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Category: Soulslike

Risk vs Reward: The Souls-Like’s Twist on Multiplayer

Communication, cooperation and competition are integral parts of the multiplayer experience in most games, but souls-likes have some of the most unusual twists on these three aspects of multiplayer.

In our previous blogs we discussed the design of souls-likes and the evolution and rise to prominence of these games. We believe they are highly popular because of the endless innovations and variations that their developers offer: always sticking to a few rules, but following them in unique ways. 

The distinctive multiplayer aspects of these games were first introduced in Demons’ Souls, the first game in the Souls series by From Software. Since then, every developer (including From Software itself) has persisted in changing up the multiplayer formula with one fixed rule: multiplayer, or even online play, always entails risk or reward. 

Live or Die? Collaboration by Communication in Souls-Likes

In Sekiro: Shadows Die Twice, I was looking for ways to even the odds against my first boss. I found something that was labelled a ‘Remnant’. After activating it, a ghostly version of Sekiro, the protagonist, appeared near me, reached the far end of the gate the boss guarded, landed softly behind him, and vanished. I felt then that Sekiro’s stealth system could possibly help me with my first boss encounter. 

Sekiro’s Remnant mechanic can yield useful hints about how to progress in-game (Courtesy Activision)
Sekiro’s Remnant mechanic can yield useful hints about how to progress in-game (Courtesy Activision)

I did as the Remnant hinted and made my boss fight 100% easier. I snuck up behind the boss and dealt a deathblow, then sparred with him to inflict the second mortal wound (confusing as this sounds, certain enemies and bosses in Sekiro can withstand multiple deathblows; this one required two). I won my first fight in one of the toughest souls-likes with relative ease thanks to a feature that is available only when you are playing online. In Souls games, other players can leave actual messages, and you can also see how they died by activating certain Bloodstains on the ground. Sekiro is somewhat different, in that you can create a Remnant where you record 30 seconds of your playthrough and append a message to it. This becomes a record of death only if you die, and quite a few Remnants show how some ways lead to death. 

Nioh’s Bloody Graves mark spots where other players died and spawn AI enemies when activated (Courtesy Koei Tecmo)
Nioh’s Bloody Graves mark spots where other players died and spawn AI enemies when activated (Courtesy Koei Tecmo)

Remnants, Bloodstains and messages do not always help. Some just troll you, and you may encounter this in your very first playthrough of Elden Ring, when a glowing message right next to a precipice suggests you jump. You will die if you jump. The joke isn’t over yet. You can enter the tutorial cave later on by jumping down another precipice, and there is an NPC nearby, urging you to take the leap. This time, you don’t die, but get a crash course on how to play the game. 

For games that don’t hold your hand at all, collaborative features such as these can be a godsend (or hellsent).

In fact, the Nioh duology (which does something unique with just about every feature of a Souls game), creates a very simple risk vs reward scenario with its Bloody Graves mechanic. These do not record the last few seconds of another player before they died, but tell you how they died, and will spawn a hostile AI revenant when activated. The Bloody Grave even tells you the rarity of the loot you will find if you defeat this revenant, and its level (based on the player who died on that spot). Even lower-level revenants are tough to battle but yield good loot, so you know what you are getting into. Revenants may also drop the highly useful Ochoko cup, which can be offered at a checkpoint to summon human aid. 

In Nioh 2, this cup can also be offered up at special Benevolent Graves left behind by human players. When activated, these graves will spawn an AI companion based on the human player who left the grave, and this ally will aid you in battle until they die.



In the Nioh games, you can call for human or AI help using various in-game mechanics (Courtesy Koei Tecmo)
In the Nioh games, you can call for human or AI help using various in-game mechanics (Courtesy Koei Tecmo)

An area chock-full of Bloody Graves is certain to be very, very hard, and since you know how each one of these players died, you can build up a mental map of the various hazards in an environment. Invoking a Benevolent Spirit from a Benevolent Grave not only helps you in battle, but by paying attention, you can even see how to tackle enemies, mini-bosses and bosses the right way. Of course, the Nioh games make up for all this by being incredibly difficult

And the Souls games (from Demons’ Souls on to Dark Souls I, II and III, and even Sekiro) can be the most deceptive. Acting on any message, or even a bloodstain, is basically a coin-flip. Is this message sending me to my death, or saving me from it? Is this Sekiro Remnant showing me what to do, or what not to do? You can choose to ignore these elements altogether, but then again, consider how I got past Sekiro’s first boss. These messages can hold a lot of allure, especially for new players.

You (All) Died: Co-Op Gameplay in a Souls-Like

Playing a souls-like game in co-op is the closest such titles come to a relatively ‘easy mode’, though co-operative play does come with its own challenges. Over the years, developers have come up with various excellent co-op experiences that build a sense of solidarity between players, but not all co-op experiences are equal. Some games offer seamless co-op, others don’t. Some games are needlessly obscure about how to set up co-op. The list below contains a description of various co-op modes, and one recommendation that many souls-like developers could adopt to improve the co-op experience. 

What are the Must-Haves for Co-Op in Souls-Likes?

