Article detailing the writer's problems with Soulslikes' ubiquitous dark setting, atmosphere, and aesthetic
Article detailing the writer's problems with Soulslikes' ubiquitous dark setting, atmosphere, and aesthetic
I'm Tired of the Same Problem in Every Soulslike Game

Original title: "I'm Tired of the Same Problem in Every Soulslike Game"
So many Soulslikes fall into the same pattern of making their world bleak and depressing. Devoid of color and suffocating the player in overwhelming melancholy. Dark fantasy has become almost synonymous with Soulslike games, and it’s time for a change.
Boot up almost any Soulslike game and you’ll be greeted with a decaying dark fantasy world. The crumbling castles of Dark Souls, the grotesque gothic world of Bloodborne, and the ashen landscapes of Elden Ring exude dread that has become one with the genre. These settings heighten the tension and stakes, but ultimately, all start to feel the same. Even when the setting isn’t directly dark fantasy, the muted color palettes make it hard for Soulslikes to stand out.
[...] Challenge and punishing combat do not mean a game’s visuals have to be dreary. Because of this, players are drowning in sameness within the genre.
[...] But what worked for FromSoftware doesn’t necessarily mean it works for every developer. The studio tied the bleakness of the world into the gameplay itself. Other games not only take inspiration from this, but live by it. So many Soulslikes create their own dark fantasy world, but it becomes hard to tell them apart from one another. Lords of the Fallen is guilty of this, and it takes away from the overall success of the title.
Even when games aim for a different setting, such as Lies of P or Wuchang: Fallen Feather, they fall into the same trap of bleakness. Players are constantly dropped into these dying worlds that could just be reskins of FromSoftware’s works. While the ideas are different, the atmosphere and vibe feel too familiar and hold the genre back. To truly stand out, developers need to experiment and move away from the same old concept.
The things most missing from Soulslike games are color and life. Hardly any game in the genre deviates from dreary and monotonous worlds. Challenge can still exist in brightly colored worlds. Experimenting with alien landscapes or surreal dreamscapes would make a Soulslike game stand out. Something like Another Crab’s Treasure is the perfect example of how a game can lean into vibrant colors and humor while still offering players the difficulty of the genre.
What’s more, the contrast would be more impactful. Walking into a sunny meadow with a difficult boss fight would surprise players. What appears to be a safe spot actually contains a threat that hinders progress. Alternatively, a neon-lit city would be perfect for a cyberpunk Soulslike game. Diverting from bleak backdrops and environments is an easy way to differentiate a game from other Soulslike titles.
That's actually not something I've thought about before. But yea, lots of soulslikes use this very dreary and dark aesthetic - be it FS or other studios inspired by them.
Do you mind? Is that a core pillar of the genre to you? I guess it's just part of the genre for me.
Yay, it's time to talk about ludonarrative dissonance!
The author makes a lot of assumptions suggesting that difficult gameplay doesn't need to be tied to a dying world, but I'd argue that it does. Imagine if the world of a soulslike was cheerful, generally peaceful, and happy, but still had the difficulty of a soulslike. You still die frequently, you're still running into difficult bosses, but now you're the only one experiencing this difficulty. You're disconnected from the NPCs and the story of the game, because what you are experiencing does not match the tone of what you are being shown. In game design, this is called ludonarrative dissonance.
Dark fantasy pairs great with difficult combat, because it means the setting will match your mindset. You'll meet NPCs who are talking to you about their gruelling journey through the poison swamp you're currently in, and you'll think "damn they're right, this journey is tough." It lets your mindset gel with the setting and the characters; no dissonance at all.
I think the thing I find most laughable is the author's counterexample, Another Crab's Treasure, which is actually still a dark fantasy even if the colors are brighter. Hell, that game is set against the real world effects of ocean polution and climate change, it might even be darker than traditional soulslikes. and if the author is just thinking of color pallette, I'd like to offer the lush golden fields of Leyndell or the incredible hue of the Cerulean Coast. Dark fantasy doesn't have to mean everything is grey and brown; you just need day to day survival to be hard to match the player's experience.
Yup, totally agree. Author seems inmature and ignorant. Very surface level 'analysis" if you can even call it that.