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What games and media influenced Souls games? A comprehensive history.

2AdEPT

Member
A quick search on google left me with lots of games that were influenced by Souls, but fewer links spoke about the epistemological roots of Souls. Yes, I realize that King's Field was a precursor to Demon's and Dark Souls as FROM worked on this series previously themselves. Also the Berserk manga and anime comics series was influential, but were there other games that combined the action and RPG elements together to the same extent as Souls but were perhaps only restricted by technology? There were a host of RPG's that likely bridged the gap from the early 80's until now as well, starting with a game like Guantlet culminating with more recent titles like Shadow of the Colossus. But what did Miyazaki play as a kid? For whatever reason I forgot that the most beloved games I played in the 80's in the arcade were of Japanese origin...just like Souls games. I only played a couple myself, Rygar, Black TIger, and Ghosts and Goblins come to mind, but I was not soley a gamer and admit not expanding my horizons on the gaming front as a kid, and similar to today with Souls games...locked in to just a select few titles. Can anyone think of any others? Has anyone ever asked FROM staff what they liked to play as kids? I fell off the face of the planet game wise for a good chunk of time (1994-2007) when I (thankfully) only temporarily became an "adult." So stuff like Castlevania and Metroid are foreign to me. Someone please list the aspects from other games in history that made it into Souls today.

Please submit your examples of earlier games (of any year), or other art or media, that you think had an aspect that ended up in Souls. Link media, your own vids etc.

My first submission is the arcade game Rygar, which was released in 1986 by Tecmo. Althoguh it was a 2D left to right scroller/platformer, it did send you vertical. It has bosses and mid-bosses. It is a very punishing game for new players, no instructions are given much (although this was common in those days...looking over a more experienced player's shoulder was the only way to "get gud' in those days without spending a fortune yourself.) One aspect that really stood out for me was that they really tried to get enemies coming at you from both directions, and if you didnt deal with them quickly, you would be "ganked." Greeed was also punished heavily, but just like Souls they give you really good rewards and make you decide if your life is worth losing over it. The weapons system is tight and simple, yet you can do multiple moveset in different situations, with different upgrades. Probably the most important similarity for me and why I got addicted to both games. The second was hidden secrets...there were lots. The music was awesome, sound effects, hit and miss. The brief story was by allusion only, but had a similar cyclic idea..."4.5 billion years have passed....and now a new warriors reign has begun." Sounds very familiar! Fianlly the backdrop, despite being 2D had similar settings to souls, i.e. the forest with a stream level starts out Rygar and Dark Souls 2 alike. The lava level, and setting sun came later. The death "yell" for both games is near identical and although you float off escorted by a demon, a soul was invovled.

I was able to do a brief intro/walkthrough of the game with live commentary here.
 
I really wish I'd saved that comparison image showing the scenes from berserk and their souls counterparts. I'm sure some gaffer will successfully find it.
 
I really wish I'd saved that comparison image showing the scenes from berserk and their souls counterparts. I'm sure some gaffer will successfully find it.
yes that would be great to find!

Ultima Underworld by way of King's Field, with the aesthetics of Shadow Tower.

Sorry, i missed so many games...what aspects of Ultima underworld made it into souls? The action RPG gameplay? What made underworld more of a contributor than other Ultimas? I watced this gameplay vid and first thing I noticed was the tripping of levers to move the entrances etc. good call.
 
I really wish I'd saved that comparison image showing the scenes from berserk and their souls counterparts. I'm sure some gaffer will successfully find it.

This one?

2578022-1337897944513.jpg

 
from the arcades: Cadash perhaps?

on the Famicom: Metroid, Zelda II, Faxanadu, Castlevania, and Shadowgate

later on: Majora's Mask I'd be willing to bet

also "Gamebooks" like Fighting Fantasy and Lone Wolf, and classic Pen and Paper roleplaying games, themselves influenced by classic fantasy writers like Fritz Leiber and H.P. Lovecraft, and certainly western fantasy artists like John Howe and Alan Lee
 
from the arcades: Cadash perhaps?

on the Famicom: Metroid, Zelda II, Faxanadu, Castlevania, and Shadowgate

later on: Majora's Mask I'd be willing to bet

also "Gamebooks" like Fighting Fantasy and Lone Wolf, and classic Pen and Paper roleplaying games, themselves influenced by classic fantasy writers like Fritz Leiber and H.P. Lovecraft, and certainly western fantasy artists like John Howe and Alan Lee

good find on Cadash...I added link. Looks like I ahve a lot of research to do?!?!
 
