this post was submitted on 11 Apr 2026
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am I interpreting it properly

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[–] Datz@szmer.info 2 points 6 days ago

I guess Mario is a Souls-like game now, just fail to dodge two hits and you're dead

[–] Scarry@hexbear.net 2 points 6 days ago (1 children)

Here's a very in-depth video on the dark souls trilogy made by a reviewer that is bad at games and loves the series. And his follow-up on the 3 post dark souls games.

[–] HexReplyBot@hexbear.net 2 points 6 days ago

I found YouTube links in your comment. Here are links to the same videos on alternative frontends that protect your privacy:

Link 1:

Link 2:

[–] Awoo@hexbear.net 18 points 1 week ago* (last edited 1 week ago) (12 children)

Souls-like is defined by the need to decide between attacking, blocking, dodging or parrying. With the additional factor of attacks having a fixed commitment to the attack animation that leaves you vulnerable and likely to get hit if you press it at the wrong time.

It's mostly just 2D fighting game combat translated into 3D with a lock on targeting system.

[–] CrawlMarks@hexbear.net 8 points 1 week ago

This is spot on. I like fighting games and I after playing a bunch of fighting games I will be better at the spacing and timing in a souls game.

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[–] laziestflagellant@hexbear.net 9 points 1 week ago* (last edited 1 week ago) (5 children)

According to the Skyrim modding community, Souls-like combat means:

-You have a camera lock on function

-You have a dodge or roll button

-You have 'attack commitments' that hold the player and enemies in place during attacks to make the attacks feel more weighty

You have slightly more optional aspects like having weapons with somewhat varied movesets or the punishing difficulty but as far as changing Skyrim's combat into a Souls-like, those seem to be the defining traits

[–] blunder@hexbear.net 7 points 1 week ago (3 children)

According to this definition, The Legend of Zelda: Ocarina of Time is souls like

[–] Infamousblt@hexbear.net 5 points 1 week ago (5 children)

I actually think Zelda and Dark Souls are almost the same game so unironically yes. Dark Souls 2 is basically just one giant Zelda dungeon

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[–] Demifriend@hexbear.net 5 points 1 week ago (2 children)

Well more like Souls games are Zelda likes but yeah

[–] Datz@szmer.info 2 points 6 days ago

I'm playing Demon's Souls now and it really feels like a Zelda game, but edgier, more RPG and with a Stamina bar. In particular because of the many gimmick bosses.

Then Dark Souls 1 and onwards started being more and more of just an Action game, until DS3 (or Bloodborne had I played it) where it's an action game first. Which is also good. Just different.

[–] moh@hexbear.net 2 points 1 week ago (1 children)

need more hya!! hup! hyaah!!! in souls likes tbh

[–] Demifriend@hexbear.net 1 points 6 days ago

At least we get ouuuughghhh to make up for it

[–] Acute_Engles@hexbear.net 5 points 1 week ago (2 children)

I suppose the jump attack is pretty committal but the attacks in OoT are pretty quick

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[–] LaughingLion@hexbear.net 9 points 1 week ago (1 children)

everytime i tune into a stream where someone is playing one of these games they are just rolling around on the ground like wtf are you doing just play sanic the gofer or whatever if you want to roll into a ball and move around on the floor

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[–] Evilsandwichman@hexbear.net 7 points 1 week ago (5 children)

There's a lot about the souls games I like, but eventually I reach a boss I can't beat and the rest of the game gets locked behind that one boss; in dark souls 3 that would be the sword dancer boss, a literal gate behind which the rest of the content exists. Her moveset is extremely confusing because it looks very samey and it gets hard to learn what to dodge through.

Also you say 'dodge and block', but really it's just dodge; one thing that's really awful about these games (maybe just the later ones in the series? I can't remember how the older ones were in this regard) is that there's primarily only one way to play it and that's dodging and maybe parrying; you rarely are able to build your character to be super tanky (so heavy armor + high health); it may be an RPG, but you can't truly play it the way you want.

I recall back in demons' souls and dark souls 1, heavy armor and armoring up was entirely viable. In dark souls 1 they even added a steel (iron? stone?) skin pyromancy to add on top of the heavy armor you already had on. I can't recall if dark souls 2 allowed for that style, and dark souls 3 definitely didn't. The Havel set USED to be great for boss fights.

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[–] YiddishMcSquidish@lemmy.today 7 points 1 week ago (1 children)

This would describe expedition 33: Claire obscura pretty well.

[–] queermunist@lemmy.ml 6 points 1 week ago (6 children)
[–] gramxi@hexbear.net 6 points 1 week ago

soulslike is when animation priority and when you have a whole lot of animation priority, you get QTE

[–] Arahnya@hexbear.net 5 points 1 week ago* (last edited 1 week ago) (2 children)

to me there is nothing quite like dark souls 1. even later iterations are "souls like" (while still being their own thing)

to me its a game where the stakes are relatively low; you can die a lot and it doesn't really matter. You just have to learn the movesets of the bosses / enemies, and however long it takes you to execute damage within the windows given. It requires a lot of patience, memorization, and some motor skill effort depending on what you're trying to do. It's difficulty means that any hardship you overcome feels well deserved and rewarding. You can grind and get levels / gear that helps, or go bare bones. While the game is punishing, and does have some "gotcha!" moments (such as saying "no" to a cat) you can always work to overcome it. I don't think the developers intended to be cruel or to punish one too much.

