How FromSoftware Defined a Genre
“Soulslike” emerged as a descriptor after Dark Souls (September 2011) established a design philosophy: punishing difficulty, stamina-based combat, bonfire checkpoints, corpse-running to recover lost experience, cryptic storytelling through item descriptions, and interconnected level design. The term expanded to include Demon’s Souls (2009) and later Bloodborne (2015), creating the “Soulsborne” sub-label.
The Core Formula
Soulslike games share DNA beyond “it’s hard”:
- Deliberate Combat: Every attack commits; button-mashing gets you killed; patience and pattern recognition trump reflexes
- Stamina Management: Dodge-rolling, blocking, and attacking drain stamina; greed kills
- Risk-Reward Death System: Dying drops all currency/experience at death location; dying again before recovery loses it permanently
- Environmental Storytelling: Minimal cutscenes; lore discovered through item descriptions, placement, and NPC dialogues
- Shortcuts and Interconnectivity: Levels loop back to earlier areas; unlocking shortcuts feels rewarding
- Boss Gauntlets: Challenging bosses with learnable patterns; “git gud” by memorizing movesets
- Minimal Hand-Holding: No quest markers, no difficulty settings, no explanation—figure it out or die
These elements combined create a specific feel: tension, exploration, accomplishment from mastery, and dread of unknown areas.
The Copycats (2014-2018)
Dark Souls’ success inspired dozens of imitators:
- Lords of the Fallen (2014): Medieval European Dark Souls clone, decent but forgettable
- The Surge (2017): Sci-fi Soulslike with limb-targeting, cult following
- Nioh (2017): Team Ninja’s feudal Japan take, faster combat, loot-focused
- Salt and Sanctuary (2016): 2D Soulslike, Castlevania meets Dark Souls
- Hollow Knight (2017): Metroidvania Soulslike, indie darling, praised for atmosphere
- Mortal Shell (2020): Smaller-scale Soulslike with possession mechanics
- Code Vein (2019): Anime Souls with vampires and waifus
Most felt derivative—they copied mechanics without understanding the philosophy. Interconnected worlds became linear levels with bonfires scattered randomly. Difficulty became cheap enemy spam rather than fair challenges. “Soulslike” became a pejorative for games that aped aesthetics without soul (pun intended).
The Successful Evolution
A few games understood the assignment:
- Bloodborne (2015): FromSoft’s Gothic Victorian masterpiece; faster combat rewarding aggression over turtling
- Sekiro: Shadows Die Twice (2019): Posture-based swordplay; ditched RPG stats for forced mastery; GOTY winner
- Nioh 2 (2020): Refined loot-action hybrid, respected as its own thing
- Hollow Knight (2017): 2D exploration perfection, compared favorably to 2D Souls attempts
These games took inspiration without slavish imitation. They asked “What if Soulslike but…?” and answered compellingly.
Elden Ring: The Genre Peak (2022)
Elden Ring (February 2022) vindicated the formula by combining Dark Souls with open-world freedom. 20+ million copies in one year proved Soulslike appeal wasn’t niche—it was mainstream gaming’s secret best-kept formula waiting for the right execution.
The success validated FromSoftware’s philosophy: players want challenge, mystery, and respect for their intelligence. The “accessibility debate” raged—should Elden Ring have easy mode? FromSoft’s answer: No, but we’ll give you tools (Spirit Ashes, co-op, overleveling) to make it easier your way.
The Debate: What Counts as Soulslike?
The community argues endlessly:
- Strict definition: Must have stamina combat, bonfires, corpse-running, FromSoft-style level design
- Broad definition: Any game emphasizing difficulty, pattern learning, and punishing death
- “Souls-inspired” vs “Soulslike”: Souls-inspired borrows elements; Soulslike copies wholesale
Games like God of War (2018), Jedi: Fallen Order (2019), and Tunic (2022) borrow Soulslike elements but aren’t full Soulslikes. The line is blurry and contentious—some consider Hollow Knight a Soulslike, others call it Metroidvania with Souls flavor.
The Legacy: A Design Philosophy, Not a Genre
Soulslike influence extends beyond obvious clones. Modern action games adopted:
- Stamina management (Assassin’s Creed Origins onward)
- Boss design philosophy (Guardian fights in Breath of the Wild)
- Environmental storytelling (The Last of Us Part II)
- Respecting player intelligence (Tunic’s secret language puzzle)
FromSoftware proved you could make blockbuster games without quest markers, difficulty settings, or tutorial pop-ups. Soulslike became shorthand for “challenging but fair game respecting player skill”—a design philosophy as much as a genre.
Sources:
- IGN “What Makes a Soulslike?” (2019)
- Polygon “The Problem with Soulslike Games” (2018)
- Game Informer Elden Ring review and sales data (2022)
- YouTube: Iron Pineapple Soulslike review series (2017-2023)