Kepler Interactive

As I played through a demo ofFlintlock : The Siege of Dawn , a flying and furious new military action RPG , I feel a small yearning . I ’m still waitress for the Soulslike genre to have itsSpelunkymoment .

In 1980 , a biz calledRoguereleased , and it go out a endure impact because of its unique complex body part . If players died , it was n’t possible to reload a save and keep playing through that same risky venture ; or else , the dungeon would be procedurally return and player would have to get down fresh with a new character reference . This would go on to urge a literary genre of game called “ roguelikes , ” but that genre truly came into its own decade later thanks toSpelunky .

Nor fights a Flintlock: The Siege of Dawn boss with her gun.

Kepler Interactive

Game interior designer Derek Yu discovered that the core design philosophical system that madeRoguespecial were n’t restricted to its specific gameplay dash . Spelunkyrecontextualized the ideas of randomized runs and punishing deaths that promote actor to get better fromRogueto a 2D platformer . In doing so , Yu exposed a whole new group of players to the engrossing gameplay cringle that the originalRogueuncovered and created a new musical style . Now , roguelikes and roguelites are a massive music genre full of diverse games , fromBalatrotoThe Rogue Prince of Persia .

The Soulslike is now a full - fledged subgenre too , as FromSoftware formulate a thought-provoking but rewarding design loop throughDemon ’s SoulsandDark Souls . The formula promote players to pick up mechanic , get unspoiled , and overcome the tough enemy keep them down . I make out that FromSoftware ’s game have had that upshot , but my biggest problem with Soulslikes is that they all look and find too much likeDark Souls . Many Soulslikes sweep up similar control strategy , photographic camera perspective , and fighting to FromSoftware claim when they could be applying that design to new and unexpected literary genre or styles of control condition .

When A44 get down to refer to its Modern game , Flintlock : The Siege of Dawn , as a “ Soulslite,”I had hop the studio apartment had in the end crack the codification and throw the writing style itsSpelunkymoment . That is very much not the case , even ifFlintlockadds its own flourishes with gun and more tight - pace platforming and fight . While I ’m sure buff ofDark Soulswill enjoyFlintlock , I ca n’t help but think of all the player put off by Soulslikes who could discover the beauty of the normal if a game redefinedDark SoulsasSpelunkydid toRogue .

Still a Soulslike

Flintlocktakes spot in what A44 calls a “ powder fantasy ” world . Imagine ifGame of Thronestook position around World War I. This gives the game a unique aesthetic and gunman - powered flair to combat . player can shoot their firelock pistol to stun them mid - attack animation or blast at enemies with a rifle from afar and utilise a powder blast to break a long fall . There ’s also the divine comrade with its own move and a jazz band system that can increase how much report — Flintlock’sversions of Souls — player have .

A44 believe that this more frantic gameplay , colorful aesthetic , and jazz band organisation giveFlintlockenough of a distinct flavor to call it a Soulslite rather than a Soulslike . Although I do think what I played ofFlintlockis square , the Soulslite labeling does n’t feel quite correct . While gameplay speed can increase , the cadence of lash out , blocking , dodging , and parrying always experience the same . Flintlockadopts that and similar controls toDark Souls ; the only substantial difference are that I can sometimes disrupt enemy with a gunfire and the world I ’m agitate in is much more colorful .

As I trifle , I just ca n’t aid but wish well that Soulslikes were get even more experimental and challenging . To be fair , I remember games likeFlintlockare lay the cornerstone for that . A44 is proving that Soulslike combat should n’t just be curb to swords and magic . Stellar Bladeblended in elements of persona natural process game like Devil May Cry , whileAnother Crab ’s Treasurewas almost as much of a 3D platformer as it was a Soulslike . All of these games also are n’t afraid of difficultness , which inherently makes them a bit more accessible thanDark Souls .

While I do apprise that Soulslikes are trying to make themselves stand out from the Souls games more , none of them have gone all the way likeSpelunkydid for its own genre . All Soulslikes are inherently derivative of FromSoftware ’s work , but I think there ’s still more way for ambitious game intent to explore and expand the concept of what a Soulslike or Soulslite could intend . In fact , FromSoftware seems to be the only studio that can top itself by transformingDark Souls’mechanics to work in a parry - focused plot likeSekiro : Shadows become flat Twice , a mecha secret plan withArmored Core VI , and an opened - world adventure likeElden Ring .

Souls game do n’t click with players just because they keep in line a certain way and have a sure cadence to engagement . They stick with me because of the constant button and pull . I get great smell of shame when I run out and of victory when I have the best a tough opponent . I keep wreak because we know we have to get back to a certain level of bear witness skill or be punished , not because it ’s our soul or something synonymous with it .

I do n’t know what exactly that looks like in something like a platformer , strategy game , or wit game , but the game designer who cracks that computer code could take Souls - barrack game to the next stage . When that happens , then I think we can start throwing the term Soulslite around . Until then , Flintlock : The Siege of Dawndoesn’t quite sense like it ’s stand out from the bunch as much as it intends to . That might be great news for genre purists , but the full game will need to take its ideas one step further to really impress me .

firelock : The Siege of Dawnlaunches later this yr for PS5 , Xbox Series X / S , and PC .