this post was submitted on 05 Nov 2026
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[–] 5318008@lemmy.ml 6 points 2 days ago (1 children)

I thought the defining feature of "Souls-like" games was more about the difficulty of said hacking and slashing, and heavy punishment for mistakes.

[–] moakley@lemmy.world 6 points 1 day ago (1 children)

But it also has to have tight controls. Failure has to be the player's fault. That's the defining characteristic.

[–] jtrek@startrek.website 2 points 1 day ago* (last edited 1 day ago)

Failure has to be the player’s fault.

I was going to say "they have to have low random factors" but I realized that's the same thing. Dying to a random crit in a souls-like would be infuriating