Beyond 'Skill Issue': A Call for Nuanced Criticism in Soulslike Games

08/11/2025

In the dynamic world of video games, particularly within the challenging Soulslike genre, debates frequently emerge concerning game design, difficulty, and player experience. While titles like FromSoftware's Elden Ring: Nightreign command significant attention and fan loyalty, a prevalent issue within this community is the resistance to constructive criticism, often dismissed with the phrase 'get good'. This article delves into the critical need for a more nuanced discourse around Soulslike games, advocating for the recognition of design flaws beyond player skill. It highlights how an overemphasis on relentless difficulty can overshadow other crucial aspects of gameplay, such as camera mechanics, control responsiveness, and narrative clarity. As the industry evolves, so too should the conversation, pushing developers and players alike to foster an environment where thoughtful feedback can lead to richer, more accessible, and ultimately, superior gaming experiences.

The annual Game Awards consistently spark discussions among enthusiasts about which titles truly stand out. This year, the debate is already heating up concerning contenders for Game of the Year 2025. While Clair Obscur: Expedition 33 and Death Stranding 2: On The Beach are prominent candidates, a vocal segment of the gaming community, particularly fans of FromSoftware, passionately argues for Elden Ring: Nightreign's inclusion. Despite Nightreign's considerable success, many players steadfastly believe Clair Obscur: Expedition 33 to be the superior game, leading to intense and sometimes contentious discussions among the fanbases of these leading titles.

Within the fervent discussions surrounding Soulslike games, a recurring theme is the dismissal of criticism, often encapsulated by the retort, 'Sounds like a skill issue on your part.' This sentiment, frequently encountered in online forums and social media groups, suggests that any player struggling with or critiquing a Soulslike title simply lacks the necessary proficiency. For instance, in Nightreign's Steam community forums, a player's valid concern about being matched with less skilled teammates, which directly impacts cooperative gameplay, was met with such dismissive responses. This pattern extends beyond individual instances, with some fans preemptively labeling any critique as a 'skill issue' from the moment a new game is released. Such reactions, while emanating from a minority of the most dedicated fans, stifle genuine discourse about potential game improvements.

The unyielding difficulty of Soulslike games is a hallmark, yet it is not immune to criticism. Not all difficulty equates to good design; at times, it can be perceived as an arbitrary or 'cheap' means of challenge. A notable example is Elden Ring: Shadow of the Erdtree DLC, which presented such a formidable challenge that even seasoned veterans found themselves frustrated, with many eventually abandoning the game due to an excessively difficult boss encounter (before it was later nerfed). This reflects a long-standing complaint among players since Dark Souls 3 about difficulty spikes that seem to serve as artificial barriers rather than organic challenges, as seen also in games like Wuchang: Fallen Feathers.

In a promising development for the genre, some developers of challenging games are demonstrating a willingness to adapt their initial design philosophies. Titles such as Dead Cells and Celeste have introduced 'Assist Modes' to cater to a broader audience, including players with varying skill levels and disabilities. Moreover, Sifu and Lies of P have gone a step further by incorporating multiple difficulty settings, significantly enhancing accessibility. This shift is particularly noteworthy for Lies of P, whose director, Jiwon Choi, had previously asserted that Soulslike games should not offer difficulty options. However, with the release of the Overture DLC, the development team made a complete reversal, acknowledging the benefits of greater player choice. This evolution suggests that even within this famously challenging genre, developers are increasingly receptive to player feedback, paving the way for more inclusive and enjoyable experiences for a wider range of players.

Beyond the contentious debate over difficulty, Soulslike games often exhibit other design quirks that warrant critical examination. Issues such as erratic camera behavior, particularly in confined spaces or when confronting large adversaries, can unfairly contribute to player frustration and defeat. Similarly, input buffering, where player commands are queued up in ways that can lead to unintended actions, has also been a point of contention. If these games aim to be challenging, it is imperative that the difficulty arises from well-designed enemy encounters and mechanics, not from a struggle against the game's interface. Another common barrier is the genre's characteristic opaque storytelling, which often relies on fragmented lore disseminated through item descriptions, environmental cues, and easily overlooked NPC dialogue. While an intentional artistic choice, this narrative style often necessitates external resources like wikis or content creators for players to fully grasp the plot, potentially alienating those who prefer a more direct narrative experience. As the Soulslike genre continues to expand its reach, addressing these long-standing issues, from wonky cameras to convoluted quest triggers, becomes crucial. By embracing constructive criticism, developers can refine these beloved games, ensuring that their challenge remains rewarding and their narratives compelling, ultimately leading to a more refined and universally appealing gaming experience.