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Unique Soulslikes: Games Similar to and Different from Dark Souls and Bloodborne

Unique Soulslikes: Games Similar and Different to Dark Souls and Bloodborne

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Since the soulslikes genre emerged and became recognizable, there have been regular complaints about the fact that most games in this genre are similar to each other. In 2017, the famous YouTuber Mark Brown released an essay titled "Do We Need a Soulslikes Genre?" in which he addressed the issues associated with games that copy Dark Souls and offer nothing original.

At first glance, it may seem that the most important innovations in this gaming genre are still born exclusively at FromSoftware, the studio that created soulslikes. For example, Sekiro: Shadows Die Twice introduced the parry mechanic, which gained popularity. Elden Ring, in turn, adapted Dark Souls gameplay for an open world. Elden Ring: Nightreign combines the concepts of the original game with elements of battle royale and cooperative roguelikes.

Screenshot: Elden Ring: Nightreign / FromSoftware

It seems that other developers have no choice but to follow FromSoftware's example. However, even those who strive to emulate this creative approach sometimes come up with original ideas that surprise and inspire.

To prove this statement, we have compiled a list of the seven most exciting soulslikes that were developed outside of FromSoftware. Our list includes both high-quality copies of Dark Souls and original games that have become a source of inspiration for other developers.

What is a soulslike?

At first glance, you might think that this question is easy to answer: "A game reminiscent of Dark Souls." However, the situation is actually much more complex than it seems at first glance, as this expression encompasses a number of unique characteristics that are characteristic of FromSoftware projects.

  • Complex terrain, filled with numerous branching paths and shortcuts.
  • This world features unique save points that restore your character's health while resting. However, it is worth noting that using these places leads to the respawn of all enemies in the given area.
  • Running to the place where the hero met his fate, with the intention of taking the game money left there.
  • Periods of invulnerability, which occur during the execution of rolls and dodges, make it possible to avoid attacks from the opponent.
  • Managing the level of stamina, which is used for attacks and dodges.
  • A small supply of medicines, which are usually replenished at checkpoints.
  • The option to call other participants or artificial characters to help overcome difficult stages of the game.
You don't have to fight bosses in Dark Souls alone: ​​you can call on NPCs or other players for help. Screenshot: Dark Souls game / FromSoftware

Of course, some of these components were implemented in video games long before the release of Dark Souls (2011) and even its predecessor Demon's Souls (2009). However, the key point remains that game designer Hidetaka Miyazaki and his team were the first to combine all of these elements into a coherent whole, creating a compelling gameplay experience that combines challenging tactical combat with engaging exploration mechanics.

The success of Dark Souls has become a powerful incentive for many developers looking to replicate the formula created by FromSoftware, hoping to achieve similar success. We start our list with perhaps the most outstanding of those who try to emulate.

Lies of P

Creators: Neowiz, Round8 Studio

Year of release: 2023

Key innovations: control mechanisms for the handles and manipulation of the Legion's hands.

At first glance, Lies of P gives the impression of being a complete analogy to Bloodborne: there is a ruined city with 19th-century architectural elements, save points are represented by lanterns, and there is also a helper doll that improves the character's abilities in the game center.

However, in practice, it becomes obvious that the game developed by Neowiz and Round8 has significantly more similarities with Sekiro, as its combat mechanism is largely based on parrying.

In Lies of P, in addition to the ability to dodge and block, it is important to parry enemy attacks for maximum effectiveness in combat. This will allow you to quickly stun the enemy and perform a critical hit. It's also worth considering that some attacks can't be blocked, and in such cases, the only way to defend is to parry.

Parrying is especially important in boss fights. Screenshot: Lies of P game / Round8 Studio, Neowiz

It's worth noting that the combat mechanics in Lies of P lack the sophistication of the samurai duels in Sekiro. However, they offer greater variety thanks to numerous customization options.

Consider, for example, the system that allows you to combine the hilt of one weapon with the blade or pommel of another. The hilt determines attack patterns and special moves, while the blades influence the speed and power of your strikes. This creates an incentive to experiment with different combinations, allowing you to create original hybrid options.

There are a great many options for customizing your character in Lies of P. Screenshot: Lies of P game / Round8 Studio, Neowiz

However, the character creation process doesn't end there. Legion arms—Pinocchio's prosthetic arms—are also available, granting him various tools, such as a hand flamethrower or a grappling hook. Furthermore, the game offers the opportunity to upgrade the protagonist by upgrading his base stats and special perks for Pinocchio himself.

