Civil Rights
Movements, leaders, victories and the continuing fight for equality.
Explore the people, places, events, achievements, struggles and stories that shaped our journey.
Movements, leaders, victories and the continuing fight for equality.
Innovation, patents, science, technology and world-changing contributions.
Pioneers, champions, Negro Leagues, records, activism and excellence.
Meet the people whose lives, choices and achievements shaped the journey.
Black towns, communities, institutions and places where history happened.
Moments that changed communities, movements, institutions and the nation.
In August 1908, a white mob attacked Springfield, Illinois’s Black community, destroying homes and businesses and lynching two Black men. National outrage over the violence helped spur the movement that created the NAACP the following year.
MORE →Reflects the personal views, recollections, and perspective of the author, Mike Davis.
This is a personal recollection on the Move fire on May 13, 1985
| Video games |
|---|
| Part of a series on |
| Role-playing video games |
|---|
A Soulslike (also spelled Souls-like or Souls like; Japanese: ソウルライク) is a subgenre of action role-playing games known for large worlds filled with enemies and emphasis on environmental storytelling, sometimes in a dark fantasy setting. Japanese developer and publisher FromSoftware and director Hidetaka Miyazaki are largely considered to have created and established the subgenre, pioneering it with Demon's Souls (2009) and further popularizing it with similar subsequent games, including the popular Dark Souls trilogy (2011–2016), from which the genre's name is derived. These games and subsequent FromSoftware releases are often called Soulsborne games, a portmanteau of their Souls-titled games and Bloodborne (2015).
While the Soulslike description is typically applied to action role-playing games, the core concepts of high difficulty, repeated character death driving player knowledge and mastery of the game world and pattern recognition, sparsity of save points, and giving information to the player through indirect, environmental storytelling are sometimes seen in games of very different genres, the mechanics of which are sometimes described as Soulslike.
Soulslike games typically have a high level of difficulty where repeated player character death is expected and incorporated as part of the gameplay, with players often keeping part of their progress, like items collected and bosses defeated, since the last checkpoint. Other losses (such as experience or currency) are potentially recoverable. Soulslike games usually have ways to permanently improve the player character's abilities to progress further, often using a type of currency that can be earned and spent but may be lost or abandoned between deaths if not properly managed, similar to the souls in the Dark Souls series.[1][2][3] The need for repeated playthroughs can be viewed as a type of self-improvement for the player, either through gradual improvement of their character, or improving their own skills and strategies within the game.[4]
Salt and Sanctuary developer James Silva said Soulslike games provided "deliberate and meaningful exploration" of the entire game, including the game world, character improvement, and combat, through learning by repeated failures.[5] Combat in Soulslike games may also be methodical, requiring the player to monitor stamina to avoid overexertion of their character,[2] and often is based on "animation priority" actions that prevent the player from cancelling movement until the animation has been played out, leaving them vulnerable to enemy attacks.[4] Souls and its related games developed by FromSoftware include multiplayer features such as the ability to write messages that can be seen and rated by other players, apparitions of other players, blood stains that allow viewing of other players' deaths, invasion of other players' worlds, and summoning of other players to one's own world for assistance.[citation needed]

Many Soulslike games use checkpoint systems associated with the bonfires of Dark Souls. These checkpoints typically serve as respawn or recovery points and may also allow players to level up or fast travel between discovered locations, while resting at them may reset enemies. Similar checkpoints may be represented differently in other games.[6][7] Such systems help avoid an outright failure state while preserving a risk-and-reward structure around death, recovery, and exploration.[8]
These games are commonly noted for their lack of overt storytelling, as well as their deep worldbuilding, with a captivating world being cited as key to spark players' desire to explore.[9] Players are meant to discover bits and pieces of the game's lore over time via environmental storytelling, item descriptions and cryptic dialogue, piecing it together themselves to increase the game's sense of mystery. Despite their dark themes, the settings of Soulslikes sometimes feature elements of comic relief, such as unexpected interactions (e.g. petting a cat), humorous reactions from non-player characters, peculiar outfits and weapons, and unusual, often slapstick means of death, such as being eaten by a Mimic.[10]
The Soulslike genre emerged from FromSoftware's Demon's Souls (2009) and Dark Souls (2011), from which the genre's name is derived. The games helped establish and popularize design conventions associated with the genre, including difficult combat, hostile environments, limited checkpoints, recoverable resources lost on death, and indirect storytelling through world design and atmosphere.[3][5] Later FromSoftware games, including Bloodborne, and Elden Ring, have also been discussed in relation to the Soulslike genre or the related Soulsborne label.[11]
Other notable Soulslike games include:
Other games not always classified as Soulslikes that have been cited as influenced by the Souls series include:
This section needs expansion with: Reception of the genre itself. You can help by adding missing information. (September 2026) |
This section needs to be updated. (September 2026) |
The term "Soulslike" received some criticism early on. In 2017, Austin Wood of PC Gamer criticized the Soulslike label, saying that treating Souls games as a template "misleads" players into believing that various games classified as such are similar to Souls when they are really different. He called the Soulslike label, along with the Metroidvania and roguelike labels, "jargon" that "ignores what makes [the games] unique".[9] Also in 2017, Mark Brown of Game Maker's Toolkit decried the subgenre as overly restrictive, forcing games to fall into a certain template and preventing their design from advancing. In responding to this argument, Bruno Dias of Vice disagreed, saying that Brown's comparison of Soulslikes with roguelikes was not apt because roguelikes were a hobbyist pursuit for a long time. He also said that Soulslikes did not need to advance yet, as they did not have a marketability problem.[57]
Interviews with developers of Soulslike games in 2020 revealed that they all thought of being classified as part of the genre as a positive thing that functioned as a useful description for players. However, some believed that it could be misleading, causing players to expect certain things and be disappointed when a game does not have them. An example of this was players being disappointed that Remnant: From the Ashes was primarily a shooter, despite being characterized as a Soulslike.[10]
{{cite web}}: CS1 maint: deprecated archival service (link)
Source: Wikipedia. Article content is retrieved live through the MediaWiki API.