  • Seamless Co-Op: Some souls-likes deliver fluid and well-synchronised co-op where you and your friends can live and die together, level up together, and beat the game together. Nioh 2 allows for three players to play all game missions together where beating bosses and levels in co-op transfers over to your single-player playthrough. Gunfire Games’ Remnant: From the Ashes and its sequel Remnant II are actually meant to be played in co-op mode, but the procedurally generated world prevents progress from carrying over to your single-player campaign. However, any level-ups, skills or items gained in co-op mode stay with you in single-player mode – you just have to finish the mission on your own again. 
Remnant: From the Ashes and its sequel allow you to play in seamless co-op
Remnant: From the Ashes and its sequel allow you to play in seamless co-op
  • Summons: Seamless co-op, however, is not a staple of souls games. You can’t just join another player and beat a Dark Souls game together – in fact, the main boss of a level must be alive for co-op gameplay in Demons’ Souls and the Dark Souls games. You can summon a companion at the very first checkpoint of a level and complete the mission together, but your ally will be sent back once the boss is defeated. Your ally will also have to clear the level in single-player mode unless he has already done so. There are various other hoops to jump through, as we detail in the next point. 
  • Difficulty Balancing: The ultimate rush in a souls-like is the sense of accomplishment you get when you finally defeat a boss. Co-op modes must be carefully balanced so they don’t blunt this feeling. Nioh 2 is one of the hardest games ever made, and co-op mode maintains this challenge while allowing players to feel a sense of solidarity in defeat or victory. In games such as Elden Ring or the Dark Souls games, human companions summoned into your world have fewer resources and bosses are significantly stronger. Summoned players must be close to your own level as higher-levelled summons will turn the boss fight into a milk run. Engaging in co-op makes you open to invasions by a hostile human player, adding a further element of risk.
  • Making Co-Op Accessible: People love Souls games for their mystique and lack of hand-holding. This approach to game design, however, can carry over to UX design, especially for multiplayer, to such an extent that an article flat out states that setting up co-op in Elden Ring can sometimes be as tough as a boss fight. There are several online guides and wiki pages dedicated to explaining the various steps you must take to summon a friend into your world – and this problem has been met with criticism. Games like Nioh 2 address this issue by offering seamless co-op, which does not fit with From Software’s multiplayer design. Lords of the Fallen removes the tedium involved in setting up multiplayer without straying from the Souls games’ co-op formula. 
Lords of the Fallen simplifies the process of setting up co-op while staying true to the Souls games’ multiplayer modes
Lords of the Fallen simplifies the process of setting up co-op while staying true to the Souls games’ multiplayer modes

Invading Your Space: PVP in Souls-Likes

Like many other aspects of souls-likes, PvP entails risk and reward
Like many other aspects of souls-likes, PvP entails risk and reward

Invasions. That is the name for the default player-versus-player (PVP) mode in the Souls games – and the name tells you a lot about just what you are in for in PVP zones. If you are playing the game online without any restrictions like a multiplayer password, entering certain areas in-game opens you up to invasion by another online player. If the host dies to the invader, they lose all their souls and are sent back to the most recent checkpoint, and must go back to where they were defeated to retrieve their souls. The invading winner gets a percentage of the souls possessed by the winner. If the invader dies, they lose all their souls and must retrieve them after being revived at their checkpoint. 

Duelling with another player who invades your world can be both infuriating and rewarding
Duelling with another player who invades your world can be both infuriating and rewarding

PVP invasions are a highly divisive gameplay mechanic even among fans of souls-likes. Some believe it strikes a fair balance vis-a-vis the benefits of co-op, and that the invader is as much at risk as the defender. Even those who find the mechanic in itself as balanced might find its frequency too much to handle – turning it into a repetitive annoyance. Another criticism is that the invader’s attack patterns cannot be memorised – a core aspect by which a souls-like remains punishing but fair. There are some who even relish playing the role of a troll-like invader, and others who write of griefers who made them rage-quit a Souls game. One particularly fiendish troll kept invading a Kotaku columnist’s Demons’ Souls playthrough, never bothering to kill him, but always weakening him, first by ruining his armour and then using a spell that delevels the player one hit at a time

Of course, you can choose to play offline, but then you lose all aspects of the multiplayer experience. Consider how online play can guide your playthrough before you choose to go offline – encounter zones filled with the signs of many player deaths can provide a stark warning of the dangers ahead. There are some ways to avoid or cope better with invasions in the Dark Souls series, but each of them inevitably comes with some trade-offs. 

The Hollow Arenas in Dark Souls III, an arena-based PVP system, allows for a less chaotic experience while duelling human opponents. The Hollow Arenas are unlockable world-spaces in the game, and are usually accessed after finishing the single-player campaign. Winning in the Arena does not yield much as reward: you get a badge of victory. Invaded players will actually be alerted to your PVP experience if you sport a higher level badge, so, in a sense, the badge is less of a reward and more of a warning for lesser players

The Hollow Arenas of Dark Souls III offer a less chaotic, more controlled PVP experience (Courtesy Bandai Namco)
The Hollow Arenas of Dark Souls III offer a less chaotic, more controlled PVP experience (Courtesy Bandai Namco)

Elden Ring makes invasions optional so long as you are not in co-op mode. Again, there is a special ring you can equip to call for more aid when invaded while in co-op mode, but that will help only if someone responds to your summons. The game also features three arena-based PVP locations known as Colosseums

Elden Ring’s Colosseums offer multiple PVP modes, supporting up to six players together
Elden Ring’s Colosseums offer multiple PVP modes, supporting up to six players together

Each Colosseum can support up to six players at once, with three combat modes. Two players can engage in a duel to the death with no chance of respawning, two even teams can fight against each other with the chance to respawn, and all players can engage in a battle royale of sorts. 