In Lies of P, atmosphere is a special focus—it becomes a kind of secret weapon. The city of Crath may initially seem like a replica of Yharnam from Bloodborne, but its majestic Art Deco buildings and steampunk elements give it a unique character. The story of puppets who have either gone mad or gained consciousness raises entirely different philosophical questions.

In terms of aesthetics and questions about free will, Lies of P is closer to the BioShock series than to Bloodborne. Screenshot: Lies game of P / Round8 Studio, Neowiz

This game features a unique morality system. Instead of the traditional choice between being good or evil, at crucial moments in the story you'll have to decide whether to tell the truth, following the rules of the puppets in this universe, or lie, thereby getting closer to true human nature.

Of course, the game has its own complexities, which sometimes go beyond the bounds of justice; it encounters this far more often than FromSoftware's projects. Some mechanics, such as weapon wear, feel clearly redundant. Nevertheless, overall, the game successfully combines and develops elements borrowed from other sources. Ultimately, Lies of P becomes a clone that is almost as good as its prototype, and serves as an excellent example of how to imitate while maintaining a sense of taste.

Nioh

Creator: Team Ninja

Year of release: 2017

Key innovations: atmospheric samurai world and combat stance system.

Now let's turn our attention to less obvious examples of inspiration, which are more original. Several years before Sekiro immersed players in medieval Japan, Team Ninja released another souls-like title that also offered a similar setting. However, Nioh approached the theme from a completely unique perspective. Nioh's setting isn't simply a fantasy world, but rather an alternate historical reality. The protagonist, William Adams, is a real-life English sailor who arrived in Japan in 1600, stayed there, and eventually earned the title of samurai. In the game's narrative, his story, while based on real events, is filled with fantastical adventures, where he encounters both fictional characters and historical figures.

The fresh setting also allowed Team Ninja to be imaginative with their design MonstersScreenshot: Nioh / Team Ninja

Furthermore, the game features a lot of the quirky and amusing humor you'd expect from the developers of the Dead or Alive series. For example, a fighter who uses a cat as a wristwatch is worth mentioning.

In terms of gameplay, Nioh stands out from other projects: Team Ninja successfully combines the tactical combat elements inherent in Dark Souls with the dynamic combos typical of hack-and-slash games. This is achieved largely thanks to the stance system, which allows players to change their fighting style at any time, switching from strong aggressive attacks to reliable defensive maneuvers. In addition, different stances interact differently with several types of weapons.

Screenshot: Nioh / Team Ninja game

Nioh features guardian spirits, the activation of which provides a boost passive skills and grants the ability to restore a portion of stamina during combos. A direct sequel to the first game, Nioh 2, released in 2020, introduced even more gameplay mechanics, including powerful counterattacks. The game also introduced a co-op mode, "Expedition," allowing players to play the story with friends from start to finish. Later, a similar format of cooperative interaction was implemented in Lords of the Fallen and Remnant, which will be discussed below.

Screenshot: Nioh 2 / Team Ninja game

Thus, Team Ninja, although borrowing many concepts from FromSoftware, managed to enrich them with original elements and integrated them into the original context of the East Asian Middle Ages, which later became iconic thanks to Sekiro. Although Nioh never fully escaped the influence of its creator, it still managed to win the hearts of gamers.

Lords of the Fallen

Creator: Hexworks

Release year: 2023

Key innovations: cross-world mechanics and custom checkpoints.

Hexworks' project is generating a lot of interest. Unlike games like Lies of P or Nioh, it's not a nearly perfect clone. This work is highly controversial and represents a new take on the even more controversial original.

The first part of Lords of the Fallen, released in 2014, took a place among the first games to imitate Dark Souls, and did so quite thoroughly. It features ruined castle locations, the main character - a knight in massive armor who fights ancient deities, and a combat system rich in dodges and blocks. All these key elements clearly point to its original source.

You will be playing as approximately the same character in the reboot. Screenshot: Lords of the Fallen / Hexworks game

However, However, the developers at Deck13 clearly failed to achieve the level of creativity and craftsmanship of their competitors at FromSoftware. As a result, the original version of Lords of the Fallen turned into a well-made, but rather mediocre action RPG.

Curiously, almost a decade later, Lords of the Fallen has resurfaced in the form of a reboot with an identical name. The game faced numerous difficulties during development: after changing studios twice, it ended up under the control of a team created specifically for its completion – Hexworks. The final product turned out to be quite uneven.

