These days, it feels like you can hardly go a week without seeing another handful of games that are inspired by any combination of Metroidvanias, Soulslikes, or roguelikes. Souldiers—the first release from a new development studio called Retro Forge—is an interesting blend of those first two genres, pulling some of the best elements from both to make for a potent and memorable experience. Though Souldiers doesn’t quite manage to stick the landing perfectly, it does enough right that it certainly warrants a fair look.
Souldiers initially takes place in the kingdom of Zarga, which is at war with the neighboring country of Dadelm. Following the advice of the court magician, General Brigard leads his regiment through a cave to set up a counterattack, only for an earthquake to strike and trap all of them inside. Some time later, a mysterious Valkyrie appears and tells the warriors that they all unfortunately died, but they can come along with her if they’d like another shot at life. Left with little choice, Brigard chooses to go with the Valkyrie and is joined by some of his men, who soon find themselves in the land of Terragaya—a dangerous realm between life and death. Here, Brigard and his men hope to get to the bottom of what led to their demise, and perhaps even find some way to come back to life to save their kingdom.
The story largely takes the backseat to the gameplay after your initial introduction to the world, but we still appreciated the bits and pieces of it we found along the way. Supporting characters like a goofy pig shopkeeper named Balof or a mysterious ninja girl named Sinka pop up every now and then to help break up the long stretches of gameplay and inject a little more charm into the otherwise rote fantasy motifs present throughout.
You begin your adventure by choosing one of three classes—the Scout, Archer, or Caster—each of which plays notably different from the next. The Scout, for example, has a much stronger block, but is rather limited in how they can't reach very far. The Caster, on the other hand, can fire off magic bolts that home in on enemies, but trades this for a much squishier defense. We felt that Souldiers felt a little more biased towards you picking either of the ranged classes, but it’s really tough to go wrong with whichever one you pick.
One aspect that felt a little odd about this class system, however, is that you’re permanently locked into choosing one at the beginning of your game. You’re not given an opportunity to really get a feel for each class before choosing, and if you later find you don’t want to stick with your choice, you either have to slog through or start over with a brand new save. The extra classes no doubt add to the replayability factor for those who want to run through Souldiers multiple times, but we would have appreciated a more fluid class system here, or at the very least the option to spend some time with each class before having to lock into one.
Whichever class you pick, your power grows over time by leveling up from defeating enemies and gaining Mastery Relics—basically skill points—to then spend in a class tree to build out your abilities. For example, we went with the caster for our run and one of the early abilities you unlock grants you a reflection that stays where you stood after you dodge. It can then be triggered to explode with a button press, dealing lots of damage to the enemy that just narrowly missed you.
We enjoyed seeing the new ways to play that came with this skill system, though we weren’t as much fans of how slow it is to get through. You don’t gain levels all that quickly in Souldiers and even some of the earliest abilities—like a slightly increased resistance to status effects—require multiple level-ups before you can activate them. It takes quite a while, then, before it feels like your class is finally shaping up into something with a decent amount of tools at your disposal.
Level designs follow the typical Metroidvania format of interconnected mazes that hide all kinds of goodies that require you to come back later with new abilities. That said, it feels less like the world is one gigantic interconnected labyrinth and more like a collection of extensive dungeons connected by smaller linear levels. This isn’t necessarily better or worse than traditional Metroidvania map design, it’s just a little different from the norm. Each portion of the world has its own gimmicks, puzzles, and enemy types to give Souldiers some variety, and we appreciated this focus on keeping the game from feeling stale.
Combat is built around patient, thoughtful play—even when not fighting any bosses—and encourages players to learn and capitalize on enemy tells for upcoming attacks. You have a dodge and a block that both operate on cooldown systems, and you’ll really need to make use of both if you want to get out of encounters in good shape. Health potions are expensive and hard to come by, and the measly health orb pickups from breakable objects only slightly take the edge off if you barely survived a hard battle.
This is all well and good but, unfortunately, Souldiers is let down quite a bit by performance problems, even after its day one patch. For example, loading times are especially lengthy; we clocked times of over a minute when loading into new areas and anywhere between 35-50 seconds after every death. Sure, individually these loads aren’t terrible, but it adds insult to injury when you’re struggling with a tough portion of a level and have to wait so long to try again after every failed attempt.
Beyond this, we noticed some rather egregious frame rate issues. For example, when fighting in an area that spawned a lot of enemies at once, not only did the action drop to sub-20 FPS regions, but our inputs were frequently being eaten and there were several notable moments where we took unnecessary hits because our character simply didn’t attack, block, or jump when we pressed the respective buttons. Somewhat connected to this, too, is a slight but noticeable amount of input lag. It’s not clear exactly what causes this or why, but some portions of levels would require us to account for an extra half-second or so before any of our inputs would be reflected on screen.
Lastly, and this was a really irksome bit, there’s a bug that deletes map progress at seemingly random intervals. Considering how labyrinthine some of these environments are, this makes navigation nothing short of a nightmare as we were faced with a map that sometimes decided to make it look like areas we’d thoroughly explored had gone untouched.