Elden Ring’s Colosseum lets two players fight to the death, along with other PvP modes
Elden Ring’s Colosseum lets two players fight to the death, along with other PvP modes

Neither of the Nioh games feature invasions, but the first game in the series offers arena-based PVP where players can engage in 1v1 or 2v2 combat. But the near-absurd degree of customisation possible in Nioh means that these battles can become thoroughly unbalanced, with expert marksmen going up against near invincible opponents and picking them off with ease. Nioh 2 simply dispenses with PVP altogether, choosing to feature the robust co-op mode detailed above. 

Nioh has an arena-based PVP system that can get chaotic because of the sheer build variety in the game
Nioh has an arena-based PVP system that can get chaotic because of the sheer build variety in the game

If every aspect of multiplayer in souls-likes entails a risk vs reward calculation, the very decision to play offline or online requires a thorough understanding of the trade-offs involved in both modes when you are playing a Souls game. Playing online means invasions, but also guidance. Playing offline spares you from invasions, but removes all the various messages and tips that other players have left, and in games such as these, where the player must figure out many things for themselves, such guidance can be invaluable. But griefers can frustrate you so much that you quit the game, which is arguably the worst way to end things with a souls-like – doing the hard yards but still not coming away with a sense of achievement. 

Conclusion

Hidetaka Miyazaki, the mastermind behind the Souls games by From Software, wants to continue improving the multiplayer aspects of these games, taking cues from titles like Escape from Tarkov. Considering the fact that souls-like developers are hellbent on innovation, we can expect more twists in the multiplayer formula of such games. 

Elden Ring might be the most successful souls-like, but its multiplayer has invited criticism, especially because the formula hasn’t really been updated to facilitate the exploration of the open world in co-op mode. The mechanic of returning a partner to their own world after defeating a boss makes sense in the linear levels of the earlier games, but exploring an open world together is quite different, as Jade King of The Gamer points out. Seamless co-op in Elden Ring would result in shared discoveries, going down unknown paths together and surviving in a huge world with a friend who has got your back. All of this led to the development of the seamless co-op mod for Elden Ring, and From Software could come up with its own solution as well. 

Except for the arena-based PVP available in some games, multiplayer elements are organic – even integral – parts of your playthrough. The asymmetry in PVP invasions only adds to the brutal challenge of these games, making them tougher, but more rewarding – fighting and winning against a higher-levelled gamer will yield both high-quality items and any in-game currency that powers level-ups. 

There is a common thread running through all these multiplayer elements apart from the risk vs reward calculation: they are meant, at least in part, to make the world easier to understand and navigate. This carries over into real life as well: there are subreddits, Discord servers, and Youtube channels all devoted to helping people get by in the harsh world of these games. In that sense, you are never really alone when you are playing a souls-like, and you shouldn’t be – these games are hard enough as it is. 

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Perfecting Souls-Like Games: The Rise of a Winning Formula

In November 2021, the Golden Joystick Awards asked gamers to vote for the Ultimate Game of All Time as part of its celebration of 50 years of gaming. Dark Souls I bagged this coveted title, beating Minecraft, Doom and other legendary games. The Golden Joystick Awards is the longest-running video game award ceremony, and the fact that Dark Souls won this award via an audience poll underscores the meteoric rise to prominence of the souls-like. In a previous blog, we made no bones about the difficulty of these games. Nevertheless, it was not critics or tastemakers who voted for Dark Souls, but gamers themselves. 

Gamers voted for Dark Souls as the Ultimate Game of All Time (Courtesy Bandai Namco)

Why are souls-likes so popular? We will try to answer this by tracking the evolution of the souls-like formula and its coming of age in 2023. We will argue that the souls-like is an audience favourite because it’s a hotbed of innovation, it offers punishing but ultimately rewarding gameplay, and developers are now taking it in directions that few studios would risk, imbuing the souls-like with its own identity.

Must-Play Souls-Likes: Evolution and Experimentation

In most souls-likes, you are never more than seconds away from death, you need skill to survive, and stamina in combat. We will take a look at how From Software established and iterated on the core gameplay of Souls titles, and how studios like Team Ninja introduced novel variations on this formula: no two souls-like are alike.