Released in 2023, Lords of the Fallen was widely criticized for its abrupt difficulty changes, poor optimization, and its hackneyed dark fantasy style. However, it is distinguished by one original innovation - a system of movement between two worlds, which evokes associations with the horror Medium or the iconic level from Titanfall 2.

Screenshot: Lords of the Fallen / Hexworks game

The central character always carries a lamp, which opens the way to the Umbral—an otherworldly analogue of the game world. This feature is key to solving many of the game's puzzles: using the Umbral, you can reach locations inaccessible in the normal world. However, you should exercise caution when entering this dimension, as local enemies can cause you harm.

The Umbral represents not only danger but also an opportunity for a new beginning. Upon death, the main character has the chance to be reborn in the otherworld, where they can return to their body and regain unused experience points. However, being in this dimension is riskier than in normal life: the longer you remain in the Umbral, the more powerful the enemies you will face become. If you die in this world, all the experience points you have accumulated will be irretrievably lost.

Umbral is also visually impressive: the local landscapes ooze Lovecraftian madness. Screenshot: Lords of the Fallen game / Hexworks

Finally, the lamp allows you to use seeds obtained from defeated monsters in the Umbral or purchased from merchants to create your own checkpoints. This feature will prove quite useful, as standard checkpoints, as one might expect, are quite rare in the game world.

Thus, Lords of the Fallen failed to turn Hexworks into the second-largest studio in the Soulslike genre, as managing producer Sol Gascon envisioned. Nevertheless, the game demonstrated that even a seemingly ordinary Dark Souls clone can surprise its audience.

Furthermore, the development team continues to improve the game, and this remains relevant today. Hexworks recently released the 2.0 update, which introduced cross-play, improved controls, and a streamlined interface for a more user-friendly experience.

Treasures of Another Crab

Creator: Aggro Crab

Release Year: 2024

Key features include a seascape, animated aesthetics, and armor crafted from scraps.

Let's put aside games that resemble Dark Souls and dive into new, unexplored horizons.

At first glance, Another Crab’s Treasure may seem like a typical cartoon adventure reminiscent of PlayStation 2 games. The game does have a corresponding tone: the main character here is not a brave knight, but a hermit crab named Kril. When a shark creditor takes his shell because of debts, Kril sets off on an adventure to reclaim his lost property.

Something tells us that the developers from the Aggro Crab studio love crabs. Screenshot: Another Crab’s Treasure / Aggro Crab game.

Despite the frivolous style, Another Crab's Treasure is a soulslike game. It features all the key characteristics of the genre, such as exploring complex environments and battling difficult enemies. However, the developers at Aggro Crab skillfully utilize the game's unique world to present these elements in a new light.

Take protective gear, for example. Kril uses a shell as armor, but because his original shell was taken from him, he's forced to improvise using various items discarded by humans at the bottom of the sea. It could be a bottle cap, a child's sneaker, or even a disco ball.

Screenshot: Another Crab’s Treasure / Aggro Crab game

Each of these The use of makeshift "shells" grants him unique abilities: for example, a sushi roll can be consumed in battle to restore health, while a rubber duck attracts enemy attention. Furthermore, they quickly deteriorate, reminiscent of how swords and shields in The Legend of Zelda: Breath of the Wild lose durability, motivating the player to constantly explore different defense options. The oceanic concept permeates even the smallest details. For example, at one point, Kril acquires a grappling hook that can pull enemies in. To bring home the big catch, the player will have to complete a fishing minigame.

A simple soda can in Another Crab’s Treasure can both protect against damage and smash an enemy in the face with a whirlwind bubblesScreenshot: Another Crab’s Treasure / Aggro Crab

In addition, the game from Aggro Crab wittily ridicules traditional plot cliches in the soulslice genre. In it, souls are called microplastics, and the impending catastrophe is caused not by mythical deities, but by environmental problems and greedy inhabitants of the seabed, who profit from the suffering of their fellow creatures.

Of course, Another Crab’s Treasure did not bring radical changes to the genre, but it is a new game that demonstrates that soulslike can find its place even in a world inspired by “SpongeBob SquarePants” - the main thing is that there is a good idea.

Remnant 2

Creator: Gunfire Games

Year of release: 2023

Key innovations: third-person shooting and procedural generation.

