• 5318008@lemmy.ml
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    18 hours ago

    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
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      17 hours ago

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

      • jtrek@startrek.website
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        12 hours 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