Now, that day one patch did mitigate some of these technical issues, but the load times were barely reduced at all and the controls still feel overly sluggish for what’s being demanded of the player. In its launch state, then, we would say that Souldiers is easily playable, but our enjoyment was affected by these issues. We’re not sure how performance fares on other platforms, but suffice to say the Switch version feels somewhat shaky.
Another issue we found with Souldiers is that the difficulty balancing borders on ridiculous. Borrowing from Soulslike game design, this is the kind of game where even common enemies can body you in a few hits if you aren’t careful. The difference here, however, is that it often feels like it’s not entirely the player’s fault when death comes. The issues we mentioned above with sluggish controls make fights feel that extra bit more difficult, while leaving it more ambiguous as to whether it was player error that led to a loss. Furthermore, we noticed many instances where we got ganked by offscreen enemies tossing projectiles or enemies springing on us out of nowhere and beating our character into a fine paste. We dialed down the difficulty level at one point, only to find that the challenge was seemingly no easier.
It’s difficult to pin down specifically what it is about Souldiers’ difficulty that feels noticeably lower quality than, say, any of the Mega Man Zero games, but we’d certainly caution you that this is a game solely for the most patient of players. Not only will you be facing death quite a few times over the course of your run here, but you’ll be spending quite a bit of time just staring at that loading screen as you wait for yet another go.
Performance problems aside, we absolutely loved the presentation. Each environment is realized in a stunningly detailed 32-bit art style that’s bursting with color and character. Animations are smooth and imbue characters and enemies with some lovely personality, while little details like legions of stickbugs marching their way up tree trunks gives each location a very lived-in feel. Couple this with some well-implemented parallax scrolling effects in the foreground and background and we were spending considerable time just taking in all the sights in each new area.
All this is matched by a fittingly retro chiptune soundtrack that helps to imbue Souldiers with a sense of playful wonderment. The music generally takes a rather relaxed tone, which helps somewhat to offset the anxiety brought on by the difficulty and performance problems and goes that extra bit toward immersing you in the world of Terragaya.
Conclusion
Souldiers is one of those games that’s disappointing simply because a small number of critical issues hold it back from the greatness it comes so close to achieving. A large world to explore, tough combat system, and an outstanding art style are weighed down by ridiculous load times and poor difficulty balancing. It’s a real testament to the game’s strengths that we’d still give it a recommendation, though perhaps with the caveat that you may want to try it on another platform than Switch, if possible — we really hope that further patches can iron out the issues. At any rate, we’d say Souldiers is certainly worth your time, but maybe this isn’t one to rush out and buy right away.
Comments 47
Another day, another Metroidvania/Roguelike. We really are running low on creativity.
The 30-35 second load times after each death is enough to put me off. It's made even worse by the fact that some deaths won't be the players fault due to the framerate and sluggish controls. It's a shame as it looks very nice. If patches eventually improve things I'll consider it but those load times need to be cut by at least 20 seconds.
Played for about an hour or so last night, been really enjoying it. They nailed that classic look and feel. I did notice the somewhat long load times though.
It’s disappointing to hear about all of these performance problems. I know this is a new studio, but why bother releasing the game now if it has this many technical issues? Especially if this is your first game and reputation on the line. I already pre-ordered physical, so hoping these issues get ironed out by the time the cartridge is produced and the game releases in September. 😕
@OldManHermit What about the frame rate? Thoughts?
Yea I was pretty disappointed with the Switch performance. Long load times and framerate drops is no bueno. I hope these can be solved with patches because it is a fun game. I can slug through it for now but it can be rough sometimes
@Ear_wiG The frame rate stuttered at one point in the caves area, but that was literally the only time it happened. Besides that it's been running pretty smooth. I'll need to play longer to find out if it's a consistent problem.
That’s too bad, I was really looking forward to buying this on switch instead of on steam. Steam it is then.
I'll keep an eye on it, and as soon as they make some patches to fix these issues, I'll get it from my wishlist.
@OldManHermit That’s good to know—thanks!
Damn those technical issues! I really want to get this game, I hope they patch it shortly. Such a pity...
@Lordplops at least it's not a remake, lol.
I guess i need to see if this is releasing on other platforms... Sounds good without the technical issues.
I just don't see how a game like this can have framerate drops and long load times.
I guess the devs are just really green or something. Looks nice though.
"Another issue we found with Souldiers is that the difficulty balancing borders on ridiculous. Borrowing from Soulslike game design, this is the kind of game where even common enemies can body you in a few hits if you aren’t careful."
And removed from wishlist...
A real shame the Switch version is a mess. PS5 version it is then. Retro style games like this should run perfect on the Switch.
Sounds like a wait for patches situation.
Looks like a great game to pick up on any other platform. Load times on PC are like 1-2 seconds. Hopefully the devs can fix this.
