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What Makes a Soulslike Easier to Pick Up? Combat, Progression, and Difficulty Explained

A Soulslike can be demanding yet approachable if its combat is learnable and it offers alternatives when you get stuck. Here’s how to compare those qualities without assuming every game is easy.
Length4 min Posted Quest giverVGSources Team
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A Soulslike is easier to pick up when its combat gives you learnable signals, it offers ways to change your approach when stuck, and failure does not make practice feel needlessly costly. Those are separate qualities: clear enemy patterns help you learn, progression freedom gives you alternatives, and checkpoint placement shapes the burden of retries. None makes a game objectively easy, and checkpoint rules vary by title.

What “easier to pick up” means

For a first-time player, approachability is less about a low difficulty setting than about whether the game helps you understand what to do next. Consider three questions: Can you read an enemy and respond? Can you try another route or tool if you hit a wall? How much time or progress does a failed attempt cost?

Those questions measure different things. A game can be demanding but teach a consistent combat language. Another can offer extensive weapon customization while still asking you to master difficult encounters. There is no evidence here supporting a universal ranking of Soulslikes by difficulty.

Combat that rewards learning

Soulslike combat generally asks players to watch enemy movement, commit to deliberate attacks, evade or defend, and act during openings. Repeatedly pressing attack without regard to timing is unlikely to work. Bandai Namco Europe’s overview of Elden Ring and the genre describes the importance of reading enemies and choosing when to act.

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For a newcomer, the useful question is not simply whether a game has dodging, blocking, or parrying. It is whether the game gives you a response you can practice and whether the enemy’s behavior helps you recognize when that response is appropriate. Deliberate practice can still be challenging, but it makes failure informative rather than purely random.

What to do when you hit a wall

Elden Ring: take another route

Elden Ring’s open world lets players leave many difficult encounters, explore elsewhere, improve their character or equipment, and return later. In a 2022 PlayStation.Blog interview, FromSoftware director Hidetaka Miyazaki said he wanted newcomers to feel unpressured and approach the game at their own pace. He described returning to an obstacle later as a way to preserve freedom of progression.

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“They can come back to something later when they’re at an impasse so that they can have this freedom of progression and not have to bang their head against a wall over and over.”

Miyazaki also said the team did not intentionally lower the game’s difficulty. His expectation that additional options would help more people finish is a developer’s view, not a measured completion-rate result. The practical distinction is that Elden Ring gives players more choice over when and how to confront many challenges; it does not remove the need to learn and adapt.

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Lies of P: change your combat setup

Lies of P offers a different kind of flexibility. Developer Round8 Studio describes its weapon assembly system as allowing players to combine Blades and Handles with distinct capabilities, while interchangeable Legion Arms support multiple playstyles. That establishes combat customization, not lower overall difficulty, more progression routes, or more forgiving retries.

Difficulty settings versus ways to manage challenge

Elden Ring has no conventional easy-mode setting, according to Bandai Namco Europe. It does, however, give players several tools that can change how they approach challenges:

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These options are not the same as a menu setting that lowers enemy difficulty. They let players choose strategies and timing, and some may suit a particular player better than others. A game’s accessibility for a newcomer therefore depends partly on whether its available tools match how that person likes to play.

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Checkpoints and death penalties: compare each game specifically

Checkpoint location and death penalties affect how expensive it feels to learn through failure. To compare two games fairly, check how far a boss is from the nearest checkpoint, what progress or resources are lost on death, and whether lost resources can be recovered. Do not assume these rules are shared across the genre.

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The sources cited here do not establish exact checkpoint spacing or death-loss rules for Elden Ring and Lies of P, so a title-by-title comparison on those points would be unsupported. Bandai Namco notes that older Souls games often made the route back to a boss demanding and that Elden Ring’s open world gives players alternatives, but that does not provide a precise checkpoint or death-penalty comparison.

Which kind of flexibility matters most to you?

  • If you want to leave a difficult area and return later: Elden Ring’s open-world progression offers that kind of flexibility, alongside summons, exploration, and build choices. That makes it a reasonable candidate for someone who values alternatives when stuck, not a promise that the game will be easy.
  • If you want to experiment with weapon combinations: Lies of P’s Blade-and-Handle assembly and interchangeable Legion Arms are relevant features to investigate. The customization alone does not show that its encounters are easier.
  • If retries are your main concern: Check the specific game’s checkpoint and death rules before choosing. The sources here do not support a reliable comparison of those mechanics.

Before buying, confirm that the platform and edition you want are available; the features described here do not establish current availability for every platform or edition.

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