Posted on: June 4, 2022

Doodledibob
Verified ownerGames: 197 Reviews: 7
A diamond in the rough
Souldiers is another one of these metroidvania/dark souls mashups that have been getting popular over the last couple of years. You've got your usual quick & heavy attack, with a cooldown timer on the latter. Positioning is vital, and you have a block and dodge that you will need to use often. There's a heavy emphasis on knowing when to do what, and that classic Dark Souls sense of being punished for "being greedy" is also found here. The game is dragged down in a few areas. First, the melee/archer/mage class choice doesn't really feel balanced. At least early on, I'm getting mired in conflicts where if I don't have ranged options, I'm going to spend a lot of time waiting for certain enemies to get close enough for me to hit. Second, the pacing with the Dragon Statue Fires (this game's version of Dark Souls bonfires) doesn't seem quite right. Third, things like Ammo Shards should just refill when you save/heal at a DSF. The game is already asking you to be cautious and methodical in so many other areas, it doesn't seem reasonable that ammo gathering is something you should have to deal with in addition to the multitude of other resources. I personally don't find it fun to have to keep demonstrating that I have mastered this idea of how to gather ammo shards from trash mobs. Fourth, the game's keyboard controls feel... off. I'm sorry, I don't know how else to put it. Maybe it's down to the layout, and I haven't found something that works for me yet. Maybe it's the relative size of platforms and characters, with everything feeling so cramped. But compared to other entries in the genre, something feels wrong. Maybe it's better when you use a gamepad, I can't say for sure. I want to stress at this point that I do overall like the game. There's clearly a lot of thought and effort at work here. I just wish some areas had had more polish.
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