Compared to Another Crab’s Treasure, the project from Gunfire Games seems noticeably more traditional. It's no coincidence that both games in this duology are described as "Dark Souls with guns": they're also action RPGs, featuring dodges, shortcuts, and a dying (multi)verse. However, the Remnant series is something entirely different. First and foremost, it's the guns that set it apart from other Soulslikes. These games offer an impressive selection of weapons, including a variety of rifles, shotguns, pistols, revolvers, and machine guns.

Screenshot: Remnant 2 / Gunfire Games

In this respect, Remnant feels more like a reversed version of Bloodborne than Dark Souls. Despite the presence of close combat, both Remnant games are first and foremost shooters. Timing is crucial, but even more important are precision and the ability to keep enemies at a safe distance.

The second, and more significant, difference from Dark Souls is the use of procedural generation. In Remnant, the world is divided into several dimensions that open up from the main hub, and each of these regions is generated anew with each new playthrough. This applies not only to the configuration of levels and enemy placement; Remnant 2 also generates a random set of side quests, NPC encounters, and boss fights for each region.

Aesthetically, Remnant is close to games like Dark Souls and Bloodborne - but gameplay-wise, it's completely otherScreenshot: Remnant 2 / Gunfire Games

Can we say that this always has a positive effect on the gameplay? Probably not: in particular, the narrative and its presentation in Remnant 2 look rather lackluster. Nevertheless, the developers from Gunfire Games managed to achieve their key goal: each player will be able to experience a unique gameplay experience. This, combined with the shooter mechanics, allows the second part of Remnant to go beyond a simple imitation of Dark Souls and become a truly original project.

One of the reasons why it is worth starting your acquaintance with the Remnant series with the second part is the improved procedural generation. In the sequel, the creators also provided more original bosses and improved the archetype system, which significantly expands the possibilities for creating various builds.

In addition, Remnant 2 also features co-op for three players. Screenshot: game Remnant 2 / Gunfire Games

Just a week after its release, Remnant 2 sold a million copies, and the reasons for this success are obvious. This game is interesting not only to fans of Soulslikes, but also to anyone who appreciates high-quality action games. Although many drew parallels with Dark Souls, the developers did not aim to please only that audience. The approach they chose turned out to be quite successful.

Tunic

Creator: Isometricorp Games

Year of release: 2022

Key innovations: isometric perspective and puzzle in training mode.

If Remnant has been described as "Dark Souls with guns," then the project created by game designer Andrew Shouldis, at first glance, has nothing in common with the Soulslike genre. The isometric camera and cartoonish style are instantly reminiscent of the games from the Legend of Zelda series, played from an overhead perspective.

Despite this, Tunic retains all the key features of the Soulslike genre. In the game, resting at checkpoints also leads to the respawn of enemies, and in the event of a defeat, the player will need to return the currency lost at the place of death. In addition, Shouldis himself emphasized that Dark Souls and Bloodborne were the main sources of inspiration for the development of the combat mechanics of his project.

Screenshot: game Tunic / Isometricorp Games

Where So, what's really innovative about Tunic? The answer can be found in a seemingly unremarkable aspect: the tutorial mode.

Tunic belongs to a category of games that have recently come to be known as Metroidvanias. In these projects, success isn't determined solely by the characters' skills or arsenal of items, but rather depends largely on the player's awareness of the secret mechanisms and rules governing the game world.

When it comes to Tunic, it's worth paying attention to the game guide, which is styled like the printed manuals typical of games from the SNES and Game Boy eras. This guide includes not only control instructions and a list of in-game items, but also maps of various locations. However, two important points are worth noting.

Fragment of the Tunic world map, included in the in-game manual Screenshot: Tunic game / Isometricorp Games

The first aspect is that the pages of this reference book Scattered throughout the devastated kingdom, the protagonist explores the ruins. Once you discover these pages, you'll be faced with a second challenge: some instructions are written in a fictional language created specifically for this game, and you'll need to decipher their meaning.

So, Tunic gives you all the tools you need to succeed from the very first minute, but you don't understand how to use them properly.

Thus, the emphasis in the gameplay shifts from dynamic battles to exploration and the desire to solve mysteries that many FromSoftware followers often overlook. The player feels like not just a savior of the world, but rather an archaeologist who accidentally discovered a forgotten society and is trying to connect the disparate elements of a vast mosaic.

