Summary
FromSoftware might be the studio most associated with brutal difficulty spikes and cryptic lore drops, but that doesn’t mean everything it makes is designed to kick people in the shins and whisper “git gud.” Long beforeDark Soulsbecame a genre unto itself, the studio was experimenting with wild ideas,niche genres, and tone shifts so sharp they’d give a mech whiplash.
For players who have bounced off Soulslikes (or never dared to touch one in the first place), there’s a surprisingly eclectic mix of FromSoft titles that offer action, creativity, and even absurdist humor without the punishing loop. This list isn’t about toning things down; it’s about stepping sideways into some of the studio’s most fascinating, underappreciated, or just plain weird work.
BeforeElden Ringlet players summon jellyfish and mimic tears into battle,Lost Kingdoms 2was already blending creature summoning withaction RPG elementsin a way that felt both experimental and oddly relaxing. Released on the GameCube in 2003, this sequel took the original’s card-based combat system and cranked up the pace, making it more dynamic and more chaotic — without ever becoming overwhelming.
Players take on the role of Tara Grimface, a mysterious protagonist with a connection to ancient Runestones, and fight through real-time battles by flinging magical cards that transform into monsters, spells, or traps. The card deck system means no two players approach encounters the same way, and the battles rarely feel repetitive. It’s a game that rewards creativity, not timing windows.
Visually,Lost Kingdoms 2looks exactly like an early 2000s FromSoft RPG: dark, muddy environments filled with gothic vibes and creatures that feel just a little off. But despite that aesthetic overlap, it never falls into Soulslike territory. There’s no corpse-running or stamina bar watching; just deckbuilding, monster fusion, and the quiet satisfaction of summoning a lava golem that can clear a room. And in a very un-FromSoft twist, this game actually lets players grind.
IfSekirois a razor-sharp katana duel in a field of flowers,Otogi 2is a 2004 fever dream wheremythological Japanese warriorstear through demons while gliding across crumbling architecture in a haze of cherry blossoms and particle effects.Otogi 2: Immortal Warriorsexpands everything that made the firstOtogiinteresting. Instead of focusing on one protagonist, this one gives players a full roster of spirits, each with distinct playstyles. Some wield massive swords. Others use ranged magic, or float like ghosts across ruined temples. Combat is floaty but elegant, with midair combos, destructible environments, and surreal beauty.
There are no tight dodge rolls orbackstab parriesto master here. This isn’t Soulslike training camp. It’s a spectacle-first action game built on speed, style, and sheer mysticism. And the world design isn’t meant to trap players in loops or maze-like layouts — it’s there to fall apart beautifully beneath them.
Also worth noting:Otogi 2is still stuck in time. No remaster, no PC port, no fanfare. It’s a hidden gem buried under years of FromSoft’s newer legacy, but for anyone who wants to see the studio’s creative range on full display without being thrown off a cliff 18 times in a row, this is the one.
There’s jank, and then there’sEvergracejank. And somehow, it only adds to the charm. Released as a PlayStation 2 launch title,Evergracefeels like it belongs in the uncanny valley offantasy RPGs: full of strange fashion, dreamy music, and mechanics that feel like they were yanked from an alternate universe version ofZelda.
Rather than the death-and-rebirth loop FromSoft would become famous for,Evergraceis about equipment customization and exploration. Characters wear gear that physically changes their appearance, which — along with the vaguely haunting soundtrack and surreal environments — creates a vibe that’s more unsettling than outright difficult. There’s no stamina meter, no punishment for curiosity, and no cryptic NPCs speaking in riddles.
It’s one of those games where nothing quite works the way players expect. Combat is basic, and movement is awkward. The item system involves a weird Palmira crystal enhancement mechanic that’s never really explained. But all of it combines into something compelling.Evergracedoesn’t attempt to imitate any trend. It’s an early peek at a studio trying to find its voice, and creating something that feels like a weird dream players once had and forgot about until now.
This one might be the furthest possible point fromDark Soulsthat still falls under the FromSoft umbrella. Originally released exclusively in Japan for the original Xbox,Metal Wolf Chaoswas one part political satire, one part mech shooter, and ten parts absolute chaos. It was never meant to be taken seriously, which is why it’s incredible that it got a proper Western re-release in the form ofMetal Wolf Chaos XD.
The President of the United States, Michael Wilson, climbs into a giant armored mech to stop a military coup led by his traitorous Vice President. He launches rockets out of the Oval Office and shouts things like “Let’s party!” while blowing up tanks. It’s less of a narrative and more of a patriotic fever dream directed by a team who had only ever seen American media through a VHS tape ofIndependence DayorG.I. Joe.
Gameplay-wise, it’sa third-person mech shooterwhere players swap out weapons on the fly and leave cities in smoldering ruins. There are no stats to min-max or lore drops to interpret — just raw destruction and one-liners shouted through bullet storms. The remastered XD version cleans up the visuals and adds modern controls but keeps the utterly bonkers tone intact. FromSoft doesn’t make a lot of comedy, butMetal Wolf Chaosis the rare example where it committed to the bit and somehow made it work. For players who’ve never clicked with the studio’s darker tone, this might be the only time they’ll walk away laughing.
Armored Core 6does haveboss fights that will absolutely chew players upand spit them out, but it’s not a Soulslike. Instead of swords and shields, it’s all about booster jets, plasma rifles, and the freedom to build a machine of destruction from dozens of modular parts. If that sounds intimidating, it is — but in a way that rewards experimentation, not reflex perfection.
What makesFires of Rubiconwork for players who don’t usually enjoy FromSoft’s usual formula is its structure. Missions are tight, varied, and often short enough to not overstay their welcome. Loadouts can be swapped between missions, letting players tailor their approach to each challenge rather than slamming into a brick wall and being told to try again until they suffer enough to grow. There’s a joy in zipping across a battlefield, dodging missile barrages, and unloading a shoulder-mounted laser cannon into a rival mech’s weak spot. And for all its grit and industrial ruin,AC6is also stylish, with sleek menus, incredible sound design, and a soundtrack that hits like a gut punch.
The Souls DNA is faintly detectable, particularly in how it asks players to learn and adapt. ButFires of Rubicondoesn’t require memorizing parry frames or deciphering cryptic NPC dialogue. It wants players to find the right build, push the limits of what their mech can do, and maybe blow up a moon or two in the process.