekiro, I agree that it is not a soulslike. However, I hate that people try to use that as an insult against the game. Most all of the games mentioned are all amazing experiences due to their differences.
 

Villein

Avenger
Oct 27, 2017
1,982
the Lore aspect is a big part for me, as well as the tight level design and challenging combat
 

PlanetSmasher

The Abominable Showman
Member
Oct 25, 2017
115,488
It is really weird that people take "is hard" as a qualifier for making something like a Souls game when hard games existed for decades before Souls.

Is OG Ninja Gaiden a Souls-type game because you die a million times? Of course not.
 
OP
OP
Morrigan

Morrigan

Spear of the Metal Church
Member
Oct 24, 2017
34,306
Kalentan thanks for the information about those other games. Sounds like Remnant might be closer than I thought. I'd just nitpick and say that crafting from bosses is mostly a Monster Hunter thing to me.

I definitely need to try Ashen once it hits Steam, I'd probably like it unless it's just really bad like Code Vein... >.>

What about King's Field and Shadow Tower
DPN3qef.png
Good question! I haven't played them, but my guess is "probably no". The first person perspective is probably too significantly different of an experience.
What the heck is this pose. Unless it's not Umbasa related and it's the make contact thing. If so, neerrrrddd.
Of course it's Make Contact and of course I'm a nerd, duh :D like you aren't one too!

You have a thread of gold. Don't let them take it away from you.
<3
While i agree with a lot of this, I think Sekiro is probably the best -evolution- of the soulslike "genre." What makes a souls-like to me? Explorable areas broken up by bonfires, Limited rechargeable healing items, farmable/losable experience/currency. While Sekiro dropped the rpg mechanics and the multiplayer in favor of traversal, rhythmic combat and more direct story telling, I can't say that disqualifies it from being a souls game because in fact that's where i'd like the series to go in the future. Keep the old flavor but really refine and play with the meat of it. Elden Ring is going to feel a lot like Sekiro and Souls before it, but if it has its own takeaways it's just a "different" souls game, imo, so long as it has bonefires, estus, and a similar xp/money mechanic.
See I looooove Sekiro and it's my GOTY but I would not call it a Souls-like and I will die on that hill. The RPG elements are too large of a part of Souls games, even in their trimmed down version in Bloodborne they're still there and still crucial to the experience. Plus the jumping, hookshot grappling everywhere like a ninja etc. just feels like a very different experience. I'll admit it still has that FromSoft "feel" though, the sense of achievement like Tam o shanter and Spoo described is definitely there, along with the intricate level design and amazing bosses. But I would say that if you try to play it like a Souls game (combat wise or trying to use RPG mechanics or hell, coop, to help you), you're SOL. Haha.

lots of rolling around on the ground.
So you would say Bloodborne isn't a Souls-like šŸ¤”
Nice OP! Question though, why did you say that Bloodborne doesn't have the bonfire mechanic? Although they're technically "lanterns" in that game, they're functionally equivalent to bonfires. They are placed around levels in the same manner as in Souls, resting at them respawns enemies, etc.
I see what you mean, I meant mostly the blood vials vs Estus, but to be honest I find the lamps in Bloodborne to be closer to the Archstones in Demon's Souls than to the Bonfires. You can't use them to rest, adjust your character, repair your gear, warp between them, etc. It's basically just a warp point back to the hub, and as such, functions more like Archstones than the bonfires.
 

KiLAM

Member
Jan 25, 2018
1,610
MichaelScottThankyou.gif
Sekiro is NOT a souls game. It plays nothing like one. And I say that as someone whose favourite game of all time is Dark Souls 1 and favourite game of this gen is Sekiro.
 

MrWindUpBird

Banned
Oct 28, 2017
3,686
I'd have a hard time saying Code Vein is the worst of the games you listed when Lords of the Fallen is on there, which is actually a very bad game. It definitely doesn't reach the highs(based on the demo) of the Souls series or Nioh, but the demo is already quite a bit better than the beta test was. Enemies react to being hit, for one. I'd say the biggest reason most people will write it off is because of the anime look and movement not feeling as weighty as others.
 