What do these yellow platforms that can be found in different corners of the kingdom do? You won't know until you find the relevant instruction page. Screenshot: Tunic / Isometricorp Games

In this context, Tunic most accurately conveys the feeling associated with the first playthrough of Dark Souls, but uses completely original approaches to do so. Perhaps this is what attracts attention to Andrew Shouldice's game the most: its developer was able to understand what makes Miyazaki's games so memorable, and used these insights to surprise audiences once again.

Tunic could have finished the list of games if not for the existence of another indie masterpiece, which you have no doubt already heard of.

Hollow Knight

Game creator: Team Cherry

Year of release: 2017

Key innovations: 2D Metroidvania and illustrated insects.

At first glance, the combination of Metroidvania and Soulslike seems quite logical: there are many similarities between these genres. As in the world of Metroid, the levels in FromSoftware games are complex, multi-layered labyrinths full of secret paths and unexpected intersections. This raises the question: why not introduce mechanics into these labyrinths that involve character development through the acquisition of new skills?

Funnily enough, the developers at Team Cherry didn't initially plan to create either a Metroidvania or a Soulslike. The first version of Hollow Knight appeared during the Ludum Dare game jam and was called Hungry Knight. In this game, the player had to survive by killing insects and eating them to avoid starvation. Interestingly, this game can still be found on the Newgrounds platform.

Introduction cutscene: The protagonist contemplates the distant lights of the town of Dirtmouth, standing above the kingdom of Hallownest. Screenshot: Hollow Knight / Team game Cherry

Hungry Knight didn't win any awards, but it inspired game designers Ari Gibson and William Pellen to come up with a new idea: what if, instead of eating insects, the beetle knight went on a journey through an abandoned underground kingdom? The Metroidvania format, with its typically complex 2D maps, was a great solution for realizing this idea.

However, at this stage, the developers relied more on their instincts and aesthetic preferences than on generally accepted genre standards. Certainly, the Metroid games were a key source of inspiration for the Hallownest map, and Dark Souls borrowed the dark and oppressive atmosphere, as well as likely the save system. However, the team did not hesitate to put their own interpretations on these elements.

For example, at the beginning of the game, you are not given a complete map of Hallownest. Instead, you can purchase parts from a merchant, which are then filled with information and expanded as you explore the surrounding areas. Thus, Hollow Knight awakens the spirit of explorer in you, while allowing you to not get lost in the tangled paths of the kingdom.

As in Dark Souls, scenes of darkness and devastation alternate with surprisingly peaceful moments when you can simply enjoy the beauty environmentsScreenshot: Hollow Knight / Team Cherry

For other elements of the game, Gibson and Pellen drew inspiration from a wide range of sources, from retro platformers like Super Mario Bros. and Mega Man to classic games from the Legend of Zelda series. According to the creators themselves, they wanted to avoid the limitations associated with any particular genre.

"We combined all the components in such a way that the gameplay process brings joy and allows you to discover something new," Pellen shared his thoughts.

Screenshot: Hollow Knight / Team Cherry

The final version of Hollow Knight is an example of a rare phenomenon where the influence of other games becomes obvious even at a superficial glance. However, all these elements come together to create a unique work, unparalleled.

The kingdom of Hallownest, which the protagonist must explore, evokes associations with the dead worlds of the Dark Souls series, thanks to its landscapes of decay and an overall atmosphere of melancholy. However, this kingdom stands out thanks to its unique and bizarre aesthetic associated with the world of insects. The combat system certainly includes elements of dodging and blocking, but the familiar mechanics are supplemented with complex platforming elements, character abilities, and a 2D perspective.

Screenshot: Hollow Knight / Team Cherry

Indeed, Hollow Knight revolutionized both genres, and its triumph became a catalyst for numerous projects, from obvious knockoffs like Voidwrought to more original works like Nine Sols. Team Cherry's creation didn't simply expand on FromSoftware's concepts; it set a new standard for adventure games, one that other developers have since adopted.

The fact that a Soulslike game developed outside of FromSoftware inspired a wave of imitators is proof that the genre isn't stagnant, as critics readily point out. Sure, there are plenty of Soulslike games that feel similar and aren't particularly high-quality—but that's typical of any genre that achieves mainstream status. Just think of how many mediocre first-person shooters appeared in the 2000s.

However, such criticism does not apply to the seven titles mentioned in this text. While the quality of these games may not always be top-notch, they at least stand out for the originality of their concepts—making them a great choice for players looking for a different experience than playing Elden Ring for the fifth time.

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