Flintlock: The Siege of Dawn Dev Explains Why There’s No Stamina System

Flintlock: The Siege of Dawn Dev Explains Why There's No Stamina System

As a longtime fan of the Soulslike genre, I’ve spent countless hours exploring intricately designed worlds and battling formidable foes. I’ve grown accustomed to the rhythmic combat, the sense of exploration, and the steep learning curve that comes with each new challenge. However, I also understand that this genre isn’t for everyone.


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.

As a gamer, I’ve found that Flintlock: The Siege of Dawn offers a more welcoming experience compared to most Soulslike games out there. In my journey through this game, I’ve come across options catering to various skill levels. There’s a currency and leveling system, making progress smoother. No stamina system is present, allowing me to keep pushing forward without worrying about exhaustion.

Why Flintlock is Not a Traditional Soulslike Game

Souls-lite refers to an action RPG with a friendlier and less intimidating take on the Souls series’ gameplay. It maintains the challenge level, but offers a more inviting introduction for those new to this genre. Since there hasn’t been an easy entry point into the Souls universe, Flintlock could be that game. As Dasan put it, [(Dasan spoke about this)](https://www.example.com/dasans-perspective).

Introducing the deep and immersive feeling of the Souls series to a wider audience was an idea that strongly appealed to us. We planned to achieve this by incorporating classic Souls mechanics and structures into a more user-friendly Action-RPG game. This concept later became known as “Souls-lite.”

As a fan of A44 Games, I’m excited about how they approached the challenge of creating an engaging experience in a genre known for its difficulty. Instead of relying solely on punishing gameplay, they introduced fun cinematic elements like Glory Kills to keep things fresh and rhythmic combat with alternative approaches such as Witherings to remove enemies’ armor. They also did away with the traditional stamina system restrictions to make the game more accessible yet still true to the genre’s essence.

Why Flintlock Doesn’t Have a Stamina System

As a dedicated fan of Soulslike games, I’ve always appreciated the significance of stamina in these intricate experiences. The burden of carrying excessive equipment slows me down, making it harder to dodge and roll effectively, which can be a fatal mistake. Conversely, traveling light means moving swiftly but leaving myself vulnerable to greater damage. Many players seek a balanced approach between these extremes, while some skillful ones have even conquered Souls games without any armor, relying solely on their wits and a mighty sword. This aspect adds depth and challenge to the gameplay in countless ways, making it an integral part of the Soulslike genre’s iconic experience. However, A44 Games decided that this mechanic wasn’t suitable for their game, likely tailoring the experience to cater to a different audience or design philosophy.

As a gamer, I’d put it this way: In Flintlock: The Siege of Dawn, Dasan mentions that the melee weapons we wield impact attack animations and speed. However, there’s no need for us to worry about carrying heavy loads or our protagonist Nor getting bogged down like in other Souls games. Instead, we’re granted an unprecedented degree of freedom in this game. We can dodge nimbly, powder jump through the air, and even dodge while jumping, allowing us to engage and disengage from enemies swiftly. Powder jumps and dodges combined create a cool “triple jump” effect that adds an extra layer of excitement to the gameplay experience in Flintlock: The Siege of Dawn. These maneuvers would be impossible if our stamina restricted us.

An alternative approach we considered for creating a less demanding Souls-like game involved eliminating the stamina system commonly featured in more strenuous Souls titles. This adjustment aimed to enable smoother movement within the game environment and showcased Nor’s agility, allowing quick dodges, powder jumps, or vertical maneuvers against enemies. Consequently, each encounter presented unique opportunities for players, setting this game apart from others in the genre.

In Souls games, the restriction of movement is a significant constraint that fuels players’ creativity. However, in “Flintlock: The Siege of Dawn,” this limitation is eliminated, offering a fresh avenue for self-expression on the battlefield. This dynamic rhythm creates an enjoyable experience, as Game Rant discovered during its preview. It will be intriguing to observe how extensively this approach influences the Soulslike/Souls-lite genre as a whole.

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2024-07-16 18:04