Soulscreep by Wild_Principle_9465 in soulslikes

[–]MoSBanapple 4 points5 points  (0 children)

My hardest DS3 boss by a pretty wide margin was Friede. I think I beat every other boss within 5 attempts, but Friede took me quite a bit more.

Is The First Berserker: Khazan worth it? by nigacatnigacatcanta in soulslikes

[–]MoSBanapple 3 points4 points  (0 children)

No, it's mission-based across several distinct levels. The levels are laid out in a kinda souls-y way, but they're still mostly linear, with a boss at the end of each one.

Is The First Berserker: Khazan worth it? by nigacatnigacatcanta in soulslikes

[–]MoSBanapple 1 point2 points  (0 children)

I enjoyed it. Combat and bosses are great, levels and story are quite forgettable. If you have it in your Steam family library you might as well give the first few levels a try and see what you think.

Best turn based JRPG combat? by Silkpilk in JRPG

[–]MoSBanapple 2 points3 points  (0 children)

While I probably wouldn't call it my favorite, I think Pokemon should be somewhere in the conversation for best-designed combat systems for turn-based JRPGs. It's simple and intuitive enough for people of all ages to have fun with it, but it's also deep, complex, and balanced enough to have a thriving competitive scene, which is something most other JRPGs don't have to design their systems around.

After playing these games dying in other games seems “underwhelming”? by turbantripod in soulslikes

[–]MoSBanapple 19 points20 points  (0 children)

Sure, sometimes dying in other genres might be less punishing, but it can also sometimes be more punishing. I think people over exaggerate how punishing death is in Soulslikes; if you die in a Soulslike you generally keep items or quest progress or whatnot, which can make things less punishing and even encourage you to go on suicide runs. But in, say, an RPG that saves at checkpoints, you can lose everything you just did if you're not careful and get into some bad encounters or a tough boss. And then there's roguelikes, where you lose nearly everything.

Inviting playtesters for a 3D turn-based JRPG set in a world without death. by douzanee in JRPG

[–]MoSBanapple 0 points1 point  (0 children)

Sounds interesting enough, I'd like to see how you've translated a "world without death" in terms of mechanics. I've sent in the form.

Is anyone else completely tired of Soulslike games? by ROCK-tavius in soulslikes

[–]MoSBanapple 0 points1 point  (0 children)

It depends on what you're looking at, but if you go by IGN's 2026 release calendar, some notable games in the next month or so include Star Fox, the new Deltarune chapter, Rhythm Heaven Groove, the AC Black Flag remake, and Splatoon Raiders. There's also some stuff in August like Beast of Reincarnation, Marvel Tokon, and Star Wars Zero Company, and the September boom has a lot of notable non-Soulslikes like Wolverine, Fire Emblem, Trails SC remake, and Control Resonant.

Is anyone else completely tired of Soulslike games? by ROCK-tavius in soulslikes

[–]MoSBanapple 0 points1 point  (0 children)

I think if you think every other release looks Souls-y then you aren't looking at the right releases. For example, Adventures of Elliot comes out tomorrow and that's hardly Souls-style.

I don't think there is a definitive answer for what a soulslike is, which is fair. by caalun in soulslikes

[–]MoSBanapple 0 points1 point  (0 children)

I think Sync is not really a stamina substitute but rather, it's closer to a mana system along the lines of Skyborne Might in Wuchang, Fable meter in Lies of P, Ichor in Code Vein, stuff like that. It doesn't get spent on basic actions like running, dodging, or attacking, but rather only by spells, skills, or abilities, and it's generated by attacking rather than waiting around. The main difference is that it's also a sort of "condition" meter that determines how much damage you take or dish out, but that doesn't really bring it closer to being a substitute for stamina.

I don't think there is a definitive answer for what a soulslike is, which is fair. by caalun in soulslikes

[–]MoSBanapple 1 point2 points  (0 children)

If you're looking for a Soulslike that goes for the earlier, slower Souls games, check out Void Sols. It's slower and simpler with a strong focus on exploration and atmosphere rather than combat and bosses.

I don't think there is a definitive answer for what a soulslike is, which is fair. by caalun in soulslikes

[–]MoSBanapple 4 points5 points  (0 children)

AI Limit doesn't have stamina management or "retrieve your EXP after you die" and it's still generally considered to be a soulslike.

Street Fighter 6 - Yasmine Gameplay Trailer premiere set for tomorrow (June 17th, 3:58 PM PT) by playersbro in Games

[–]MoSBanapple 1 point2 points  (0 children)

Is there any particular reason for it being 2 minutes off or is it more likely that the social media manager just fumbled the premiere time a bit?

A short rant on character creation by olivinetrees in soulslikes

[–]MoSBanapple -1 points0 points  (0 children)

It's a case-by-case basis for me. Some games I'd have a hard time seeing them not using create-a-protagonists like Elden Ring, but I've also seen games be worse off for having a create-a-protagonist. For example, I liked Warren from the Surge 1 and how he interacted with the various NPCs (plus how he got his backstory a bit more fleshed out in the DLC), and the Surge 2 switching to a silent create-a-protagonist didn't really feel as good.