A Soulslike (also spelled Souls-like or Souls like; Japanese: ソウルライク) is a subgenre of action role-playing games known for large worlds filled with enemies and emphasis on environmental storytelling, sometimes in a dark fantasy setting. Japanese developer and publisher FromSoftware and director Hidetaka Miyazaki are largely considered to have created and established the subgenre, pioneering it with Demon's Souls (2009) and further popularizing it with similar subsequent games, including the popular Dark Souls trilogy (2011–2016), from which the genre's name is derived. These games and subsequent FromSoftware releases are often called Soulsborne games, a portmanteau of their Souls-titled games and Bloodborne (2015). While the Soulslike description is typically applied to action role-playing games, the core concepts of high difficulty, repeated character death driving player knowledge and mastery of the game world and pattern recognition, sparsity of save points, and giving information to the player through indirect, environmental storytelling are sometimes seen in games of very different genres, the mechanics of which are sometimes described as Soulslike.
FromSoftware, Inc. is a Japanese video game developer and publisher. Founded by Naotoshi Zin on November 1, 1986 as a business software developer, the company released their first video game, King's Field, for the PlayStation in 1994. Its success shifted FromSoftware to focus fully on games, with them producing two more King's Field games before the first release of the mecha shooter series Armored Core in 1997. By the 2000s, FromSoftware's releases included the Echo Night, Shadow Tower, Lost Kingdoms, Otogi, and Another Century's Episode series. The company achieved breakout success by the 2010s with Demon's Souls and the Dark Souls trilogy of action role-playing games. Often cited among the greatest video games ever made, their emphasis on high difficulty and environmental storytelling led to the creation of the Soulslike subgenre, which also includes other later FromSoftware titles such as Bloodborne (2015), Sekiro: Shadows Die Twice (2019), and Elden Ring (2022). Hidetaka Miyazaki, creator and director of the Dark Souls series, as well as other successful FromSoftware titles like Demon's Souls, Bloodborne, Sekiro: Shadows Die Twice and Elden Ring, has served as FromSoftware's representative director and president since 2014, with Zin remaining as an advisor. Miyazaki directs and designs the majority of the company's games in addition to his executive duties. FromSoftware is primarily owned by Kadokawa Corporation (70%), with minority stakes by Sixjoy Hong Kong (16%), a subsidiary of Tencent, and Sony Interactive Entertainment (14%). FromSoftware usually self-publishes in Japan, and has partnered with international publishers, including Agetec, Sony, Bandai Namco Entertainment, Sega, Capcom, and Koch Media.
Demon's Souls is a 2009 action role-playing game developed by FromSoftware and published by Sony Computer Entertainment for the PlayStation 3. It was released in Japan in February 2009, in North America by Atlus in October 2009, and in PAL territories by Namco Bandai Partners in June 2010. The game is referred to as a spiritual successor to FromSoftware's King's Field series. Demon's Souls is set in Boletaria, a kingdom consumed by a dark being called the Old One, following its release through the use of forbidden Soul Arts. Players take on the role of a hero brought to Boletaria to kill its fallen king Allant and pacify the Old One. Gameplay has players navigating five different worlds from a hub called the Nexus, with a heavy emphasis on challenging combat and mechanics surrounding player death and respawning. Online multiplayer allows both player cooperation and world invasions featuring player versus player combat. A collaboration between FromSoftware and Sony's Japan Studio, the game's early development was troubled due to a lack of coherent vision. Despite such issues, designer Hidetaka Miyazaki was able to take over the project and helped to turn the game into what it eventually became. The game's difficulty was intended to both evoke classic video games and provide a sense of challenge and accomplishment for players. This aspect proved demanding for Miyazaki, partly because of his fear that Sony would ask the team to lower the difficulty in order to make the game more accessible. Announced in 2008, early reactions to the Demon's Souls demo were seen as negative, and the game's high difficulty prompted Sony to pass on publishing the game outside of Japan. The game initially had slow sales in Japan, but achieved commercial and critical success in the West through positive word of mouth, exceeding sales expectations. It was praised for its difficult combat and addictive gameplay, subsequently winning several awards. Demon's Souls introduced many of the core elements that would define the Soulslike genre and it has since been cited as one of the greatest games of all time. Its success led to the spiritual successor series Dark Souls. FromSoftware's relationship with Sony would lead to the release of Bloodborne and Déraciné, while a remake of the same name was released in 2020 for the PlayStation 5.
Dark Souls is a dark fantasy, action role-playing game series developed by FromSoftware and published by Bandai Namco Entertainment. Created by Hidetaka Miyazaki, the series began with the release of Dark Souls (2011) and has seen two sequels, Dark Souls II (2014) and Dark Souls III (2016). It has received critical acclaim, with its high level of difficulty being among its most discussed aspects. The first Dark Souls is often cited as one of the greatest games of all time. The series had shipped over 39 million copies worldwide as of 2025. Other FromSoftware games, including Demon's Souls, Bloodborne, Sekiro: Shadows Die Twice, and Elden Ring, share several related concepts and led to the creation of the Soulslike subgenre.
Before the 1921 destruction of Tulsa’s Greenwood District, Black residents had created a remarkable center of business and community life. The district included stores, professional offices, entertainment venues and homes owned by Black citizens. Understanding Greenwood means learning what was built—not only what was burned.
MORE →Joe Louis.