Absolutely.I really have to take a look at Hollow Knight. Is it recommanded if i didnt get into Salt n Sancuary?
Hollow Knight is different enough to warrant a look.I really have to take a look at Hollow Knight. Is it recommanded if i didnt get into Salt n Sancuary?
Hollow Knight is different enough to warrant a look.
For me I will say Dead Cells. Has amazing combat--some of the best feeling 2D melee combat you can find--and is one of the most fun implementations of a roguelite gameplay loop IMO.
Hollow Knight looks really good and I want to play it.
But... how is it a Souls-like? No stamina-based combat, no "slow" and methodical combat, no RPG stats/character-building, right? What makes it Souls-like?
But... how is it a Souls-like? No stamina-based combat, no "slow" and methodical combat, no RPG stats/character-building, right? What makes it Souls-like?
Hollow Knight looks really good and I want to play it.
But... how is it a Souls-like? No stamina-based combat, no "slow" and methodical combat, no RPG stats/character-building, right? What makes it Souls-like?
I know that some people feel these games aren't really souls like but to me they definitely fit in a different way that is a little harder to describe.
To me, Souls is not just combat and control mechanics or leveling mechanics. It is also the atmosphere, the over all darkness within the world create. Both Momodora and Hollow Knight felt like it had a great sense of place. The world was sick and we were trying to cure it. The inhabitants often don't know the full story either and they are not always friendly nor direct enemies. If you feel that these aspects of the souls game are also important then I think these games (Momodora and Hollow Knight) are worth considering.
Lords of the Fallen is still the king of Soulsclones. I've only played the demo for The Surge but it was pretty good too.
Mechanically you could say that it still requires pattern recognition and certainly a degree of methodical combat. What accessories you bring into a boss fight or when to heal. It isn't hard to see influences in these games. The healing animation in Momodora looks like she is using a Blood Vial.
It's the only other game to capture the essence of the Souls games. The oppressive Gothic atmosphere, the layered complex world that grows darker and more haunting the deeper you descend, the meticulously constructed level design that connects regions in fascinating ways through both location and lore, the cryptic yet intriguing story and how the story is revealed through level design, secrets, characters, and so on, the compelling NPCs that can reveal a lot through only a few words and their design and their place in the world, the sense of mastery and overcoming challenge, the tight controls, the exploration and feeling of learning a map that Dark Souls and Bloodborne did so well, all with its own unique style, aesthetic, and loreHollow Knight looks really good and I want to play it.
But... how is it a Souls-like? No stamina-based combat, no "slow" and methodical combat, no RPG stats/character-building, right? What makes it Souls-like?
Most of these things are standards featured in Metroidvanias which the Souls series took influence from. For example the bonfires are really just the equivalent of Metroids save stations and mechanically they are identical. Then look at things like, level design, combat focus, progression. They are all standards you find in metroivania's. What sets the Souls series apart from being a 3D metroidvania is that they are action-RPG's and the systems (damage, health, equipment, loot) in place that affects the gameplay and how they are implemented in such a cohesive manner then feed back into other elements that aren't gameplay focused.
Most of these things are standards featured in Metroidvanias which the Souls series took influence from. For example the bonfires are really just the equivalent of Metroids save stations and mechanically they are identical. Then look at things like, level design, combat focus, progression. They are all standards you find in metroivania's. What sets the Souls series apart from being a 3D metroidvania is that they are action-RPG's and the systems (damage, health, equipment, loot) in place that affects the gameplay and how they are implemented in such a cohesive manner then feed back into other elements that aren't gameplay focused.
Hollow Knight is not I consider like a Souls game. It's a good Metroidvania, but labelling it a Souls-like is far-fetched. That's like saying Cuphead is Souls-like.
I'm actually quite surprised how few people are saying The Surge to be honest.
Fully agreed. To me Hollow Knight feels more like a Souls game than most other games touted as Souls-like.It's the only other game to capture the essence of the Souls games. The oppressive Gothic atmosphere, the layered complex world that grows darker and more haunting the deeper you descend, the meticulously constructed level design that connects regions in fascinating ways through both location and lore, the cryptic yet intriguing story and how the story is revealed through level design, secrets, characters, and so on, the compelling NPCs that can reveal a lot through only a few words and their design and their place in the world, the sense of mastery and overcoming challenge, the tight controls, the exploration and feeling of learning a map that Dark Souls and Bloodborne did so well, all with its own unique style, aesthetic, and lore