NediarPT88

Member
Oct 29, 2017
15,077
I think the number 4 does apply to HK combat (using your words: methodical, primarily melee-driven, focusing on evading and a "hit and run" style rather than being based on combo streaks or button mashing).

The charm system also allows for different builds, though it doesn't fit any of your options I think. HK always felt like a Souls like for me tbh.

This was a nice read overall :)

You should go beat NKG now _o|
 

sku

Member
Feb 11, 2018
782
Great job. And really, thanks for doing this because these misconceptions also frustrate me to no end. Honestly I wish the term "Souls-like" would go away altogether, but at the very least we should label things properly like you've done here.
 

Lant_War

Classic Anus Game
The Fallen
Jul 14, 2018
23,542
It's quite easy to define:

- Hard
- Dark Aesthetic
- Minimalistic Storytelling
- Inventory Management
- Character creator
- 3rd Person
- Melee Combat
- Penalty for dying

Must meet at least 5 of these.
 

Senator Rains

Member
Oct 27, 2017
1,337
I read the tl;dr. I agree completely with the thread except for Sekiro, because it contains countless Souls-borne references and thus making it rooted in the same "universe" as those games.
 
OP
OP
Morrigan

Morrigan

Spear of the Metal Church
Member
Oct 24, 2017
34,306
I think the number 4 does apply to HK combat (using your words: methodical, primarily melee-driven, focusing on evading and a "hit and run" style rather than being based on combo streaks or button mashing).
It's not really methodical, attacks animations don't have "weight" to them, and most of all, it's not stamina-based. Combat feels nothing like Souls at all.

The charm system also allows for different builds,
That's a huge stretch. The charm system is not for builds, it's for loadouts, and it allows for some minimal customization, but it hardly reaches the depths of customization found in dedicated RPGs.

You should go beat NKG now _o|
Why do you taunt me so šŸ˜­

It's quite easy to define:

- Hard
- Dark Aesthetic
- Minimalistic Storytelling
- Inventory Management
- Character creator
- 3rd Person
- Melee Combat
- Penalty for dying

Must meet at least 5 of these.
Don't agree at all. By that logic, Monster Hunter, Dragon's Dogma, some Ys games, Hollow Knight and Sekiro are Souls-likes (and arguably Soul Reaver if you consider it "hard" which some do), and I will never agree to that. Hell by that logic, some of the Igavanias are Souls-likes. Castlevania: Circle of the Moon is hard, dark, has minimal story, has an inventory, and melee combat.
 
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Rhaknar

Member
Oct 26, 2017
42,444
I've always seen people say (myself included) Hollow Knight has Souls-like "quests" (much like Blasphemous recently), not that it is itself a Souls-like.
 

Mentalist

Member
Mar 14, 2019
17,971
Soul Reaver did 2,3, 5 (kinda) as well as the whole Bonfires thing and frustrating death (though not much drawbacks besides just being sent to the start again) back in the 90s, lol

FromSofts's big additions to the pretty standard formula were (imho) character customization and stamina-based combat.

Can we also point out for posterity that Darksiders 3 is not really a Souls-like? While it adopts a few elements, the core loop is still inherently Darksiders action/adventure rather than an RPG.

great reference thread, though.
 

thebigword

Member
Oct 27, 2017
1,326
Awesome, OP. I agree on all of it. I'd also add Ashen as a definite Souls-like. i just recently finished it on Gamepass, and it's heavily influenced by Dark Souls.
 

NediarPT88

Member
Oct 29, 2017
15,077
It's not really methodical, attacks animations don't have "weight" to them, and most of all, it's not stamina-based. Combat feels nothing like Souls at all.

True. Though I was thinking more about the flow of the combat against tougher enemies, the hit->dodge->hit-dodge, which felt similar to what I experience in Souls games. Some openings might allow you to get 2 or 3 hits in but sometimes you shouldn't get greedy or you'll get punished for it.

It was in that sense and not as much as how the combat/attacks itself feel.

That's a huge stretch. The charm system is not for builds, it's for loadouts, and it allows for some minimal customization, but it hardly reaches the depths of customization found in dedicated RPGs.

I'll concede, can't really argue against that. I was thinking on how different it felt when playing with a loadout that focused on magic in my 2nd run, but it's true that there aren't that many "viable" options since you are quite limited in what you can equip.

