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The ‘Souls-Like’ Conundrum: When a Genre Becomes a Buzzword

Have you ever come across a game labeled as “Souls-Like” and wondered how it came to be associated with that particular genre? You are not alone, though. The word ‘Souls-Like’ has become so overused in the gaming world that its original meaning is beginning to fade. It resembles a telephone game gone wrong in which the original message has been completely misinterpreted. However, let’s stand back and examine how we arrived at this point.

“Do We Need a Soulslike Genre?” shared by YouTube channel: Game Maker’s Toolkit

The Dark Souls series, a group of video games renowned for their severe difficulty and adored for their elaborate environment designs and rich narrative, is where it all began. The bar for what constitutes a difficult, engaging gaming experience was raised by these titles. But like with any recipe that worked, there will inevitably be copycats. Presenting the ‘Souls-Like’ genre, or what was meant to be a genre in the first place.

The issue is that the word “Souls-Like” has been used so loosely that it’s started to refer to a motley assortment of games that only vaguely resemble the Souls series. Use Ghost of Tsushima as an example. Although the game is excellent on its own, it would be inaccurate to describe it as “Souls-Like.” The same holds true for Cuphead, God of War, and Monster Hunter: World. Even while these games may have certain similarities, such as difficulty or boss fights, does it automatically make them “Souls-Like” games? Not in my opinion.What then is the cause of this label madness? Some others argue that search engine optimization, or SEO, is the key. ‘Souls-Like’ is a moniker used by developers and marketers to try to capitalize on the popularity of the Souls series to draw attention to new games from potential gamers. Although it’s a great strategy, it distorts the true meaning of the genre.The issue is that the word “Souls-Like” has been used so loosely that it’s started to refer to a motley assortment of games that only vaguely resemble the Souls series. Use Ghost of Tsushima as an example. Although the game is excellent on its own, it would be inaccurate to describe it as “Souls-Like.” The same holds true for Cuphead, God of War, and Monster Hunter: World. Even while these games may have certain similarities, such as difficulty or boss fights, does it automatically make them “Souls-Like” games? Not in my opinion.

What then is the cause of this label madness? Some others argue that search engine optimization, or SEO, is the key. ‘Souls-Like’ is a moniker used by developers and marketers to try to capitalize on the popularity of the Souls series to draw attention to new games from potential gamers. Although it’s a great strategy, it distorts the true meaning of the genre.

Souls-like and Souls

Not to be overlooked is the part played by the players themselves. With systems like Steam allowing users to tag games, the community directly influences these categories. However, tremendous power also comes with great responsibility, and it appears that we have applied the “Souls-Like” title a little too quickly. That’s not helping anyone; it’s become a catch-all label for any game that’s even somewhat difficult or gloomy.

What was the outcome? a genre that has become nearly useless due to its broadness and lack of definition. It’s equivalent to claiming that every car chase in a movie is “Fast & Furious-like.” Although they may have that one thing in common, a thrilling street racing story need much more to really convey its essence. ‘Souls-Like’ games follow the same rules. It’s about a certain collection of gameplay mechanics and design principles that come together to produce a unique experience—it’s not simply about difficulty or a grim look.

Dark Souls 2 – Gyrmastodon The Grandmaster (The HIGHEST Physical Defense)” by Marco Hazard is licensed under CC BY-SA 2.0

‘Souls-Like’ has become a victim of its own popularity. Once a catch-all term for games that really did follow in the footsteps of Dark Souls, it has become vacuous and has lost its meaning. It’s time to reconsider our definition of “Souls-Like” and save the moniker for games that genuinely merit it. If we don’t, we run the risk of making the genre so unimportant that it would be unfair to the games that have put a lot of effort into earning that distinction.

Examining the core of the ‘Souls-Like’ phenomena requires determining what exactly characterizes a game in this illusive category. It goes beyond simply maintaining a somber tone or being as tough as nails. No, “Souls-Like” refers to a particular type of gaming experience that is carefully designed and has a few distinguishing characteristics. Now let’s get our hands dirty and analyze what exactly qualifies as a “Souls-Like” game.