The phantom mechanics were actually inspired by a personal experience of his.
Human nature, it turns out, was the inspiration. "The origin of that idea is actually due to a personal experience where a car suddenly stopped on a hillside after some heavy snow and started to slip," says Miyazaki. "The car following me also got stuck, and then the one behind it spontaneously bumped into it and started pushing it up the hill... That's it! That's how everyone can get home! Then it was my turn and everyone started pushing my car up the hill, and I managed to get home safely.

"But I couldn't stop the car to say thanks to the people who gave me a shove. I'd have just got stuck again if I'd stopped. On the way back home I wondered whether the last person in the line had made it home, and thought that I would probably never meet the people who had helped me. I thought that maybe if we'd met in another place we'd become friends, or maybe we'd just fight...

"You could probably call it a connection of mutual assistance between transient people. Oddly, that incident will probably linger in my heart for a long time. Simply because it's fleeting, I think it stays with you a lot longer... like the cherry blossoms we Japanese love so much."
 
It's easy to see that a huge amount of influence was taken in terms of gameplay, story and aesthetics from one of From's previous games, Shadow Tower: Abyss.

Even just watching the intro you can see many plot elements were directly lifted from it in the Demon's Souls opening.
 
There is gonna be a ton of arbitrary connections of random hard games that people want to make. I think even OP is a bit of a stretch tbh.
 
There is gonna be a ton of arbitrary connections of random hard games that people want to make. I think even OP is a bit of a stretch tbh.

Yeah, sorry OP, the lineage of Dark Souls is nowhere near as complex as you're making it out to be.

It's a third-person version of King's Field, which was itself a clone of Ultima Underworld. The aesthetic comes directly from Shadow Tower, which itself was lifted whole cloth from Berserk.

That's it. Thread is pretty much over.
 
The phantom mechanics were actually inspired by a personal experience of his.

Very cool.

This reminds of the third man factor...which most certianly would come about in times of stress or duress during Souls games. The scientific explanation is that the brain transfers its focus on certain lobes and people basically sense themselves outside themself. The area of the brain responsible for self awareness is shut down, while a certain other area is stimulated....and this accounts for the thousands of "guardian angel" stories and such. Scientists can evoke the third man factor on test patients by stimulating the right areas.

Yeah, sorry OP, the lineage of Dark Souls is nowhere near as complex as you're making it out to be.

It's a third-person version of King's Field, which was itself a clone of Ultima Underworld. The aesthetic comes directly from Shadow Tower, which itself was lifted whole cloth from Berserk.

That's it. Thread is pretty much over.

Um well, 1999 release date is not early enough to assess what the developers played as kids....its their own game....i am also hoping for other games that might have influenced shadow tower etc.

Yes, just because its hard is not good enough, as I mentioned that most games from the 80's were such. I am hoping to get back into Black Tiger, which I think will have many more similarities than Rygar, but of course came a few years later. The hidden wall aspect was likely common to lots of games, but black tiger must have been one of the first?
 
Castlevania: SotN: heavily influenced the level design and the basic moveset (block and evade)

Vagrant Story: aesthetics and general samey design philosophy when it comes to mechanics

I don't know if these assumptions are true, but I instantly drew these connections
 
One of the ones that seem obvious to me, but I don't see mentioned much is Monster Hunter. It seems pretty obvious to me that the combat while not exactly the same borrows heavily from monster hunter, which was obviously hot shit in Japan when the demon souls was in development.
 
Severance: Blade of Darkness?

It also had locational damage for regular mobs. The combat is similar in quite a few ways, though.