Why do you taunt me so šŸ˜­

šŸ˜
 

XaviConcept

Art Director for Videogames
Verified
Oct 25, 2017
4,896
Its weird cause most of the things that a "souls like" game has were, you know, done before? I see it more as a FROM software signature style than anything else, not a genre
 

Fadewise

Member
Nov 5, 2017
3,210
As you noted, most of what people here are attributing to "souls-like" status like tone, setting and world design are just dressing. For me, the the new mechanic that Demon's/Dark Souls brought to the table were:
  • XP progression that is lost upon death with one chance to recover it
  • Methodical progression through the world via checkpoints to mitigate the risk of XP loss
  • Limited but rechargable healing in between those checkpoints.
Everything else on top of that is just embellishment, which is why you can see so many different permutations of this formula being applied across different genres. Setting, combat mechanisms, and even difficulty curves can vary wildly and still be seen as having kinship with Souls via the progression mechanics.
 

galv

Avenger
Oct 25, 2017
2,048
1- create and customize your character;
- Unnecessary imo. While "Souls" games have create your own character, I don't think this is a hallmark of the "genre", since they have little to no impact on gameplay barring classes/stats. Even the stats in Souls games aren't rigid enough to block/stop builds unless you're min-maxing - you can be a jack of all trades if you want.
2- carefully explore an intricately designed level (usually with lots of shortcuts looping back to save points/safe areas) with minimal to non-existing hand-holding (e.g. no map, no markers, no journal/quest log, no NPCs spelling things out for you plainly, etc.);
3- survive challenging enemy encounters, traps and ambushes, with often particularly nasty bosses;
4- combat system is stamina-based, methodical, primarily melee-driven, focusing on blocking and/or evading and a "hit and run" style rather than being based on combo streaks or button mashing;
- 2, 3 & 4 is what makes the Souls experience stand out. There are games which have one of the three, but generally speaking, having all three is what makes a Souls experience imo.
5- vast variety of weapons, spells and/or tools that fit your playstyle, each with significant differences, strengths and drawbacks;
- I don't think this is really what makes the genre as with #1, since you aren't ever forced to use the multiple ways of play as you would need to in a Metroidvania/Zelda which introduces new spells/equipment that you are obligated/forced to use.
6- build up your character accordingly with stats/levels and gear upgrades, as in, a proper action-RPG;
- See #1.
7- suffer hardship and punishing loss when you mess up (XP/currency loss on death, sometimes more);
- Add this to 2, 3, 4.
8- (optional, but still a "staple") coop/PVP: help or combat other players or read their messages through its unique online system.
Like you said, 8 is optional.

So all in all, 2, 3, 4, 7 is what makes the core Souls experience for me, and I think 1, 5, 6 are optional and I personally would still call a game a Souls-game without it.
 

Griffith

Banned
Oct 27, 2017
5,585
I'm not entirely sure if there's a single aspect we can attribute to a Souls game to characterize the type of game we love but one thing Souls games have that others don't is the sense of the world being unraveled, secrets being discovered and the community collectively piecing together small pieces of lore, references and world design to try to understand the world they are set in. It's fascinating to watch the community uncover these things together and seeing the excellent lore videos that they put together to not only help us through the game but to also help us understand the world. That isn't to say that other communities don't have this sense of discovery and sharing but with most games it's a matter of taking note of information whereas with Souls games, players have to interpret things on their own, making each person's experience and view point slightly different from another.
 

Mentalist

Member
Mar 14, 2019
17,971
As you noted, most of what people here are attributing to "souls-like" status like tone, setting and world design are just dressing. For me, the the new mechanic that Demon's/Dark Souls brought to the table were:
  • XP progression that is lost upon death with one chance to recover it
Everything else on top of that is just embellishment, which is why you can see so many different permutations of this formula being applied across different genres. Setting, combat mechanisms, and even difficulty curves can vary wildly and still be seen as having kinship with Souls via the progression mechanics.