Demons’ Souls

Demons’ Souls became a sleeper hit after imported copies met with favourable reception in the West

The first Souls game might well have been the last. Shuhei Yoshida, the then President of Sony Worldwide Studios, played a buggy final demo with framerate issues containing none of the game’s promised multiplayer elements. Sony decided not to publish the game worldwide. But soon, Atlus USA published the game in the US and Bandai Namco released it in Europe after reviews of imported copies made it clear that the game was 2009’s sleeper hit. At a time when mainstream games were criticised for holding the gamer’s hand and making things too easy, Demons’ Souls broke the mould and introduced the core gameplay concepts of the Souls games, with punishing combat, dark themes, an indirect narrative, death penalties, and more. As Demons’ Souls was released before the term ‘souls-like’ was coined, it was called an RPG and drew praise for its build variety and challenging combat

The Dark Souls Franchise

If Demons’ Souls was almost nipped in the bud, Dark Souls I was against nigh-impossible odds. 2011 saw the release of Skyrim, Portal 2, Batman: Arkham City and other hugely successful games. Yet, Dark Souls drew critical praise and fans who guided each other to make the experience less punishing. Dark Souls improved upon the Souls formula: healing supplies are replenished when you respawn at a checkpoint, combat is more fluid, and the environmental storytelling is more nuanced. 

Dark Souls II (2014) was not very popular on release because of performance and design issues. But it is now recognised for pioneering many of the elements that Elden Ring would feature: it is a quasi-open world allowing room for exploration, it offers more variety in builds, and has stances with unique movesets. If nothing else, Dark Souls II was a failed experiment that laid the groundwork for the best-selling souls-like to date. 

Dark Souls III (2016) broke sales records on launch, becoming publisher Bandai Namco’s fastest-selling game until Elden Ring was published. A lot of hype surrounded the game before release; the term souls-like was now known, if not common, and most importantly, Bloodborne (2015) was a smash hit, giving From Software a chance to bounce back from Dark Souls II. And Dark Souls III didn’t disappoint. The game expands on many souls-like concepts: the parry system is more refined and magic builds are stronger with the Ashen Estus Flask, which can either regenerate health or magic. The new Weapon Arts system also arms the player with a variety of movesets. The world of the souls-like was now brimming with possibilities. 

Bloodborne

Few games are as unique as Bloodborne, a souls-like that plays like a horror fantasy inspired by the author H.P. Lovecraft’s Cthulhu mythos. Bloodborne encourages fast-paced, aggressive combat by depriving the player of any shield or defensive weapon and giving them guns that can deal damage and repel attacks. If an enemy attack deprives you of health, you can counterattack within a narrow time frame to regain lost health points. This ‘Rally’ mechanic, along with Bloodborne’s gunplay, is a significant departure from the deliberate, methodical combat of other souls-likes. 

Moreover, Bloodborne has a twist on the horror elements as well. A faculty called Insight keeps increasing as you progress through the game. This allows you to see the world as it really is – filled with Lovecraftian monstrosities. According to Lovecraft’s mythos, people who truly see the world’s cosmic horror go mad. Bloodborne’s developers translate this fictive conceit into a brilliant gameplay mechanic.  

Bloodborne’s literary themes are expertly translated into gameplay features

The Nioh Duology

The Nioh games are true souls-likes: they don’t copy the Souls formula, but experiment with it. As a gamer notes, unlike the Souls games, Nioh’s gameplay is much smoother, fluid and multifaceted, with various mechanics that offer plenty of approaches to combat, improving your odds of defeating the games’ incredibly difficult bosses. 

Firstly, there is the all-important Ki pulse, which lets you rapidly regenerate your stamina, or Ki, in the middle of battle, allowing you to stay in the fight. Each weapon comes with three stances and their own specific movesets, and each stance offers unique advantages in battle. Every single weapon has a detailed skill tree: once mastered, these skills can be devastating in battle. The Nioh games’ narrative is drawn from Japanese folklore. In Nioh (2017) you battle Yokai – malevolent supernatural creatures – with the aid of guardian spirits that make you invincible for a short time in battle and can greatly damage enemies. In Nioh 2 (2020), you can become a benevolent Yokai, yourself, armed with powerful movesets.

The Nioh games innovate on almost every aspect of`the souls-like

Sekiro: Shadows Die Twice

Sekiro eschews many core aspects of Souls games. In Sekiro, the most powerful move you make is the perfect parry or ‘deflect’, a timed block that you can follow up with a crippling attack. There is no stamina mechanic, but a posture bar that fills up if you block repeatedly. Once full, your posture breaks, you slump to the ground, defenceless, and are open to mortal attacks. If you successfully deflect attacks, or time your blocks, the enemy’s posture breaks and opens them up to a deathblow

Sekiro is a masterpiece that reduces the souls-like to its core concepts

The game does away with RPG mechanics and only offers a few upgrade paths. Sekiro, the player character, is fitted with a prosthetic after his arm is chopped off early in-game, and it can be equipped with weapons like a shuriken launcher or a short-range flamethrower. They may work with regular enemies, but you must master the art of deflecting again and again and finally dealing the coup de grace to defeat bosses.

The game does have a forgiving stealth system, though, where you can kill enemies and severely weaken bosses with a timed backstab. You can flee to a nearby checkpoint even when very close to death. Even the death penalty is not severe. Sekiro is less punishing than most souls-likes purely because every boss is a nightmare. 

