They seem so popular, dozens of games coming out, and reviews often positive.

But

When I see “Roguelike” I imagine a game that’s too small to be a real game, so they made it so you can never win and just have to keep trying and you’ll get a decent number of hours out of it. With just enough progression each time that you start to believe it’s possible you’ll get somewhere meaningful.

When I see “Souls-like” I think of a game where the difficulty is only there to give people with too much time on their hands a sense of superiority.

I have roughly a thousand games in my various libraries and I have never played a game in either of these genres.

I feel fine being so unreasonable about this.

  • Carnelian@lemmy.world
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    2 days ago

    Honestly a lot of the “sense of superiority” and “these games will beat you senseless” types of sentiments regarding Souls actually stem from some really early marketing decisions that the developers didn’t originally intend

    Fromsoft is actually self published in Japan, and Bandai helped them distribute the game to western audiences. There’s a whole essay worth of information we could talk about regarding what was popular in the west at that time, but basically when marketing the game they focussed on the intensity and the violence and how hardcore and badass you’d be for making it through.

    It worked like a charm, and the games succeed financially and developed that frankly kinda rancid reputation (fans bragging about finishing a boss, coining “just get good”). It was enough to deter me from getting involved with it for literally a decade, until Sekiro came out

    I go crazy for katanas and any samurai type stuff so I jumped in. Had a great experience, still one of my favorite games, and it was enough to get me to go back and try out the older souls games.

    And the truth is the games are nothing like what the marketing or the rabid fans would have you believe. The art and presentation is that intense, but the actual game is borderline…cozy? In a weird way?

    The thing that trips people up is the game has animation commitment, so once you hit attack you have to wait for the whole move to finish before you can act again. But the enemies are also like that, and furthermore, Fromsoft has the best animation telegraphing in the business. So you can just watch the boss, learn what they’re gonna do, wait to see how long they’re vulnerable after a given attack, and then subsequent times you see that attack you have a good idea of how much time you have to land your own attacks.

    So once you “tune in” to this style of combat, it becomes a really meditative experience, one that rewards patience and observation. What makes it work so beautifully is that the presentation and music is so intense, to the point where you can actually become wrapped up in that and lose focus.

    So in essence, I would say Souls games more than anything are about cultivating a mentality of remaining calm and peaceful during a storm, and then witnessing how your peaceful nature will allow you to endure any hardship.

    We didn’t really get that sentiment much in games in the west at that time. So everything about the perception of the games stems from that. People feel so strongly about finishing the games because doing so genuinely taught them an important lesson. But the early marketing colored the public perception of the experience in a way that really misled many people who I think would ultimately adore the games

    • mimavox@piefed.social
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      2 days ago

      Exactly! Although it may seem contradictory, this “animation commitment” gives you the feeling of exact control over your character, unlike in any other game. Everything turns into beautiful choreography. The next time you pick up a standard “button mashing” game, you will truly notice the difference.