The Soulslike formula is tried and true, with many fans knowing what to expect from games like Lies of P, Mortal Shell, or of course, Elden Ring‘s Shadow of the Erdtree DLC just by that moniker. That doesn’t mean games haven’t experimented with the formula, but difficulty, items like Elden Ring‘s runes, and stamina systems are a few constants (among many others). Flintlock: The Siege of Dawn also experiments with this formula, dubbing itself a Souls-lite game as opposed to a Soulslike title.
Flintlock: The Siege of Dawn is designed to be more accessible than most Soulslike games, as there are difficulty options, a currency/leveling system, and no actual stamina system. Players can enjoy a Story Mode, encounter a more balanced action RPG approach in normal, or attempt a more traditional Soulslike experience with its hardest difficulty, Possessed Mode. Flintlock: The Siege of Dawn‘s Souls/Runes-equivalent is Reputation, yet it is modified with combat multipliers that affect how much Reputation players actually get. And unlike pretty much every other Souls-inspired game out there, there is no stamina system. Recently, Game Rant spoke with Flintlock‘s creative director Simon Dasan about this distinction between Soulslike and Soulslite, as well as why there is no stamina system.
Why Flintlock is Not a Traditional Soulslike Game
Souls-lite really means what anyone might think it does: it’s about being a more approachable and accessible action RPG in the Soulslike vein. This doesn’t mean there’s no challenge, but since there has never been a good “gateway” into the Souls genre, Flintlock might just be it. As Dasan explained,
Bringing the Souls experience to everyone was an idea that resonated with us, specifically by introducing traditional Souls mechanics and systems into a more accessible Action-RPG game, and that was the start of the ‘Souls-lite’ moniker.
To accomplish this, studio A44 Games looked at ways to offset the extreme difficulty associated with the genre, while still capturing the rhythmic combat often associated with it. This meant fun cinematic elements, like Glory Kills, and different approaches to combat, such as using Witherings to strip armor off enemies. Another one was removing the inherent limitations of the stamina system.
Why Flintlock Doesn’t Have a Stamina System
Stamina has always been an important stat in Soulslike games. Equipping too much means moving slower and fat-rolling, which can often be a death knell for players, while carrying a lesser load means moving faster but taking much more damage. A lot of players look for a balance between the two, but some skill players have managed to beat Souls games with no armor and just a big sword before. It’s an iconic part of the experience in many ways, but it was not something A44 Games felt fit in their game.
It’s worth noting that Dasan does point out that certain melee weapons affect attack animations and speed, but players don’t have to be concerned with a carry load, fat-rolling, or anything of the sort. In fact, there’s a freedom of movement in Flintlock: The Siege of Dawn unseen in many Souls games. Players, as protagonist Nor, can dodge quickly, powder jump in midair, and even dodge midair when engaging or disengaging with enemies. In fact, powder jumps and dodges can be conjoined for an interesting “triple jump” effect in Flintlock: The Siege of Dawn. Such movement would not be possible if players were restricted by their stamina
One other way we explored this idea [of a Souls-lite game] was removing the stamina system that’s often found in more traditional, challenging Souls games. We wanted the player to move around the environment much more freely, and Nor’s ability to quickly dodge, powder jump, or get some verticality on the enemy was really important to make it feel different from other games in the genre, and also open up the options available to the player for each encounter.
This freedom of movement removes a key limitation that forces player creativity in Souls games, but it gives them a new way to express themselves on the battlefield. This rhythmic flow is a lot of fun, as Game Rant experienced in its preview of Flintlock: The Siege of Dawn, and it’ll be interesting to see how far it goes in making a mark on the greater Soulslike/Souls-lite genre.