Sekiro is a masterpiece and won the Game of the Year Award for 2019. Every design choice is meant to let you be the perfect Ninja, who can kill anything with his katana. Sekiro adds a whole new level (literally) to the world by placing loot and even NPCs in high places that can be reached only with a grappling hook. And it’s a true souls-like: it just throws out anything that does not directly involve death and difficulty. 

Elden Ring

Is the best-selling Souls game and the Game of the Year for 2022 the best Souls game? Arguably, yes. Penned in part by George R.R. Martin, Elden Ring is as difficult as any souls-like, and combines this with a complex RPG system in a wide-open world. Like in any Souls game, difficulty and deception play an equal role in this title. 

Elden Ring’s open world is both gorgeous and treacherous

Roam without caution and you will stumble upon a mob or a nigh-unstoppable mini boss. Try to bypass this area, and you may encounter another foe who kills you with one blow. Unlike the linear Souls games, however, you are never necessarily stuck somewhere, you can always find a relatively safer path

It’s also consistent with linear souls-like design. You explore large spaces, but your path to the Erdtree, which plays a critical role in the main quest, is blocked by incredibly difficult bosses. Explore to grind, gear up, level up and git gud enough to go after these demigods. And these boss fights are as hard as they come, but to paraphrase a reviewer, you go from ‘no way I can do this’ to ‘I can’t believe I did that’.  

In Elden Ring, your path to the Erdtree is blocked by immensely difficult bosses

Elden Ring is both accessible and punishing. Rather than just grinding in the same area in a linear game, you explore and can come upon gorgeous vistas. There are plenty of checkpoints, and you can fast travel between them. Many regular enemies can be dispatched with a backstab using stealth. In a previous blog, we noted that only 25% of Steam gamers had beat the first boss, but the game is still a favourite among players. This is perhaps because even if you keep dying, the open world never bores you. 

2023: The Year when the Souls-Like Found its Identity

If there is a tipping point for the souls-like, it’s the year 2023. Even before the year started, there were articles about hotly anticipated souls-likes. Matt Purslow, UK News and Features Editor for IGN, believes that the souls-like has ‘grown up’, suggesting that the year’s souls-likes are taking the genre in entirely new directions and emerging from the shadow of From Software, the progenitor of these games.

2023 is a year simply overwhelmed with souls-likes: Wo Long: Fallen Dynasty, released in early March; Star Wars: Jedi Survivor, released late April; Lies of P, released mid-September, followed up quickly by Lords of the Fallen in October. 

With the possible exception of Jedi Survivor, each one of these games is hard enough that you might not finish it. We will discuss Star Wars: Jedi Survivor, Lies of P and Lords of the Fallen below. Each one of them not only count as adept variations on From Software’s formula, but also indicate that the souls-like is maturing rapidly. 

Star Wars: Jedi Survivor

Star Wars: Jedi Survivor makes you earn the title of Jedi Knight with its souls-like combat (Courtesy Electronic Arts)

Strictly speaking, we do not consider the Jedi series true souls-likes, but we classify them as titles with combat inspired by such games. However, gamers and game sites treat them as ‘entry-level’ Souls games. This unfairly puts them in the shadow of From Software’s titles. The Jedi games are set in the beautiful, space opera world of Star Wars and have a compelling narrative, a refreshing change from the oppressive, brooding atmosphere and indirect storytelling of most souls-likes. In our taxonomy, these aren’t just ‘Souls games for noobs’, but unique games in their own right. 

As Matt Purslow puts it, Jedi Survivor isn’t aping the Souls games, but aiming for ‘saberrealisticcombat’ – adroitly simulating the experience of wielding a lightsaber in close-quarters melee duels. At the same time, souls-like combat mechanics (like penalties on death, etc) make Jedi Survivor’s lightsaber duels both difficult and fun, or rewarding. You must earn the title of Jedi Knight, instead of indulging in the fantasy of being one. 

Lies of P

Lies of P’s literary ambitions sets it apart from most souls-likes (Courtesy Neowiz Games)

Lies of P draws inspiration from the Pinocchio fairytale, and that in itself lends it a literary sheen that other souls-likes, except Bloodborne, lack. The fact that this game is also set in the belle epoque period of European history speaks volumes about its sophistication. The belle epoque roughly corresponds to the three decades before World War I and was characterised by prosperity, cultural sophistication and relative peace. But inequality was endemic and the artistic elites felt cynical and pessimistic about the world. This combination of ‘prosperity and negativity’ allowed developers to craft a souls-like atmosphere from a real historical setting, whereas such games generally invent their own dark-and-stormy mythos. Even the ending of Lies of P suggests a sequel based on another beloved (and dark) classic of children’s literature. 

In terms of gameplay, Lies of P is an unabashed love letter to Bloodborne, encouraging fast, aggressive combat (like in Bloodborne, you can recover lost health if you counterattack after a blow). Playing as Pinocchio, you can customise the protagonist based on your preferred playstyle. A standout feature is the option to break weapons into two halves and then joining two mismatched halves to create a powerful armament. 