The first time I heard about that mechanic I thought "Oh, so like gold and Equipment in Diablo II"

FromSoft did not invent the corpse run. It's a mix of many elements that existed before that came to define "The souls-like"
 

sku

Member
Feb 11, 2018
782
Its weird cause most of the things that a "souls like" game has were, you know, done before? I see it more as a FROM software signature style than anything else, not a genre

Agreed. And I think the fact that such specific and disparate characteristics are required for the label of "souls-like", as OP has accurately shown, the label isn't really useful for describing a genre. "Souls-like" is just that: a label. You need a broader term that fits many more titles than this thread has decided upon here for a label to qualify as a genre name, in my opinion.
 

Fitts

You know what that means
Member
Oct 25, 2017
21,162
A game that was inspired by FROM's Souls/BB/Sekiro but nowhere near as good.
 

Fadewise

Member
Nov 5, 2017
3,210
The first time I heard about that mechanic I thought "Oh, so like gold and Equipment in Diablo II"

FromSoft did not invent the corpse run. It's a mix of many elements that existed before that came to define "The souls-like"

I'm not saying they did. They didn't invent checkpoints either, but that particular implementation of those three concepts are what makes these games stand out as distinct. My original statement was phrased poorly as "new mechanic".
 
Jan 2, 2018
1,501
Massachusetts
Having only first played through Dark Souls about a month ago, the only thing I really knew was that it's combat system was, in some way, similar to Monster Hunter (which I've played since Tri). I guess it would be easy to compare them and think it's the same (or similar) genre, which, if you look strictly at combat mechanics, there's a case for that.

While I haven't played any of the other games listed above, it seems to me a bit silly to credit Souls games with an entire genre. It's just an action RPG with Metroidvania style exploration and notoriously hard encounters.
 

DoubleTake

Member
Oct 25, 2017
6,529
Morrigan Stop being right. Great post. Agree with most of it.


I'm not entirely sure if there's a single aspect we can attribute to a Souls game to characterize the type of game we love but one thing Souls games have that others don't is the sense of the world being unraveled, secrets being discovered and the community collectively piecing together small pieces of lore, references and world design to try to understand the world they are set in. It's fascinating to watch the community uncover these things together and seeing the excellent lore videos that they put together to not only help us through the game but to also help us understand the world. That isn't to say that other communities don't have this sense of discovery and sharing but with most games it's a matter of taking note of information whereas with Souls games, players have to interpret things on their own, making each person's experience and view point slightly different from another.

There a certain...intangible that FROM has when designing their worlds and the mystery within them. Very often they take inspiration from real world mythology, like other devs, but their flair and presentation is so much more unique that it makes unraveling the mystery way more enticing. I come for the gameplay but I stay for the lore discussions. Very few games are able to keep my interest like that.
 
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Morrigan

Morrigan

Spear of the Metal Church
Member
Oct 24, 2017
34,306
Limited but rechargable healing in between those checkpoints.
That would exclude Demon's Souls, a literal Souls game, and Bloodborne.
So all in all, 2, 3, 4, 7 is what makes the core Souls experience for me, and I think 1, 5, 6 are optional and I personally would still call a game a Souls-game without it.
I don't necessarily disagree regarding the character creation, which is why I didn't exclude Lords of the Fallen or Nioh.

But I don't agree about the RPG/stats/gear variety. Perhaps I'm biased because I often replay those games, and have come to appreciate this aspect very strongly, but they are essential aspects IMO. Even if you can make a "jack of all trades", the truth is, if you try that you will probably suffer (unless you really know what you're doing, e.g. a Mundane build in Dark Souls 2) and struggle and not get very far. Some exceptionally skilled players can beat the game naked with fists, sure, but most people won't do that (and certainly not on their first playthrough) and will spend significant amounts of time in menus, decking out and building their character, it's just a huge part of the game. And it's partially why Sekiro felt so different, too.

I'd definitely put Death's Gambit as Souls-like.
Maybe it's... Souls-lite šŸ˜

The first time I heard about that mechanic I thought "Oh, so like gold and Equipment in Diablo II"

FromSoft did not invent the corpse run. It's a mix of many elements that existed before that came to define "The souls-like"
Good point. When I first described Demon's Souls to a co-worker many years ago and mentioned the bloodstain mechanic, he immediately thought of the Diablo corpse run. Though IIRC if you die again in Diablo it's not lost forever, right? But anyway, you're right, that could be another one for the "misattributed origins" haha.