this post was submitted on 25 Aug 2026
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There's something at the heart of them that makes them interesting. It isn't just "exploration", but a particular style of exploration, which will not fail. It isn't just boss fights with dodging, because having that alone doesn't have the heart of a Souls game. The exploration alone could, but yeah, obviously it has to be done properly, not just "exploration".
It could. I honestly don't think it is. Sekiro is also a Souls-like, and the combat is very different. I'm pretty confident you can make a good Souls-like with no combat. The combat, in my opinion, is there to give you a reason to explore. It's there to be a challenge, where exploring is the key to overcoming it. There will be items and secrets that make the combat easier if you search for it. It's not required, but you'd need something else to take the place of this.
Chants of Sennaar comes to mind of something I'd consider to capture a lot of the spirit of Souls games without combat. They're obviously very different games, but I think they share a lot. You can try to brute force your way through, but you're encouraged to explore and engage with the world, and discover it, which makes the critical path easier. This is the goal for both Souls-likes and CoS.
One thing I'll say is that Chants of Sennaar is, to my knowledge, usually compared to metroidvanias, part of a subgenre sometimes called "metroidbrainia", also known as knowledge-gated/rule-discovery puzzle games. Though it's a bit debatable in terms of how much of it is gated by knowledge, and how much is built to be mechanical progression, but the general idea holds.
I'm also not sure if you can really bruteforce your way through it, but it's been a while since I've played it.
You can't totally brute force it, but you can brute force certain words IIRC.
But yeah, it's basically a Metroidvania where combat is replaced by puzzles, but that's my point. Souls-like is just a trendy new way to say Metroidvania. I literally can't think of a functional difference between them. Every Metroidvania I think could just as well call itself a Souls-like, and vice versa, and nothing would change. I remember DS1 being called a Metroidvania originally.
The difference is almost purely aesthetic. Like I said earlier, possibly the only real distinguishing factor is RPG mechanics, but there are examples of games using either genre description with and without that, so I don't think it's required.