Came here to post this. I'm not sure if Miyazaki ever played Blade of Darkness, but there really are a lot of similarities even with little things like the game having lots of smashable crates and barrels that have nothing in them. I'm sure it's a case of both games drawing lots of references from sword & sorcery works. Golden Axe immediately comes to mind. I was also really surprised recently with Castlevania II: Simon's Quest (never played it before) and how much of that unforgiving gameplay and minimalistic storytelling is in some ways like Dark Souls, or rather the other way around. Demon's Crest has a very similar feel. Although of course, lots of old adventure games followed a similar pattern.
 
Came here to post this. I'm not sure if Miyazaki ever played Blade of Darkness, but there really are a lot of similarities even with little things like the game having lots of smashable crates and barrels that have nothing in them. I'm sure it's a case of both games drawing lots of references from sword & sorcery works. Golden Axe immediately comes to mind. I was also really surprised recently with Castlevania II: Simon's Quest (never played it before) and how much of that unforgiving gameplay and minimalistic storytelling is in some ways like Dark Souls, or rather the other way around. Demon's Crest has a very similar feel. Although of course, lots of old adventure games followed a similar pattern.

I totally am impressed with BOD, and yes there are lots of similarities for sure. What is the first gmae that incorporated the roll? This ine sure beats Shadow of the Colossus, but no game until souls used the roll as the critical move to define the while game was there?
 
I recently played Symphony of the Night for the first time and I can sense some influence. The dark, gothic setting, the enigmatic enemies that seem to have been created for no explicit purpose, the sword and shield style gameplay, freeform dual-wield system, and non-linear method of progression all show up in the Souls games. Obviously a lot is different, but there's overlap for sure.

Also, Dark Anor Londo is pretty much an "inverted castle" moment, though not quite on the same scale.
 
The rotating staircases in the Duke's Archives in Dark Souls are inspired by the moving staircases of Hogwarts in Harry Potter.

The giant enemies in Harvest Valley in Dark Souls 2 are based on Master Blaster from Mad Max: Beyond Thunderdome.
 
Also, Dark Anor Londo is pretty much an "inverted castle" moment, though not quite on the same scale.

The rotating staircases in the Duke's Archives in Dark Souls are inspired by the moving staircases of Hogwarts in Harry Potter.

The giant enemies in Harvest Valley in Dark Souls 2 are based on Master Blaster from Mad Max: Beyond Thunderdome.

you may be right! The anor londo walkway toward the main castle was inspired by a real cathedral in Italy..I hope I cna find a link..
MilanCathedralRoofSt.jpg
 
Moonstone

Never got into this game, only found out about it pretty late but haven't put much effort into figuring it out really, I really should give it another go.

Speaking of old PC DOS games, Blade Warrior comes to mind. It's a pretty interesting action adventure from 1991 made by Jason Kingsley (founder of Rebellion) with a silhouette visual style (way before Limbo eh?) and deep fantasy atmosphere. Haven't played it much yet but it looks like it has a fairly open world, magic crafting, item management and such. The combat is pretty bad unfortunately.

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Demon's Souls reminded me of Megaman in the way the hub system worked for a new player that wasn't very good at the game. You have a lot of different levels to choose from, and at the start you will probably die horribly no matter what level you choose. So you try the different levels one at a time to see where you can make any sort of progress. Eventually, you would be able to crack a level and get some nice weapons or spells, or rescue an NPC as a reward. Maybe you became stuck later on in the level, but with the loot you just got, you would be able to progress in another level that had previously had you stumped. And there you would get some new stuff that would help you in another level and so on. Similar to how weapons from robot masters in Megaman would help you progress in other levels in Megaman.

In reality, the devs probably didn't think about Megaman at all when they designed the game, but this is the connection I made in my mind. And because of how it all worked out, it made Demon's Souls into my favourite Souls game, even though I can readily admit that the Dark Souls games are a lot better mechanically in many ways.
 
