Summary
Much has changed inFromSoftware’s game design over the past decade, even as many other things have stayed the same. ComparingDemon’s SoulsorDark SoulstoElden Ringreveals a variety of different approaches to game structure, encounter design, and even the general speed each title moves at. Aggression has ramped up acrossFromSoftware’s Soulsborne catalog, both through the player’s new abilities and how complex enemy movesets and behaviors have become. Gradual changes like that give the developer’s library a diverse identity, while still providing fans with what they expect in terms of challenge, customization, and dark fantasy.
That gradual shift towards higher speed has become especially notable, driving an obvious wedge betweenBloodborneand the games before it. Back in 2015, it was a startlingly large jump for FromSoftware’s design to make, and it would end up being topped just a few years later bySekiro: Shadows Die Twice. WhileBloodborneandSekiroremain especially mobilecompared to theDarkSoulstrilogy andElden Ring, their impact on the Soulslike formula caused ripples that other FromSoftware games are still feeling. At this point, it’s likely that neither FromSoftware nor its fandom are able to completely return to how Souls games used to be, and a lot of that has to do with how recent titles handle stamina.

Stamina Has Always Played A Role In FromSoftware’s Souls Games
Stamina management is almost synonymous with the Soulslike genre, and FromSoftware as a whole. From the firstKing’s FieldandArmored Coregames, there have been stamina systems limiting player offense, defense, movement, or some mixture of the three. Even enemies can have stamina stats, although FromSoftware doesn’t design around that in the same wayTeam Ninja’sNiohdoes with Ki.Demon’s SoulsandDark Soulsin particular gated most of their action economy behind stamina, which combined with precise combat demands and the player’s stiff movements to work the mechanic into the Souls formula for years to come.
Later FromSoftware Titles Don’t Fixate On Stamina Anymore
Bloodbornewas stamina’s first step in a new direction, reducing the amount needed for player actions while also making stamina regeneration quicker. This way, stamina became circumstantially relevant, usually as a punishment for excessive button mashing, rather than an extra consideration every time players committed to an action. Players were stronger as a consequence, so the challenges they could reasonably face also scaled up in difficulty.Dark Souls 3andElden Ringcarried on this approach, whileSekiro: Shadows Die Twicewent as far as removing staminaaltogether to emphasize the protagonist’s mobility and the importance of the posture system.
FromSoftware Might Have To Keep Stamina In The Background
Stamina’s absence inSekiroand low emphasis inElden Ringhas set the trends for Soulslikes yet again.Recent Soulslite gamesAnother Crab’s TreasureandRise of the Roninrespectively prove this by lacking or lessening their own stamina management. At this point, seeing a traditional Souls game from FromSoftware without stamina feels increasingly likely. Reinstating stamina as a major mechanic is also valid, but after years of dialing it back, reversing that progress would be risky considering what could be lost on the way.
Stamina’s Importance Can Change Core Soulslike Design Elements
Emphasizing stamina means the margin for error is higher, and players are more predisposed towards caution than letting loose with a variety of abilities. Opponents would need to be toned down, and the design space permitting combined mechanics likeElden Ring’s guard counters orSekiro’s game-spanning parry systemcould shrink. The next FromSoftware title with real stamina management would need to execute it well to avoid losing years of mechanical progress. How that would play out remains to be seen, but ifFromSoftwarerevives the approach, then at least it has a history full of stamina systems to draw inspiration from.
Elden Ring
WHERE TO PLAY
ELDEN RING, developed by FromSoftware, Inc. and BANDAI NAMCO Entertainment Inc., is a fantasy action-RPG adventure set within a world created by Hidetaka Miyazaki and George R.R. Martin. Danger and discovery lurk around every corner in FromSoftware’s largest game to date. Hidetaka Miyazaki - President and Game Director of FromSoftware Inc. Known for directing critically-acclaimed games in beloved franchises including Armored Core and Dark Souls.George R.R. Martin is the #1 New York Times bestselling author of many novels, including the acclaimed series A Song of Ice and Fire - A Game of Thrones, A Clash of Kings, A Storm of Swords, A Feast For Crows, and A Dance with Dragons. As a writer-producer, he has worked on The Twilight Zone, Beauty and the Beast, and various feature films and pilots that were never made. He lives with the lovely Parris in Santa Fe, New Mexico.