‘Souls-Like’ games revolve around complex level designs. This is about more than simply gorgeous visuals and expansive scenery; it’s about how the world is connected and how ingenious shortcuts allow it to loop back on itself, giving every part of the game a sense of purpose. It’s all about the excitement of exploration and the fulfillment that comes from opening a fresh door that goes back to well-known ground. In addition to rewarding players’ curiosity with loot, this design concept promotes exploration and provides a greater grasp of the game’s universe.

The freedom of mobility in the game’s universe is another distinguishing feature of the genre. Usually, players aren’t directed in a straight line. Rather, they are granted the freedom to take on obstacles in a different sequence, deviate from the norm, and, if they so choose, confront more difficult parts of the course early. However, this independence comes with a lack of guidance, so players must fend for themselves when figuring out where to go and what to do next. It’s a welcome change from the hand-holding that’s become the norm in a lot of contemporary games.

‘Souls-Like’ games likewise heavily revolve around the idea of death and loss. The currency system is revolutionary; it allows you to earn experience and money at the same time by accumulating “souls” or something similar. You only have one chance to get everything back if you die. If it fails, it will vanish forever. Every decision and every action has more weight under this system. Losing progress isn’t the only issue; there’s also the tangible anxiety that accompanies the possibility of losing what you’ve fought for.

Then there’s the narrative, which is typically presented through item-based and ambient narration as opposed to straight-line cutscenes. Players are encouraged to take on the role of private investigators and piece together the story from fragments of information strewn throughout the game thanks to the rich, complex, and ambiguous backstory. It is a storytelling technique that honors the player’s intelligence and desire to go further into the game environment.

The ‘Souls-Like’ sensation is further enhanced by multiplayer invasions. It’s exhilarating and unsettling to consider that any minute another player may break into your game and convert your solo adventure into an unexpected PvP encounter. It’s a distinct social dynamic that makes it difficult to distinguish between competitive and cooperative gaming.

Finally, there are repercussions for every action thanks to the real-time save system that logs every move you make. ‘Save scumming’ is not an option here; you have to accept responsibility for your mistakes. The significance of each choice and action made during the game is emphasized by this technique.

Misfit title

Let’s tackle the problem that has been there all along: difficulty. Although ‘Souls-Like’ games are often associated with a high degree of difficulty, what defines them isn’t the difficulty per se, but rather the way the hardship is conveyed. It’s about grasping mechanics, figuring out foes, and picking up patterns. It’s about the gratification you get from using talent, patience, and tenacity to overcome something that at first seems impossible.

《對馬幽魂》中的開放世界不一般 會處於不斷的動態變化之中” by steamXO is licensed under CC PDM 1.0

Thus, it’s evident that something is amiss when titles like Cuphead and Ghost of Tsushima are categorized as “Souls-Like.” Despite being outstanding in and of itself, these games lack many of the fundamental components that characterize the ‘Souls-Like’ genre. Difficult gameplay and a gloomy look are insufficient. A ‘Souls-Like’ game is about the whole, the unity of its design, and the experience it provides.

Players and developers alike must understand what ‘Souls-Like’ actually implies as we proceed. It’s not a term to be used carelessly or as a catchphrase in advertising. This term ought to be saved for games that truly capture the essence and mechanics of the genre. By doing this, we can maintain the term’s integrity and make sure that “Souls-Like” continues to be a relevant way to characterize a unique and adored kind of gaming experience.

‘Souls-Like’ should serve as a signal for players looking for a particular type of challenge—one that is meaningful, linked, and incredibly fulfilling. For gamers who want games that engage them on a deeper level than most other genres, it’s a call to action. Let’s avoid overusing and misapplying it, which would weaken its meaning. Rather, let’s honor and preserve the special heritage of “Souls-Like” games, making sure the phrase is as powerful and evocative as the experiences it evokes.

Related posts:
Gaming News: The Rise of Tagging Chaos – Is ‘Souls-Like’ Losing its Meaning?
Do We Need a Soulslike Genre? (Game Maker’s Toolkit)
Existentialist Philosophical Analysis of Dark Souls


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