Demon's Souls reminded me of Megaman in the way the hub system worked for a new player that wasn't very good at the game. You have a lot of different levels to choose from, and at the start you will probably die horribly no matter what level you choose. So you try the different levels one at a time to see where you can make any sort of progress. Eventually, you would be able to crack a level and get some nice weapons or spells, or rescue an NPC as a reward. Maybe you became stuck later on in the level, but with the loot you just got, you would be able to progress in another level that had previously had you stumped. And there you would get some new stuff that would help you in another level and so on. Similar to how weapons from robot masters in Megaman would help you progress in other levels in Megaman.

In reality, the devs probably didn't think about Megaman at all when they designed the game, but this is the connection I made in my mind. And because of how it all worked out, it made Demon's Souls into my favourite Souls game, even though I can readily admit that the Dark Souls games are a lot better mechanically in many ways.

The more I think about it, the more there is the probability that the developers took a lot of aspects from different sources to come up with the final product. No answers here are wrong per se, but of course are hard to prove unless then developers themselves are quoted as being influenced. I have no problem throwing out guesses for what influenced them to varying degrees, or perhaps that they went down similar paths of other developers independently.

They didnt stick withthe HUB nexus (mostly because people like me complained and wanted it more open world, and connected) and the result was simply awesome. The way everything loops back in DS1 was unprecedented no? At least for such a content rich game. Nothwithstanading they kind of did not make things connect the same way in DS2...possibly it was too difficult?

Ok here is my next submission:

Black Tiger

Possible influences:

Hidden walls
Rigged treasure chests
Poisoning is common and cure items are necessary
Annoying weak small but hard to kill enemies (bats here, mosquitos in Souls)
Dragons make up the large percentage of bosses.
Awesome music (although the level music here is better than the boss music)
Certain enemies can disappear
Vendors are spaced through the level in the heat of battle, not necessrily at checkpoints
Certain jumps are hard and have to be timed just right

....I proabably misssed some....
 
Any game with a dark fantasy setting released before 1994.

any favourites? what aspects of your fav from that era made it in?

Can anyone tell us what game first incorporated the roll dodge? Lets face it, Souls games are more fun when you focus on this aspect, it allows for speed runs etc. and to me there is no better feeling than learning the attacks and rolling to victory!

So far only two games mentioned in this thread, Severence and Shadow of the Colossus, had a clear roll move, and neither really set the whole game around it. Were there earlier action RPG's that used the roll dodge so prolifically?
 
any favourites? what aspects of your fav from that era made it in?

Can anyone tell us what game first incorporated the roll dodge? Lets face it, Souls games are more fun when you focus on this aspect, it allows for speed runs etc. and to me there is no better feeling than learning the attacks and rolling to victory!

So far only two games mentioned in this thread, Severence and Shadow of the Colossus, had a clear roll move, and neither really set the whole game around it. Were there earlier action RPG's that used the roll dodge so prolifically?

The roll dodge? OoT did this to great effect. In fact, DS owes a lot to 3D and 2D Zelda for both its mechanics and world progression, as do many open world games (GTA for sure).

I'm honestly surprised the OP didn't list Zelda first.
 
The roll dodge? OoT did this to great effect. In fact, DS owes a lot to 3D and 2D Zelda for both its mechanics and world progression, as do many open world games (GTA for sure).
I'd say level design is more like Castlevania, and gameplay seems more inspired by Monster Hunter maybe.
 
The roll dodge? OoT did this to great effect. In fact, DS owes a lot to 3D and 2D Zelda for both its mechanics and world progression, as do many open world games (GTA for sure).

I'm honestly surprised the OP didn't list Zelda first.
just so you know, I kinda started with Rygar and Black tiger more because they were chronologically earlier...but you make a good point about Zelda if indeed the roll is prominent....I have not played a zelda game but did watch that guy beat the world recod of OoT recently and didnt recall too much rolling...I will definitely rewatch. I am a wierd gamer (old) for sure, and as such the years listed excluded me from zelda (although just barely, one friend who held on to games a couple years longer than me back in the 80's played it onthe NES just as I was becoming a full time student athlete.) But rest assured I will catch up and play some of these classics soon. Thanks for the reminder about zelda. I have no Wii U etc. but my daughter has the latest 3DS version, OoT is on that platform as well right, can you still roll on that verison? I am having trouble finding OoT on my oldies site.
 
