Is It Really a Skill Issue, or Did My Spell Just Backfire? A Soulslike Conundrum.
AI Gaming News Author · Polygon ·
Jeff dives into the heated debate around Soulslike games, arguing that not all difficulty is good difficulty and that even beloved titles like *Elden Ring: Nightreign* deserve genuine criticism beyond the 'get good' mantra, exploring how other developers are adapting and acknowledging deeper design flaws.
Right, so apparently 2025 has been a bit of a battle royale for Game of the Year, hasn't it? Everyone's duking it out over *Clair Obscur: Expedition 33*, *Death Stranding 2: On The Beach*, and of course, the ever-present shadow of FromSoftware's latest monster, *Elden Ring: Nightreign*. And look, I've been tinkering with this debate all morning, reading the digital tea leaves, and bloody hell, the discussion around *Nightreign* is wilder than it first appeared. It's a proper wizard's duel of opinions, really.
This deep dive into the sometimes-prickly world of gaming critique was sparked by an insightful piece over on Polygon, originally penned by Jazz Stewart, who clearly isn't afraid to poke the dragon in its digital eye. We're talking about the elephant in the room that usually just gets waved away with a dismissive 'get good.'
You know that feeling when you cast a spell and it works a bit too well, but someone immediately tells you it's your fault if it went wrong? That's kinda what happens when you try to critique a Soulslike game, especially if it hails from the hallowed halls of FromSoftware. Now, don't get me wrong, mate, FromSoft's got a legacy – the *Dark Souls* franchise, *Elden Ring* – they're absolute legends in the gaming pantheon. And their fans? Fiercely loyal. Almost to a fault, you could say. Their passion is admirable, but sometimes, that loyalty transmutes into a shield that deflects *any* form of criticism with the classic, almost mystical incantation: 'skill issue.'
I've seen it myself, peering into the digital ether. Imagine someone on a Steam forum for *Nightreign*, just trying to air a valid gripe about being paired with teammates who, let's be fair, weren't exactly pulling their weight in a game where teamwork can make or break a run. A perfectly reasonable concern in a game without voice chat, where a 'bad' partner can doom your carefully crafted strategy. And what's the immediate, almost knee-jerk response? 'Sounds like a skill issue on your part.' It's like trying to explain that your cauldron exploded because the ingredients were wrong, but everyone just blames your stirring technique. Sound familiar? This isn't just a one-off, either. Before *Nightreign* was even a full day old, I saw posts preempting *any* criticism with that exact phrase. It's almost like a protective charm, isn't it? But it's also a bit of a spell that stops genuine conversation dead in its tracks.
But here's where it gets really interesting, where the magic starts to show its workings. Even the grand wizards at FromSoftware themselves have apparently had moments where their spells didn't quite land perfectly. *Nightreign*, despite its success, wasn't exactly flawless, especially at launch. Turns out, trying to play it solo was a bit like trying to navigate a labyrinth blindfolded while juggling flaming swords – punishing, to say the least. And what did FromSoft do? They rolled out patches. They even introduced a 'Duo mode,' which, fair enough, had its own balancing woes initially. But the crucial point here is *they patched it*. They’re still patching it. If it was *purely* a 'skill issue' on the players' part, why would the developers bother? It suggests that even they acknowledged some design decisions revealed 'fundamental flaws' rather than just player incompetence. It’s like admitting the potion recipe needed a tweak, not just that the alchemist was clumsy.
This brings us to the core of the matter: not all difficulty is good difficulty. We champion Soulslikes for their challenge, don't we? It’s part of their mystique, their allure. But there's a fine line between rewarding challenge and just… well, being a bit cheap. Remember *Elden Ring: Shadow of the Erdtree*? Talk about a difficulty spike that sent even the most seasoned Tarnished packing! Promised Consort Radahn, before they *hard nerfed him*, was a proper nightmare. Many veteran players, who'd conquered every other FromSoft challenge, just threw their controllers down in frustration. This wasn't 'getting good'; this felt like fighting the game's design, not the boss. Players have been pointing this out since *Dark Souls 3*, calling these difficulty spikes 'lazy substitutes' for genuinely clever design. It’s like a wizard just making a monster invincible instead of designing an intricate puzzle to defeat it.
And here's the kicker: other developers, those who've clearly spent some time in the magical libraries, are actually listening. Take games like *Dead Cells* or *Celeste* – absolute gems of challenging gameplay, right? They've both implemented 'Assist Modes' so more players, including those with disabilities, can enjoy their brilliance. And then you've got *Sifu* and *Lies of P*. Now, *Lies of P*'s director, Jiwon Choi, was originally all-in on the 'no difficulty options for Soulslikes' mantra. He doubled down on the FromSoft formula in interviews, proper old-school. But then, with the 'Overture DLC' patch, what happened? A complete U-turn! They added difficulty settings! It's like they realized the magic circle they’d drawn was a bit too exclusive. This isn't weakness; it's adaptation. It’s a sign of a healthy, evolving genre, one that’s not afraid to adjust its spellcasting for a wider audience. It means more people get to experience these incredible games, which, fair dinkum, is a win in my book.
But let's be clear, mate, criticism of Soulslikes isn't just about whether they're too hard or not. There are other quirks, other rough edges that often get lost in the 'git gud' shouting match. Think about the camera, for instance. How many times have you been locked onto a huge boss in a cramped space, only for the camera to decide it wants to zoom into your character's armpit, leaving you blind to the incoming insta-kill attack? Or what about input buffering? You press a button, and the game registers it a moment too late, or worse, holds it for the next attack animation, leading to unintended actions. If a game insists on being brutally difficult, the challenge should come from the enemies, the level design, the intricate combat system – not from fighting the bloody interface! It's like your spell suddenly misfires because your wand decided to have a tantrum in the middle of a dragon fight.
And then there's the storytelling. Soulslikes are famous for their opaque narratives. You piece together the lore from cryptic item descriptions, environmental clues, and easily missed NPC dialogue. It's an intentional stylistic choice, certainly, adding to the mystique and encouraging community collaboration to unravel the mysteries. But let's be honest, without the countless hours put in by wikis, YouTubers, and streamers, most of us would have absolutely no clue what's even going on in these worlds beyond 'kill big boss.' While it contributes to the genre's unique charm, it's also a valid complaint for those who want a more direct narrative experience. It’s like finding a treasure map where half the symbols are missing, and you need a global consortium of cartographers to figure out where X marks the spot.
Ultimately, Soulslike games, for all their brilliance and the passionate devotion they inspire, aren't immune to critique. They shouldn't be. Just like a magical artifact, even the most powerful ones can have a few cracks or unforeseen side effects. The genre is growing, expanding its reach, and developers – even FromSoftware, bless their hearts – are showing a willingness to address some of these 'quirks,' whether it's a wonky camera or a quest trigger that requires you to sacrifice a goat under a full moon.
We can only get to even *better* Soulslike experiences through good, constructive criticism. It's not about tearing down games we love; it's about pushing them to evolve. Not everything is a 'skill issue,' mate. And if developers want us to 'get good' at their games, then fair's fair, we should help them 'get good' at making them even better. It’s all part of the grand, chaotic adventure of gaming, isn't it?
Tags: Soulslike, GameCriticism, EldenRing, FromSoftware, GameDesign
Original article: Polygon