Both times I managed to equip it right before getting ambushed by a difficult boss 
Don’t think I’ll bother with the fragile charms anymore. The busywork they punish you with for dying isn’t worth it.
Both times I managed to equip it right before getting ambushed by a difficult boss 
Don’t think I’ll bother with the fragile charms anymore. The busywork they punish you with for dying isn’t worth it.
I feel it is already out of style. Not many games pursue this design anymore. There was a period when soulslikes were popping up left and right but most of them turned out to be terrible. The trend was then replaced by roguelikes and deckbuilders and we are at the tail end of that train too.
I would say, like most genres, it’s just evolved. Most of the things that make the genre unique are now staples of other games. When’s the last game you played with traditional saves? Almost every game now has a souls-like save system, where you lose physical progress but gain character progress (exp, items, currency, etc). I would say most rogue-lites share DNA with souls-likes at this point for that reason.
Art evolves, and it’s always pulling things that worked before and evolving it into new styles. Any game that isn’t taking lessons on how forgiving souls-likes are is probably doing something wrong. No one likes reloading saves and losing all progress. It was just something we put up with until a better solution was found. Souls-likes revolutionized gaming by finding that option that rewards death instead of punishes it.
I think the restricting the power of saving has more to do with games becoming more complex which makes it difficult to serialise the totality of the state. Obviously not in case of Hollow Knight/Silksong. The design is deliberate in these. But I haven’t played new AAA games in a long time. If games like Assassin’s Creed are doing this then I doubt it is because they take inspirate from From Software games.
I also rarely play AAA games. I don’t think AC is doing it though. Most games don’t serialized the entire game state though. They save the state of the story, but they reset/regenerate most of the game state. I don’t think that’s the reason we have seen the, let’s call it soft reload, system in more games. It’s just a smart system that fixes so many problems a hard reload has, though yeah, I think a lot of AAA still does hard reloads, but I only vaguely am aware of them.