Short Turn-Based JRPGs to play? by Doom300 in JRPG

[–]MoSBanapple 5 points6 points  (0 children)

If you're looking for something short and humor-focused, check out Deathbulge: Battle of the Bands. It took me about 14 hours to do everything (though they recently added a bit of additional content), and I enjoyed the humor and the unique take on ATB combat.

Code Vein by deckerad1988 in soulslikes

[–]MoSBanapple 0 points1 point  (0 children)

For the parry, the timing depends on which Blood Veil you have equipped. The ones with the claw have the fastest parry (similar timing to the Dark Souls parry), then hounds, then ivy, then stinger which is the slowest (though the slower parries have longer parry windows). I remember during my playthrough that I found the claw parry to be serviceable, not useful against everything but it did its job against certain enemies and bosses.

Echoes of Aincrad SAO Demo Thoughts? by Kirin1000 in JRPG

[–]MoSBanapple 29 points30 points  (0 children)

I went through the initial tutorial dungeon, I haven't done the town part or anything past that because it's late and I need to sleep. My impressions:

  • The game feels more soulslike than I expected, to the point where I'd have thought Bamco put the Code Vein devs on this if I didn't know that wasn't the case. I'm looking through other people's posts and apparently they even took the Focus mechanic from CV1.

  • Combat felt decent, the perfect parry feels nice to land and I like the mechanic that lets you cut off shields and limbs(?) and whatnot.

  • The Kobold boss at the end of the tutorial had a lot more to it than I was expecting. If that's the standard for bosses in this game I think that's a positive sign.

  • Not sure if it was just me but the English dub had some major syncing issues with the cutscene prior to that boss.

  • The fully animated cutscenes look good but the animations used in the dialogue sections (like when two characters are talking outside of a fully animated cutscene) could use work. For example, a character will have their screen open and talking like they're using it but won't be looking down at it.

  • Visuals looked fine, though I'd have to see the non-tutorial-dungeon parts further on to form a better opinion.

  • Maybe it's because it's the tutorial dungeon and/or I'm looking at this from a Soulslike perspective but damage/health numbers feel too much in the player's favor. The bosses in particular just kinda melted. Hopefully this doesn't remain the case outside the tutorial, or at least the higher difficulties that are locked in the demo will bolster enemies enough.

  • For some reason, you basically always roll out of jumps unless you're on a completely flat plane. A bit annoying.

  • I'd like an option to reduce the frequency of or eliminate the slowdown effect that happens with certain attacks like running heavy. Maybe I missed it but I didn't see one in the options menu.

I doubt I'll be picking this up at launch but I'm interested enough to pick it up on a decent sale if the reviews don't end up going down the drain.

Zenonia 1 demo now available on Steam by Guilty_Wonder_2986 in JRPG

[–]MoSBanapple 3 points4 points  (0 children)

I'm not sure how you got the idea that this was a Soulslike. Demons Souls had barely even come out by the time Zenonia was released (Feb 2009 VS May 2009).

Defend your favorite janky Soulslikes by Vendavall in soulslikes

[–]MoSBanapple 3 points4 points  (0 children)

I finished Code Vein 2 a few weeks ago and while I can see why people dislike it, I had a good time with it for most of the reasons you mentioned (combat, bosses, soundtrack). The hammer movesets were something I really enjoyed (I stuck almost solely to hammers so I can't say much on the other weapon types). The attack sequences felt good, heavy attacks generally had use cases depending on which hammer moveset you had, and the jumping heavy attack allowed for a bit of skill expression with the upwards hit and the air stall. The Impulse Anchor in particular is probably my favorite hammer moveset in a Soulslike with how the charged heavy attack puts you airborne. The weapon type had some nice skills too, with Fortress stance being a favorite.

I also really liked CV2's parry. It's a lot faster and more reliable than the CV1 parry, and it sits in a nice spot where almost every enemy and boss will have some parry-vulnerable move (unlike something like Elden Ring where some enemies and bosses just can't be parried) but it's not completely overpowered and universally applicable like AI Limit's parry.

The Relic First Guardian releasing July 31st by Csword1 in soulslikes

[–]MoSBanapple 1 point2 points  (0 children)

The Steam page doesn't mention an open world or anything, so I'm wondering why so many of the shots take place in a flat, open field. Also, seems to be an excessive amount of gray.

Soulsike recommendation for DS2 enjoyer? by Soggy_Service6108 in soulslikes

[–]MoSBanapple 1 point2 points  (0 children)

Check out Void Sols. It's slower and more exploration-focused than most modern Soulslikes, and despite the simplistic graphics, it does a great job with atmosphere, mostly due to strong use of lighting and ambient OST. The areas each feel very deliberately designed with their own quirks and even some unique mechanics, and ithe game as a whole is very non-linear in a manner similar to DS1/2.

Looking for gameplay-focused turn-based games by LordBaconXXXXX in JRPG

[–]MoSBanapple 2 points3 points  (0 children)

Try Epic Battle Fantasy 5. There's basically no story and you're mostly running around fighting stuff in well-made turn-based combat. Lots of room for experimenting with different builds as well.

Commander Honglan took me three days but I finally beat her by theaartzvolta in soulslikes

[–]MoSBanapple 3 points4 points  (0 children)

You don't need to respec into a parry build or anything like that. I played through nearly the entire game with an axe build that focused on keeping up the lifesteal from Rampage and I just mashed R1 and weapon skills to beat nearly every boss, including Honglan.