Game Length: How Long is the Complete Experience?
With the release of Blades of Fire, Wuchang Fallen Feathers, The First Berserker: Khazan, and Elden Ring Nightreign releasing in 2025, a topic is starting to pop up more. Is Souls-like fatigue really strong at the moment? For many, it is becoming a chore with the sub-genre starting to lose its touch. It’s very evident for the common gamer, as evident with the build-up to the launch of Hell is Us’ Steam Community section. There are a few questions asking if it’s souls-like, with others outright avoiding it because they think it’s a Souls-like. But for those wondering, it isn’t, but there are a few gameplay and visual similarities.
Here’s everything you need to know about Hell is Us’ Souls-like comparison. Image via Nacon.
Hell is Us is not a Souls-like¶
For the most part, the game is not Souls-like. The game’s creative and art director, Jonathan Jacques-Belletête, mentions in the press kit that the game’s combat is midcore. What he means by this is that it is designed to be accessible action combat, but with a high level of challenge without ever being punitive.
Simply put, players can expect to block, parry, and do combo attacks. However, you’re not expected to parry incredibly strong attacks from all enemies. There’s a generous roll dodge ability, blocking is fairly generous, and the parry has a visual effect that tells you what moves are parryable to assist you with those decisions.
The game also has a unique system called the Lymbic Pulse. Players can attack enemies to build up a meter. When the meter is filled, indicated with the white halo around the character’s model, you can use it to restore health to a certain point. However, being hit cancels the buildup. So, learning how to use the combat correctly gives players the chance to heal while in combat and not have to worry about medkits or restoring their health in a traditional Souls-like fashion.
In addition, the hallmark features of the Souls-like are not baked in. You don’t need to rest at Bonfires, there’s no Estus Flask equivalent, etc. The game has preset save features around the map that do somewhat mimic save spots like Souls-like games.
However, if you do want a more Souls-like familiar experience, there is an option to make deaths punishable. When you die, you can lose the accumulated XP, any shards you acquire, and enemies can respawn. So, if you want that familiar Souls-like feeling, you can turn it on as an option for difficulty setting in the menu.
So, there are some similarities to the genre, but the game is designed to have some in-depth combat, but not to take away from the game’s core exploration and investigation-focused mechanics.

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