Lords of The Fallen

Lords of the Fallen’s dual world is a remarkable twist on souls-like environment design (Courtesy CI Games)

Any developer inspired by Souls games has to convince gamers that the game is difficult and punishing, but also fair and rewarding. Hexworks, the developer of Lords of the Fallen takes a unique approach to this design principle: parallel worlds that the player can alternate between to traverse the environment, solve puzzle obstacles and even get a second shot at life after dying. When you die in the living world, Axiom, you aren’t sent back to the last checkpoint, but rise back up in the exact same spot in Umbral, the parallel realm of the dead. If you die in Umbral, however, you are returned to your last checkpoint. 

Umbral is hard to escape from and becomes increasingly inhospitable as you spend more time in it. The dual worlds system always poses a risk-reward problem to the player. They can use the Umbral Lamp to discover that an area blocked off in Axiom is easily accessible in Umbral, but can run into nasty enemies in the world of the dead. Players can even enter the Umbral world with the Lamp to search for rare loot, running the gauntlet of the realm’s enemies and deeply disturbing apparitions. Souls games are set in gloomy worlds; this game is set in one dark world connected to another terrifying underworld.  

Lords of the Fallen’s two worlds are both inhospitable and deeply interconnected

Conclusion: Why the Souls-Like is Popular

From Demons’ Souls to Lords of the Fallen (and numerous indie gems in between), the souls-like game is a hotbed of innovation – and this is arguably the reason for their continued popularity. Like nature, the gaming industry is red in tooth and claw, and each studio must evolve to survive and thrive. The developers of souls-likes have taken this mantra to heart, always experimenting with a handful of core design principles, using them as a scaffolding to create entirely unique and punishing, but rewarding, games. 

Open worlds have become larger and larger, but not necessarily better. In fact, Elden Ring arguably features the best open world, with elegant sightline design and even an immersive take on the infamous Ubisoft Tower. Its minimal design elements and UI let the player truly inhabit the Lands Between. 

Perhaps this type of game draws successful and innovative studios precisely because they do not have to follow ‘souls-like commandments’ set in stone. There have been so many successful experiments on the souls-like that each one has its own identity: they might all follow a few rules, but the player will have no idea how they honour these rules. Even our own checklist is a descriptive rather than a prescriptive rule-set – if more developers decide to remove the infuriating slog back to where you died to recover lost resources, we would remove this death penalty from our rule-set.

Souls-likes are heavily single-player focussed, but paradoxically, they also have the most inventive multiplayer systems. Team Ninja, From Software, Gunfire Games and others have introduced key elements that transform the game when you play it online. We will delve into these gameplay elements in our subsequent blog. 

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Difficulty, Deception and Death: The Design of a Souls-Like

Within a year of its launch in February 2022, Elden Ring, From Software’s first open-world souls-like, had sold more than 20 million units, making it one of the ‘most popular games in recent memory’. 

Elden Ring’s sales figures – and the sheer speed at which the game hit the 20-million milestone – surpasses every other souls-like by a huge margin – the entire Dark Souls series (comprising Dark Souls I, II and III) hit 27 million units sold in 2020, over the course of ten years.

Elden Ring is set to dwarf the sales figures for the entire Dark Souls Trilogy

As of the time of this writing, Elden Ring has an average player count exceeding 25000 for the last 30 days according to Steam Charts, and in the months since it was released, the Steam player count has never dipped below 20000, placing it in the top 5% of Steam games in terms of active players.

Elden Ring is so difficult that even after a year of release, very few players have finished the game

Perhaps the game is easier than other souls-likes? No. As of June 2023, only 8% of owners on Steam had beaten the game. 25% of them hadn’t even beaten the first boss: Elden Ring is a gorgeous world that many owners have not even begun to explore. 

To wit, you have a best-selling, incredibly difficult but frequently played game, which makes no sense. Why would so many throw themselves at Margit, the first boss, only to be thwarted for the umpteenth time? Why would so many buy the game well after its overwhelming difficulty is made obvious in any playthrough?

In this blog series, we will discuss how the souls-like – a radical reinvention of the role-playing and fighting games – creates a challenging but ultimately fair interactive experience, rewarding your victories and forcing you to learn from your failures. In a subsequent blog, we will discuss some major souls-likes, and how these games took the genre in new, unexplored directions. And in our final blog of the series, we will delve into how these games – known for focussing on single-player – innovate even with online play, adding a variety of features that can both help and hinder the gamer. 

But before we answer any questions about the souls-like, we need to identify what it is

What is a Souls-Like? What are its Key Traits?

At its most basic, a souls-like features very difficult boss fights, inhospitable environments, unforgiving combat, preset checkpoints and various other elements meant to make the game hard but fair. A souls-like incorporates gameplay elements of developer From Software’s titles, like the Dark Souls trilogy, Demons’ Souls, Sekiro: Shadows Die Twice and others – many of which were directed by Hidetaka Miyazaki. The souls-like is not a genre unto itself, but reinvents the fighting and RPG genres. This is why we study the shared traits of these games, rather than treating them as a subgenre.

What are the Key Features of a Souls-Like?

