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Onimusha, Devil May Cry and Ninja Gaiden were doing moderately-challenging 3rd person hack and slash long before any "souls"
to everyone else: a soulslike is a game inspired by and containing elements of hidetaka miyazakis fromsoft games.
LOL you're just asking for the world's biggest argument thread,
Why not add "And also, while we're at it, what's communism and define heavy metal."
I don't know, though, I have no dog in this fight except I never download anything that says "soulslike" in the tags. That tag just means "you won't like this game" to me.
Roguelike, on the other hand, I buy those. Even though the tag is usually a lie using the new, modern definition that bears no relation to the former definition. (In Rogue, Nethack, Angband, Crawl, etc., nothing carried over after death. Nothing. No progression. Nada. Squat.) Now the term means, among other things like procedurally generated levels, "game where lots of meta progression carries over after death". Okay cool we're inverting things to their opposites now, but I can dig the new lingo. I'm flexible.
The carefully-timed counterattack is a strong mechanic once you learn it, but since even the lowest mooks can break your guard, staying mobile is the best defense.
I'm guessing the term is being used to denote a combination of parry-intensive combat and difficulty based on timing of blocks and parrys. And more punishing and frequent dying than most side-scrolling games.
I think Salt and Sanctuary was one of those. And it's sequel. And I sucked at it.
Meh, but then again it could be argued Dark Souls (especially DS1 and DS2 which were much more non-linear compared to DS3) is almost like a 3d metroidvania.
It's honestly hard for me to describe exactly what makes the Fromsoft Souls games feel the way they do. All I can say from what I've played and seen all the games that are labeled souls-like or market themselves as such are totally sauceless and miss the mark. It's that or they are more fast paced and arcadey and feel more like what I'd describe as a hack and slash than like dark souls. It's somewhat close, but not exactly the same. Dark Souls isn't combo heavy after all, it's in fact deceptively simple.
Shovel Knight makes you drop money when you die and try to back to where you were to retrieve it. Of course, with them shamefully shoehorning rewind cheat and savescumming in for the DX remaster, literally all challenge and difficulty is nullified.
roguelike: rpg in a procedural generated dungeon or map, heavily relies on rng