This game is really great so far, the combat is challenging and the art design is cool, but the review isn't lying about those long load times. I haven't encountered frame drops, but I have encountered frame hitching which is really a pain, especially mid-combat. I hope they can resolve these issues in future patches, because its otherwise a great game.
Hey NL, maybe you can ask the team why they didn't make avaliable the switch version for LATAM? It's not avaliable in Mexico, Argentina or Colombia at all
Good review, thanks!
I don't know why people are so critical of roguelikes! Some of us really like them! Imagine saying "ugh, another RPG" 😅
@KateGray I agree. I love roguelikes (this isn't a roguelike btw).
How do you die in a game when you’re already dead…
Already pre-ordered the Collectors Edition.
Looking forward to it.
I won't get to play it for ages anyway so hopefully they patch it up before I do.
Regardless, load times aren't a killer for me, I grew up with half an hour load times on a cassette so 30 seconds will give me time to have a sip of my coffee.
I was looking forward to this game, but given the difficulty and performance, I won't be buying it.
For those who have played it…
I am a big fan of metroidvainias, and I haven’t played one since dread, so I’ve had an itch to get back to one. I need a second opinion on whether or not I should buy it or something else. I have pretty much every big switch metroidvania other than cave story and axiom verge. What do you think I should buy?
@Ravio18 I know this isn't a straight up Metroidvania, but have you played any of the Blaster Master Zero trilogy? All of those were excellent.
@SwitchVogel I have not played it but you have me sold!
@Ravio18 Another one of my favorites is The Messenger. That one downplays the Metroidvania elements too, but I thoroughly enjoyed every second of that game.
@SwitchVogel I forgot about that game and I haven’t really played it. Maybe I should go back to it. Thanks for your recommendations!
@Ravio18 If you don't mind games with 'Souls-like' mechanics...
I would highly highly recommend 'Salt & Sanctuary' - an amazing 2D side-scrolling metroidvania, which serves as a bit of a love letter to Dark Souls / FromSoft games.
Lots of focus on build diversity / skill tree, but great metroidvania elements too. Honestly one of my favorite games of all time, and amazing replayability! (considering different builds etc)
"you may want to try it on another platform than Switch"
MetaCritic gave the PS5 version the exact same score as Switch.
And PC is worse.
Maybe it's just not a good game. Period.
the game is amazing and challenging enough, although some occasionally drop frame, and loading speed needs some improvement as well.
But It has a MAJOR problem about the save file, I spent 12+ hrs since the game released , tried to save and then it crashed, when I re-launched the game and the files became unload-able, please fix it…
@CJD87 I love souls likes and I have never heard of this game. You have absolutely sold me on it! Thanks for the reccomendation!
Wow, this makes me so sad. I was really looking forward to this one. Now it’s a pass. Sounds like they can fix some things via updates, but isn’t ready to play. Sounds like I’ll wait on the heavy hitter Delicious Last Course for my next game!
@Ravio18 Ah wow mate!
I love it when I can recommend this game to someone who hasn't heard ot it...... despite it's greatness, it somehow still remains an 'unsung hero'!
Seriously, I cannot praise it enough. In my opinion, irrespective of being 2D, it is THE best souls-like game to come to a non-FromSoftware developer.
Art style and character creation is fantastic, and the build diversity certainly rivals the original Dark Souls.
Normally you can grab this from the Switch e-shop at around roughly <~15 £GBP... which is a steal!! Really look forward to hearing your thoughts.
If you love souls, and especially those with metroidvania elements, then you're in for a ride
@CJD87 thank you sooo much for this reccomendation. I’ve fallen in love with it!
@Ravio18 Decent mate! So glad you've taken the plunge!!
What class did you start off with? And what build are you working towards?
Might be worth checking some build guides online, as I had to tank my initial playthrough due to poor oversight regarding what nodes I was selecting via the skill tree.....luckily it was a joy to start over ha!
I remember Bloodstained being so buggy on Switch, then finally improved so much with updates. Sounds like I'll have to wait for a few updates before trying this, but looks like fun!
@CJD87 I chose knight class. I haven’t played much so I haven’t really started working on builds yet. Thanks for the tip about researching online. Thanks again so much for the reccomendation!
I am most definately going to avoid classifying/advertising my game as a metroidvania when it releases, action adventure with light rpg elements.
That being said this game does look really fun over all.
@Legokit literally here to report the same 20 hours in and the save file died, I couldn’t start a new game without deleting the save data.
Here we are on December 27th 2022, almost 7 months after launch. Load times and frame rate are still horrendous. It’s like the developers released and never looked back. Albeit, it’s version 6.0 but none of the major complaints im experiencing were resolved.
On sale now… can confirm problems still exist.
@PoundShopOrwell thanks, was just about to ask this.
This game was a huge disappointment. I’ve tried several times to get into it with the physical copy I bought, but I just don’t like playing it. Besides all the performance issues, the combat just isn’t fun. It’s a shame, because it has a lot of potential.
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