  • Fixed Difficulty: The player can’t change the difficulty level of these games. The entire user base has a level playing field. 
  • Unforgiving Combat: Just a few missteps will lead to player death. Combat moves such as attacks, blocks and dodges cost stamina (or a similar resource) and leave you vulnerable if completely depleted. Regular enemies are as strong as the player, if not more.
  • Pattern Memorisation: The player must memorise enemy attack patterns and placement, and also the location of hazards or traps in order to succeed.
  • Hostile Level Design: Navigating the environment is a challenge, with tough enemies packed in tricky locations. 
  • Preset Checkpoints: The player has to reach and activate checkpoints manually to use them, and will respawn there on death. The checkpoint is also a place to level up your skills. Activating a checkpoint respawns all enemies in the area except for bosses. 
  • Loose, Indirect Narrative: The games do not feature explicit cutscenes or plotlines. There may be a quest log, but no quest markers to guide the player to their objective. The narrative unfolds as the player explores the world, and uncovers its lore by talking to NPCs and slaying bosses. 
  • Penalty on Death: Players may lose unused items, XP and resources (called Souls in the Souls games and Runes in Elden Ring) on death, but they may be able to return to where they died to reclaim lost resources

 

We class all souls-likes as ‘masocore’. As defined by game designer Anna Anthropy, a masocore game subverts the player’s expectations, and the genre conventions that they think they know. Souls-likes deliver a masochistic and hardcore experience that ultimately rewards the player with an immense sense of achievement after beating a challenge that appears to be insurmountable. 

True souls-likes batter and beguile you into thinking that failure is inevitable, when it isn’t. Death is central to learning from mistakes, and eventually defeating super-powered enemies. Both difficulty and deception play an equal role in a souls-like’s design as it constantly subverts the assumptions you make about the game.

Mastering combat, sussing out the game’s various illusory challenges and tricks, and eventually winning by paying attention can leave you immensely satisfied. This is probably why these games have a fervent fan base

Souls-likes often explore dark fantasy themes. To paraphrase blogger Josh Bycer, in a souls-like, the world is ruined, the good guys are dead, there is nothing to save, and you are just trying to make things a little better (you will fail, however). You are not Geralt the White Wolf, the Dragonborn or John Shepard. 

Bloodborne is a Lovecraftian horror fantasy. The Nioh games are filled with Yokai, monsters drawn from Japanese folklore. Demons’ Souls is set in a world overrun by soul-devouring creatures. The most prominent souls-likes are set in a carefully crafted and oppressive atmosphere that leaves no doubt that you are entering a world of pain. In that regard, there is no deceit. 

Bloodborne’s Lovecraftian horror themes are integral to its gameplay (Courtesy Sony Interactive Entertainment)

How Does a Souls-Like Differ from Other RPGs?

No matter how much you level up in a souls-like, victory hinges on the skill with which you use your stats, and the care with which you choose your stats and build. 

In normal RPGs, use determines progression, and it is the player character who levels up. You can upgrade an item by using it, wield this item to gain more experience points and reinvest these points into making the item even better. You can become a tank with sufficiently upgraded armour, and a one-hit killer with an overpowered weapon. 

This may not work in a souls-like, though it is possible to craft a build that gives you an overwhelming advantage. If you don’t perfect your build, your buffed up armour will probably absorb a few more blows from bosses before you die, and regular enemies can kill you if you cheese them with a powerful weapon – they will dodge, time their block and follow it up with a vicious and mortal counterblow. Levelling up in a souls-like requires you to carefully manage XP, and even after levelling up successfully, you need to grow skilled at whatever attack move or ability you gain. Not only do you have to grind to unlock a perk or skill, you have to grind again to master it. Skill determines progression and, in a sense, you are the one who levels up. 

In other RPGs, not all skills are meant to improve your ability to fight. In Starfield, there are entire skill trees with no relation to combat, allowing you to role-play as a planetary explorer, a space-faring merchant or an entrepreneur managing a business empire. 

In a souls-like, you aren’t going to be any of these things. You fight enemies, mini-bosses and bosses while navigating hostile levels and every skill in every skill tree is meant to give you a tactical edge in battle, and that’s it. This is why you should put extra care into every level up, every skill, every buff – they aren’t there to let you live out some RPG fantasy, but to help you ‘git gud’. 

This raises a question: are you truly role-playing as anyone if the entire levelling system is based on combat? It is possible that future souls-likes might introduce other role-playing mechanics, just as Elden Ring transplanted the souls-like into an open world. However, no matter how developers flesh out RPG mechanics in future souls-likes, player skill, rather than the player character’s level, will determine the progression along any skill tree. 

How to Survive in a Souls-Like, or How to ‘Git Gud’

The phrase ‘git gud (get good)’ will forever be linked to the souls-likes: becoming skilled is the key to surviving and winning in these games. You must also cultivate patience and perseverance to cope with the various challenges these games hurl at you. 

