r/truegaming • u/echolog • 17h ago
Blood of Dawnwalker has one of my favorite combat systems in a video game, and it made me realize why I prefer Soulslikes.
That title might not make a lot of sense because Blood of Dawnwalker is NOT a Soulslike. The reason I worded it like that is because despite how much I love the directional attack/block/dodge system in the game, it still somehow managed to get stale for me by the end of the game...
And it got me thinking: Why is it that so many of these open world RPGs turn me off after playing them for enough time? Why do I keep going back to Souls games and playing them over and over again? What exactly is it that I prefer about one over the other, and what exactly did Dawnwalker do to make me feel this way?
After thinking about it I think I found the answer: The gameplay of most Action RPGs focuses heavily on the player character. The gameplay of most Soullike RPGs focuses heavily on the enemies.
To clarify, let's start with what Blood of Dawnwalker does well: The combat system. Dawnwalker uses a very interesting direction-and-timing system for your attacks, blocks, and dodges. Any time an enemy attacks, you get an indicator showing which direction they are attacking from. If you just hold block, you do what's called an 'omniblock' which will block in any direction at the cost of some stamina. However, if you move in the direction the indicator is pointing AND block, you'll perform a 'directional block' which will cost no stamina, thus allowing you to attack more frequently. Even better, if you time the directional input at the last possible moment, you'll perform a 'perfect block' (or a parry). This not only doesn't cost you stamina, it refunds you stamina and lets you follow up with a 'riposte'. You'll then get another indicator showing which direction you can attack in to perform a 'perfect riposte'. This will automatically cause a critical hit and sometimes even stagger the enemy for a moment so you can get more attacks in. It's a very rewarding system for skillful play, and many of the perks in the game's talent tree tie into this exact mechanic. By the end of the game you can keep going with nearly infinite health, stamina, and ability charges (for active abilities, which allow you to put out incredible damage or gain some other utility in combat) as long as you keep the perfect blocks and ripostes going.
I love this system. It's engaging, rewarding, powerful, and fun. Everything a good gameplay system needs to be. Now I do have some nitpicks about it, namely the camera and lock-on targeting system, but I have no doubt those will be improved with updates and/or mods. However there is one critical flaw with this system, and it has nothing to do with the player character...
It's the enemies.
Early on in the game there isn't really much of an issue, since you're still learning this system and trying to master it... but by the end of the game, you notice. You notice that every human, every ghost, every wolf, every bear, every vampire, and every other creature under the sun and moon is just the same enemy with a different model and different animations. Every single enemy can be defeated by watching the little indicator in the middle of your screen and timing your block (or dodge, in the case of a 'red skull' indicator) and following it up with a directional attack.
Now in the case of Dawnwalker, this problem is largely solved with 'Duelist' mode, which removes in on-screen directional indicator and forces you to watch the enemy move in real time... but at the end of the day you know that the same thing is still happening, even if the game doesn't explicitly show you anymore.
By the end of this game, which I loved, I felt the same way I feel at the end of every open world RPG. Kinda bored at the idea of fighting enemies. I was still in it for the story, and the characters, and the lore... but the combat was just... routine. And that was a shame.
So what am I talking about when I say I prefer Soulslikes? What do they do better than regular Action RPGs? Well, like I said, they focus on the enemies. The problem is still there to an extent, because at the end of the day all you can really do is move around, dodge, block, parry, and attack, right? The difference is these enemies all interact with those mechanics in different ways, and all have their own strengths and weaknesses which you have to learn, and then adapt to, and then exploit. If you don't adapt, you die.
Some enemies are small and fast, others are big and slow. Some telegraph their attacks, others do not. Some have ranged attacks, while some will chase you around to melee you, and others will do both! Sometimes you'll be ambushed or outright swarmed (which sucks) and you'll have to figure out on the fly how to survive. Some enemies are almost like a puzzle you need to solve just to figure out how to kill them before they can kill you. Most of them will react and adapt to YOU and you need to figure out how to do that right back to them in order to get the upper hand.
These games also tie their enemies to the level design in a way that feels almost symbiotic. Since enemies respawn and they're always in the same place, they're basically a part of the environment. It turns each area into a kind of puzzle that you need to work out the best way to get through on your way to the next bonfire or boss. In most open world games, the placement of enemies seems almost like an afterthought, or just as some means to 'fill up the map' with 'stuff to do'. In souls games, this placement is meaningful and a defined part of the overall experience.
Now Souls games don't tend to have big skill-trees full of unique and flashy abilities. Most of the time you just pick up a weapon and swing it. There are a LOT of weapons and usually magic systems and other things to give you a large amount of build variety, but generally speaking you're not going around doing crazy combos and slamming a 'do 10,000 damage to everything around me' button because that button doesn't exist. This is what I mean when I say the gameplay focus is on the enemies, rather than the player character. The enemies can usually do more, bigger, and better things than the player character. And that's what makes them worth fighting.
So what am I getting at? Do I think a combat system like Dawnwalker's could work with Soulslike enemies? Honestly, probably not. As much fun as that combat is, it is inherently limited. As soon as you decide that all enemies operate on something like a directional input system, that is now by definition all they can do. An enemy is never going to surprise you doing something else. It's never going to do some crazy environmental attack, and it's never going to have any specific weaknesses to a certain type of gameplay, because there is only one type of gameplay. The open-endedness and adaptability of Souls combat is what makes it special.
TL;DR: A game's combat gets boring the moment when you realize you no longer need to adapt to the enemies.
When a 1000 year old vampire and a random wolf in the forest feel like the same kind of enemy, that's a problem.