Gaming

I’m Tired of the Same Problem in Every Soulslike Game

Soulslike games have seemingly taken over the gaming industry. Even when they aren’t action RPGs, games are adopting elements and mechanics from Soulslike titles. It’s basically become its own subgenre, and fans are eating well with the number of Soulslikes that have been released or are forthcoming. These capitalize on the challenge, intricate combat systems, and discoverable lore. But they also use one feature that is getting old. This has become a core part of the Soulslike experience, and while it had its appeal at first, this aspect has grown stale and needs to go.

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So many Soulslikes fall into the same pattern of making their world bleak and depressing. Devoid of color and suffocating the player in overwhelming melancholy. Dark fantasy has become almost synonymous with Soulslike games, and it’s time for a change.

The Bleakness Is Getting Old

Elden Ring
image courtesy of fromsoftware.

Boot up almost any Soulslike game and you’ll be greeted with a decaying dark fantasy world. The crumbling castles of Dark Souls, the grotesque gothic world of Bloodborne, and the ashen landscapes of Elden Ring exude dread that has become one with the genre. These settings heighten the tension and stakes, but ultimately, all start to feel the same. Even when the setting isn’t directly dark fantasy, the muted color palettes make it hard for Soulslikes to stand out.

Sure, this makes for an excellent atmosphere and fits with the tone of the genre. But after seeing the same aesthetic time and time again, it starts to wear thin. Instead of feeling unsettling and terrifying, it feels predictable. Challenge and punishing combat do not mean a game’s visuals have to be dreary. Because of this, players are drowning in sameness within the genre.

Bleakness isn’t inherently bad, but it’s not enough anymore. For the genre to grow and evolve, it needs to look beyond endless ash and stone. Soulslike games can keep their punishing edge while experimenting with light, vibrancy, and worlds that feel alive as well as threatening. Darkness was once the greatest strength in Soulslike games, but now it’s holding them back.

The FromSoftware Effect

Wuchang: Fallen Feathers
image courtesy of leenzee.

The Soulslike genre has been shaped by FromSoftware. Its games are icons not just in the genre, but in the video game industry itself. Without the studio’s efforts, the genre would not be nearly as popular as it is today. FromSoftware’s use of crumbling worlds and oppressive environments has become as important to the genre as the tough-as-nails combat. Towering cathedrals, undead warriors, and monstrous bosses are frameworks the developer has made almost a requirement for Soulslike games.

But what worked for FromSoftware doesn’t necessarily mean it works for every developer. The studio tied the bleakness of the world into the gameplay itself. Other games not only take inspiration from this, but live by it. So many Soulslikes create their own dark fantasy world, but it becomes hard to tell them apart from one another. Lords of the Fallen is guilty of this, and it takes away from the overall success of the title.

Even when games aim for a different setting, such as Lies of P or Wuchang: Fallen Feather, they fall into the same trap of bleakness. Players are constantly dropped into these dying worlds that could just be reskins of FromSoftware’s works. While the ideas are different, the atmosphere and vibe feel too familiar and hold the genre back. To truly stand out, developers need to experiment and move away from the same old concept.

Challenge Can Still Shine in Color

Another Crab's Treasure
image courtesy of aggro crab.

The things most missing from Soulslike games are color and life. Hardly any game in the genre deviates from dreary and monotonous worlds. Challenge can still exist in brightly colored worlds. Experimenting with alien landscapes or surreal dreamscapes would make a Soulslike game stand out. Something like Another Crab’s Treasure is the perfect example of how a game can lean into vibrant colors and humor while still offering players the difficulty of the genre.

What’s more, the contrast would be more impactful. Walking into a sunny meadow with a difficult boss fight would surprise players. What appears to be a safe spot actually contains a threat that hinders progress. Alternatively, a neon-lit city would be perfect for a cyberpunk Soulslike game. Diverting from bleak backdrops and environments is an easy way to differentiate a game from other Soulslike titles.

Making the world stylized and striking rather than following the same FromSoftware pattern is a missed opportunity. Players are drawn to the challenge of Soulslike games, and this could still be implemented in new visual approaches. This isn’t to say the world needs to look like a rainbow vomited on it, but something other than gray and black would be appreciated in this genre.


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