Skill issue on FromSoft’s part, and I say that as someone who has been a fan of their games longer than most people in this thread - more than a decade before even Demon’s Souls. Their original talent was always in detailed, immersive world design. Their gameplay was unpolished and experimental, but that’s something I liked about them. They got a smash hit with Demon’s and Dark Souls and made a hard pivot towards iterating on that formula. They still embrace their roots as a studio focused on detailed world building, but they’re trying to move more towards action and encounter design to cater to Souls fans. Where once they were highly experimental, now they seem afraid to try anything different.
A better studio could find a way for players to share that struggle and triumph while still allowing players of different skill levels to enjoy everything the game has to offer. That studio would be Supergiant with Hades’ God Mode option, which slowly gives more damage resistance each time you die so the player still struggles and gets better until the handicap and their improving skill meet in the middle. In the context of Souls, this could be separate for each boss. Or another entirely different approach could be taken. The point is merely that there are ways for players of different skill levels to still share in the same struggles, FromSoft is just unwilling or incapable of finding them.
So as a longtime FromSoft fan, I think they’re the ones who need to git gud.
I see why you’d say they’re still experimenting - and they are within the confines of the souls formula. They definitely aren’t making carbon copies of past games. But, compared to the crazy variety and wild mechanics in their back catalog, the souls formula is pretty narrow. They’ve got a card battler, an adventure game series, a co-op puzzle platformer, and more in their portfolio. Demon’s Souls itself was a huge experiment: souls, messages, and invasions into a mostly single player experience were completely novel and even weird. Let’s not forget about world tendency, (even if we want to).
FromSoft was always like that: a bunch of totally random ideas you’d never seen before with enough good, bad, and weird to go around. The changes they make today are comparatively tame. Imagine if the next soulslike game did away with the entire magic system and instead you craft your own spells from elements (Eternal Ring). Or if they did away with respawns and overhauled the entire leveling system in Bloodborne like they did when trying to give Shadow Tower its own identity separate from King’s Field. They were wild, but that’s what gave the world soulslikes in the first place.
I understand why they play it safe. Honestly, they don’t have a choice. It comes with the budget. So I really don’t begrudge them the lack of experimentation too much. But I do find it sad because it’s our loss. They could do better, and who knows what other stuff they might have come up with if they were truly free to experiment the way they used to. What I really wish is for them and other devs to just make smaller games with smaller budgets. Still make the AAA games, just set aside a small amount to experiment with and try new things too. That way we keep learning, discovering, and innovating. We’d all have better games for it.