And then there is ds1 pvp which I hear is like starting all over again and overcoming a wall, but is unique in it's delivery.

really, when other games say "soulslike" I think they just mean their game is difficult and requires memorizing the movesets of bosses. Hades 1-2 has some aspects of this but it's not exactly the same. But dying has different consequences, starting over from the very beginning.

[–] b000rg@midwest.social 2 points 6 days ago (1 children)

For some reason, it really seems like no matter how people try to sell these games to me, I still can't get over the fact that I'm going to die over and over again. I play games to be rewarded, not punished repeatedly before finally obtaining the small satisfaction of overcoming the thing that killed me 30 times. That just doesn't feel like a win to me.

[–] SevenSkalls@hexbear.net 1 points 6 days ago

I think that is what it is for me, too. I wish I could get what other people get from these games because it really does sound so rewarding. But I have short spurts of playtime available to me.

But, DS games felt like the kind where you really have to be in the zone or rhythm of it, and by the time I warmed up to that point, I had to put the controller down and I had either none or barely any progress in the actual game.

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[–] Owl@hexbear.net 5 points 1 week ago

"souls like" is when your character is doing a slow "return to idle" animation so you press a button to stop that and do the next thing, but they have no visible reaction, then the situation changes so you press a different button, then five years later they finish their animation and act like you pressed the first button

[–] TraschcanOfIdeology@hexbear.net 5 points 1 week ago (2 children)

Souls-like just means m "rhythm games with swords and magic instead of dancing and neon shapes"

[–] CrawlMarks@hexbear.net 6 points 1 week ago

Fighting is infact a form of dancing

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[–] MaoTheLawn@hexbear.net 5 points 1 week ago* (last edited 1 week ago) (10 children)

Souls like games are barely even games, they remind of me of arcade machines where it's all just about memorising vs the machine

Never actually feels like playing a proper game, it's got more in common with a dance mat than anything else. When X does Y, press B. When Y does X, press A. Dodge the thing. Hit the thing twice. Dodge the thing again. It's like a feature length quicktime event.

[–] Datz@szmer.info 1 points 6 days ago (1 children)

You're just describing any action game. Or even turn based games. Or even real life games. Just say you hate games.

[–] MaoTheLawn@hexbear.net 1 points 6 days ago (1 children)

I think any game - real or not - with a human controlled enemy is an exception because humans won't do the same thing every time.

Souls like games have a trademark combat system that I just find tedious. With other action games the combat is easy enough that I can just breeze through it and enjoy the world, or complex and varied enough that I can spend time truly enjoying the combat. Souls games just don't work for me.

[–] Datz@szmer.info 2 points 6 days ago* (last edited 6 days ago)

But... Souls enemies don't do the same thing every time, at least FromSoft's. There's fairly few instances where you can manipulate the RNG into one predictable attack. I WISH I could see when the boss is going to use that one stupid attack, but I can't. I for one think Souls has one of the more* complex RPG systems (for an action game first - obviously, JRPGs like E33 beat it, but have extremely basic action) when you factor in the different weapon speeds and range, armor/roll/weight ranges, changing which attacks you can counter and how, a TON of varied magic (that vets hate because it's fun I guess), shields (and shield pokes, my beloved), stat distribution and multiple damage types if your build allows it. Even in melee focused runs, I upgrade different weapons to change between depending on situation.

If you just take your straight sword or ultra sword and use nothing else, like the stereotypical Souls player does, then the games are pretty basic for action games. Which is probably why a lot of players think Sekiro is much better, because they focused on action only. But most From games aren't just action, they are RPGs too.

[–] Acute_Engles@hexbear.net 6 points 1 week ago (13 children)

When minecraft first came out there was a big discussion online and offline about whether it was technically a game. There was no ender dragon or netherworld or 'bosses' to speak of. There were no objectives, quests, storylines... All you do is mine and craft. There's no way to win or lose or any ingame reason to play beyond mine and craft.

I mention this to say that trying to define a videogame is a fool's errand

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[–] purpleworm@hexbear.net 5 points 1 week ago* (last edited 1 week ago) (3 children)

No, and even superficial scrutiny demonstrates that that's not the case.

I'm so unfathomably sick of listening to people moan and moan about soulslikes.

Yes, the fanbase is rancid. Yes, the subgenre is wildly overrepresented and often treated in a very formulaic way and are liable to suck, like most trend-chasing games do. These complaints are fair game.

But very often people go several steps further because they have so much resentment over these facts that they extend this to attacking a serviceable genre and always interjecting how much they hate it and how superior they are to it in every discussion about it. I don't really care for shoot-em-ups. Do you know what I do? Move on with my fucking life instead of writing dissertations about how they are fake and evil games and dropping into every shmup conversation to tell them how much it sucks.

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