Summary

  • FromSoftware's modern games, such as Demon's Souls and Elden Ring, offer a variety of experiences within the Soulslike genre, showcasing unique twists on familiar concepts like stage-based progression and expanded verticality.
  • The developer is likely to continue experimenting with new features and remixing old ones in its future titles, with the potential for branching out even further like it did with Sekiro and Armored Core 6.
  • However, while Sekiro shares similarities with Soulslike games, core mechanics and gameplay elements such as the deflection system and grappling hook are not easily translated into traditional Souls gameplay, with FromSoftware avoiding overpowered defensive options and embracing restricted movement in its Souls games.

Despite most of them being Soulslikes, there's a lot of variety in FromSoftware's modern output. Demon’s Souls employs stage-based progression instead of Dark Souls’ interconnected worlds, and Elden Ring’s expanded verticality recalls Sekiro: Shadows Die Twice despite how differently each expresses it. Even Sekiro and Armored Core 6: Fires of Rubicon have their own twists on similar concepts, like the different ways enemies can be staggered and how high mobility is represented. As long as high difficulty is permissible, there's a diverse range of experiences to be found in FromSoftware's games.

It's likely that this sort of experimentation will continue in the developer’s future titles, whether that takes the form of adding new features or remixing old ones. With any luck, fans will see FromSoftware branch out more over time like it did with the aforementioned Sekiro and Armored Core 6. Future games in the style of Armored Core may be possible given FromSoftware's history, but Sekiro may remain one of the most unique entries in its catalog. The game is similar to a Soulslike, but often isn't considered such, as what lies at its core doesn't translate into Souls gameplay very well.

A Key Part of Sekiro's Combat Would Be Overpowered In Souls Games

Sekiro - Close Up Of Sekiro Parrying Jinsuke Saze's Attack Away

At first, plenty of similarities between Sekiro and its Soulsborne peers seem evident. There's a strong focus on combat in all of them, especially with regard to fighting bosses. However, it's within these games’ abundant battles where their fundamental incompatibility appears. Generally speaking, Soulsborne games encourage defensive play, either through shields or using dodge rolls to escape attacks. From a safe position, how players deal with enemies is up to them. Sekiro has limited offensive skills, but that's to balance out defensive abilities that eclipse their equivalents in every other FromSoftware game.

Sekiro's Deflection System Promotes Defense Too Well

Parries may be abundant and powerful in Dark Souls, Bloodborne, and even Elden Ring, but they are so deeply ingrained into Sekiro's moment-to-moment gameplay that it's hard to imagine a traditional Soulslike copying them. Wolf rhythmically deflects attacks before instantly dispatching his staggered opponent, putting even the Bloodborne Hunter's gunshot parries to shame. All of that is without going into the various other defensive options, like Mikiri Counters, that define Sekiro: Shadows Die Twice. FromSoftware may encourage defensive playstyles, but in nerfing Elden Ring’s Barricade Shield Ash of War, it made its stance clear on avoiding overpowered defensive options in its Souls games.

FromSoftware Will Likely Keep Grappling Hooks Out Of Future Souls Titles

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Combat isn't the only major gameplay element Sekiro shares with FromSoftware's other games. Exploring mysterious fantasy worlds is a core appeal of FromSoftware projects, and Sekiro makes traversing them even more enjoyable with its grappling hook. Wolf is already more nimble than the average Soulsborne protagonist, but his only permanent Shinobi Prosthetic tool lets him casually soar across cliffs and rooftops with ease. It's a surprisingly compelling part of Sekiro that even has occasional combat applications, but the chances of something similar appearing in games like Dark Souls or Elden Ring are slim.

Unlike Sekiro, Soulsborne Areas Need Restricted Movement

Despite Elden Ring's jump button and resulting vertical environments having originated in Sekiro, FromSoftware will likely leave the player's aerial abilities there. Except for the occasional elevator or Spirit Spring shortcut in Elden Ring, Soulslike players are grounded for the majority of their gameplay. Sekiro's grappling hook would not only make it easier to navigate past enemies, but would interfere with the intricate layout of paths FromSoftware prefers to build into its dungeons. A dedicated Souls game wouldn't be complete without danger and tension, and the powerful defense and free movement of Sekiro: Shadows Die Twice would shatter those carefully crafted feelings in an instant.

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Sekiro: Shadows Die Twice Tag Page Cover Art
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Action RPG
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Top Critic Avg: 90 /100 Critics Rec: 96%
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Released
March 22, 2019
ESRB
M for Mature: Blood and Gore, Violence
Developer(s)
From Software
Publisher(s)
Activision
Engine
Proprietary Engine
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WHERE TO PLAY

DIGITAL
PHYSICAL
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Platform(s)
PS4, PC, Xbox One
Genre(s)
Action RPG