just so you know, I kinda started with Rygar and Black tiger more because they were chronologically earlier...but you make a good point about Zelda if indeed the roll is prominent....I have not played a zelda game but did watch that guy beat the world recod of OoT recently and didnt recall too much rolling...I will definitely rewatch. I am a wierd gamer (old) for sure, and as such the years listed excluded me from zelda (although just barely, one friend who held on to games a couple years longer than me back in the 80's played it onthe NES just as I was becoming a full time student athlete.) But rest assured I will catch up and play some of these classics soon. Thanks for the reminder about zelda. I have no Wii U etc. but my daughter has the latest 3DS version, OoT is on that platform as well right, can you still roll on that verison? I am having trouble finding OoT on my oldies site.

World record speed runs in Zelda games do not actually entail playing the game in any way that mirrors the actual experience. Don't use that as a frame of reference (even though they are awesome).

The roll connection is interesting, but the roll in Dark Souls makes up a much more essential piece of the combat than it does in Zelda. What strikes me as very similar, though, is the block-counterattack combat that makes up the core of 3D Zelda combat. Shields are very useful in both games. In both games, you also have fairly simple movesets that couple with positioning and learning enemy attack patterns to create a very organic feeling style of combat. Obviously Zelda is much easier and more basic, and it relies more frequently on using subitems against particular enemies. However, the core is strikingly similar.

As other people have mentioned here, I think Castlevania: SOTN and its ilk were a large influence.

Monster Hunter as well seems to have made a large impression on the developers in terms of basic combat and use of co-op (not game structure or progression). In fact, I've often wondered if the initially lukewarm reception of Demon's Souls in Japan was owed to the massive popularity of MH in the country. Chunky, slow combat with dodge rolls and more depth than it's basic moveset would imply? That's a lot less unique in the face of everyone and their mother playing MH. Not to imply that Demon's Souls is a rip-off of MH or anything of the sort, just that the initial frame of reference was probably very different than in the west.
 
Not a video game, but I recall playing Demon's Souls for the first time and getting a Fighting Fantasy/Sorcery! gamebook feel to the whole thing. It really reminded me of those gamebooks from my youth.

Lo and behold, I later see an interview with Miyazaki where he said he was influenced by Fighting Fantasy gamebooks. Awesome. <3
 
Mechanics wise, one can easily see the OoT/MM influence. Conceptually the Souls series feel like a natural progression of From's KF/ST series.
 
Not a video game, but I recall playing Demon's Souls for the first time and getting a Fighting Fantasy/Sorcery! gamebook feel to the whole thing. It really reminded me of those gamebooks from my youth.

Lo and behold, I later see an interview with Miyazaki where he said he was influenced by Fighting Fantasy gamebooks. Awesome. <3

cool!
 
In Dark Souls Artbook, IIRC Miyazaki himself said that he heavily influenced by pen-and-paper RPG such as Fighting Fantasy. Not a video game, but RPG books heavily influence Miyazaki's paradigm on fantasy.
 
I don't know if this is a given or not but Nashandra was clearly inspired by the art of H.R. Giger

TFtn2xU.jpg

Good reference! Very possible.
It is very likely there were some influences from the Dark Seed horror games from 1992...Giger worked on those and most reviews agreed they were visually stunning, but not fun to play. There was one quote from the link below that caught my attention:

"... if the embryo—the eponymous Dark Seed—is born, it will kill him and all of humanity."

Also the gamees may have influenced Kojima with the silent hill horror style as well (Same link as above):

"Unlike most point-and-click adventure games, which give the player time to explore, many actions in Dark Seed must occur within precise time limits, or the game will end up in an unwinnable state. As a result of this one must start over repeatedly to win without resorting to a walkthrough."

Dark_Seed_Cover.jpg
 
Sorry for the double post, but wanted to update with my latest submission: Ghosts'n Goblins

Yes there were lots of "hard" games in the 80's but this one was the hardest IMO. The jury is out on whether it was too cheap or not...still some poeple did complete it...so what was my problem?!!?!??

Gotta get a strat but often the RNG messes with what you thought was a good way to address the last death.
 
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