Soulsborne

Etymology
, after the ' trilogy and '.

Proper noun



 * 1)  A loose series of dark fantasy action role-playing video games developed by, generally held as including ' (2009), the ' trilogy (2011-2016), ' (2015), and ' (2022).
 * 2) * 2020, James Palmer, "Why did UK games sales drop in 2019?", The Boar (University of Warwick), 13 February 2022, page 32:
 * Sekiro: Shadows Die Twice was created by FromSoftware, the developers behind the Soulsborne titles.
 * Sekiro: Shadows Die Twice was created by FromSoftware, the developers behind the Soulsborne titles.

Noun

 * 1)  A video game subgenre influenced by this series, characterized by high difficulty, trial-and-error progression, esoteric enemy movesets, environmental storytelling, and complex lore.
 * 2) * 2022, Gabrielle Cabello Torres, "From The International: Video Games From Different Cultures", Mace & Crown (Old Dominion University, Norfolk, VA), Spring 2022, page 36:
 * “Blasphemous” is a masterfully crafted game that would entice hardcore fans of Soulsborne and Metroidvania games.
 * 1)  An individual game of this genre.
 * 2) * 2018, "Team Ninja's Nioh 2 is back for more", PlayStation Official Magazine (UK), August 2018, page 11 (image caption):
 * Do you have room for another Soulsborne in your life?
 * 1) * 2020, Cameron Kunzelman, "How we deal with dark souls: The aesthetic category as a method", in Hybrid Play: Crossing Boundaries in Game Design, Players Identities and Play Spaces (eds. Adriana de Souza e Silva & Ragan Glover-Rijkse), unnumbered page:
 * Diagrammatics allows us to properly think about how something like a “soulsborne” can be created: It is a set of mechanics, modes of storytelling, and player expectations that branch out and proliferate from the original object.
 * 1) * 2018, "Team Ninja's Nioh 2 is back for more", PlayStation Official Magazine (UK), August 2018, page 11 (image caption):
 * Do you have room for another Soulsborne in your life?
 * 1) * 2020, Cameron Kunzelman, "How we deal with dark souls: The aesthetic category as a method", in Hybrid Play: Crossing Boundaries in Game Design, Players Identities and Play Spaces (eds. Adriana de Souza e Silva & Ragan Glover-Rijkse), unnumbered page:
 * Diagrammatics allows us to properly think about how something like a “soulsborne” can be created: It is a set of mechanics, modes of storytelling, and player expectations that branch out and proliferate from the original object.