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 .
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 .