How Do You ‘Git Gud’ at Playing a Souls-Like? 
  • Be a Survivalist: Souls-likes do not feature typical survival mechanics like the need for food, clothing and shelter. But you have to garner resources needed to level up, unlock skills, and purchase key in-game items, all of which play a critical role in killing bosses and thus progressing to new areas. Dying to lesser enemies and losing resources can thus be infuriating. Learn enemy weaknesses, patterns and placements so you can clear an area again and again and level up to improve your odds against the boss. When weakened, flee from a fight if you can – whether it’s with a boss or an enemy mob – and return healthy. Lure away enemies from their groups if possible: divide and conquer. 
The stealth system in Sekiro: Shadows Die Twice confers a strong tactical advantage (Courtesy Activision)
  • Learn How to Deal Damage: One of the first surprises a souls-like throws at you is that your attack buttons don’t really do much. Enemies dodge, block, and counterattack expertly. Even if they don’t, repeated attacks will drain your stamina, leaving you totally exposed. However, these games offer move sets that can inflict significant damage, only if they are executed within a narrow time window. In the Souls games and Bloodborne it’s the parry and riposte, in Sekiro: Shadows Die Twice, you can follow up ‘perfect deflectswith a deathblow. In Nioh, a timed button press triggers a ‘Ki’ pulse that rapidly regenerates your ‘Ki’, or stamina, letting you deal more blows to enemies. 
  • Perfect the Defensive Moves: Dodge rolls to get out of, or under, the boss’ range. Ducking to evade high attacks. Leaping to avoid sweep attacks. Timing the block right, or at least blocking instead of spamming attacks and exposing yourself. Getting far, far away from unblockable attacks. No matter what build you choose, and no matter what high-damage move the game has, defence is critical to surviving in a souls-like.  
  • Study the Game, the World and the RPG System:  In other RPGs, any build can be effective, but souls-likes may not offer such flexibility. This is why the Nioh games allow you to respecialise or ‘respec’ your skill points because tactics that work in early missions may not work in harder levels. The set of starting builds offered in souls-like can be considered a deviously hidden difficulty slider: the worst builds almost guarantee failure, and the best offer a fighting chance. In the Dark Souls trilogy and Demons’ Souls, the magic build can actually be overpowered. Souls-like world-spaces can offer helpful hints (some of these are left by other players and are visible only when playing online). Read guides and watch playthroughs if you get stuck at a certain stage – this is particularly useful in such games as they offer little to no guidance.
In Demons’ Souls, the magic build can be exploited to create an overpowered character (Courtesy Sony Interactive Entertainment)

None of these survival tactics guarantee success. In each of these games, you must execute a perfect combination of defence and offence unique to each boss to defeat it and you will keep dying in perfecting this combination. Victory is always stolen from the jaws of defeat. 

Despite this, every Steam user has at least one souls-like game in their library, according to SteamSpy. Steam had a user base of 132 million active users as of 2021, and the total number of owned copies of games tagged as souls-like currently exceeds 170 million. 

It is safe to presume that the developers of souls-likes are getting things right more often than not, but these games could use a few upgrades without compromising on the design or artistic integrity of a souls-like experience. We delve into these below.

How Can Developers Improve the Souls-Like Formula?

Making souls-like games easier would just rob these games of their identity. However, developers can innovate on certain key features, compelling gamers to play such games despite their difficulty: 

  • Variety in Builds, Weapons and Bosses: Nobody wants to slog through reskinned bosses and enemies.  The best way to keep these games fresh is to provide a great deal of variety. Nioh’s movesets are not only fluid, but replicate real katana techniques: here’s a video of swordsmen replicating these moves, and explaining how lethal they can be. 

 

Nioh’s balletic weapon movesets are inspired by real Japanese katana swordplay
  • Intricate Level Design: As Josh Bycer points out, good souls-likes combine expert level design with immersive environments. You need to place obstacles, traps and other nasty things (the level) organically in a well-crafted world-space (the environment). With its grappling hook mechanic, Sekiro adds a vertical dimension that lets you soak in each gorgeous but treacherous worldspace. 
  • Rewarding Gameplay: These games should give freely if they wish to remain unforgiving. Good souls-likes reward exploration: you can find ‘Kodamas’ by exploring Nioh’s levels, and these beings confer various ‘blessings’ that can make your playthrough easier. In Elden Ring, exploring the Legacy Dungeons (without the aid of your steed Torrent) can result in epic rewards and boss fights.
The player’s horse, Torrent, cannot accompany them in the Legacy Dungeons of Elden Ring (Courtesy Katlego Motaung, ArtStation)
  • Less Punishing Deaths: This is another quality-of-life feature that can make these games more accessible. Sekiro is by far the most forgiving: You can resurrect in mid-battle after dying and flee to a nearby checkpoint (boss encounters zones do not lock you in) without any penalty. Even if you die, there is a 30% chance that you will lose nothing because of the Unseen Aid mechanic. 

Conclusion

Developers need not compromise on the difficulty or even the souls-like rule-set that we have defined above when they introduce quality-of-life upgrades or innovations. Sekiro might not punish you repeatedly for dying, but you possess only one decisive move in battle: the perfect parry. Nioh’s movesets are fluid and even flashy, but they must be executed within a very narrow time window and can be mastered only with a lot of grinding. 

In fact, throughout this blog, we have discussed how each prominent souls-like balances offence, defence and difficulty, how it stands out with variations on the core design principles of such games, and how even death, the worst outcome, is usually a learning path for the gamer. So long as designers get the basics right, they can innovate endlessly – and this is why we have so many high-quality souls-likes, and so many devoted fans of these games. We will take a closer look into these games in the next blog in our series.

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