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What makes a game a "soulslike"?
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an i-frame button and spongey bosses
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The dogshit QTE gameplay.
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you just know it bro
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>>720780264
dogerollslop with iframes and repeated deaths types of difficulty which require learning enemy and boss patterns
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JUST CALL IT ACTION EXPLORATION ALREADY
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games where you roll on the floor
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>>720780264
Soulslike is just a buzzword publishers use to try and bait retards into buying their slop because they 'like thing' so you'll definitely like this that's trying to be like that too!
whenever someone advertises their game as a Soulslike a know it's going to be bottom of the barrel slop that was cobbled together in under 6 months to try and make a quick buck
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If the game is shit.
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the three r's
roll
riposte
R
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>>720780567
No, thats what they were called before they were homogenized into souls slops, they dont even have much adventure anymore either its all boss rush
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>>720780264
It's basically Zelda OOT, but harder, with more weapons and edgy.
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For me, a soulslike is a game that has punishing (Not necessarily hard, but punishing if you fail) gameplay and the souls mechanic of being able to grab your shit.
The way enemies respawn is another strong indicator, though I don't think it's necessary.

And yes, this does mean I don't think Sekiro is actually a soulslike. It gets grandfathered in as an unofficial pseudo-soulslike by virtue of the developer.
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>>720780264
it's actually been boiled down to basically just "3" requirements
>enemies respawn when you die (except bosses or midbosses)
>you lose your level-up/progress material/experience/whatever (so that if you haven't already spent upgrades, you might lose the progress you've garnered)
>generally difficult or something
afaik that's pretty much it. That's what people want when they talk about a soulslike. I don't doubt someone will post something that might technically fit these but be otherwise obviously not one but whatever, you can tell the difference now, I hope.
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>>720781478
You might even call it a soulslite.
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I still can't believe that, after years and years of people complaining about games having no stakes and not being difficult, everyone immediately turned on the very first game that actually attempted to punish you if you made mistakes. Everyone who rallied against soulslikes was directly responsible for shit like tlou setting the standard (despite being less successful over all).
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>>720781181
Based as hell. The original "action RPG" term actually implied a blend of adventure and progression in worlds you could explore at your own pace, like King's Field or even Legacy of Kain. Now every dev slaps on a stamina bar and 5-second windups and calls it a day. No real world-building, just fog gate to mini-arena to fog gate. It's ritualized trial and error designed for streamable "reaction" content, not engaging gameplay.
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>>720780264
>Mechanically/gameplay:
Dodge mechanics, rechargeable but limited healing items, 'bonfires' (place to rest and recover the healing items charges), adjustable attributes, XP and money are the same thing, 'you-die-you-lose all your xp (but it can be recovered if you get to the place you died), equipment-related moveset, pattern-heavy boss fights.
>Thematically
dark, depressed elements (even in that crab game), convoluted story, story told partially in the items, sacrifice.

I think that's about it. Usually there's also a treacherous NPC that pretends to be friendly but backstabs you later on.



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