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As Silksong drags them into the spotlight again, have boss runbacks had their day?

September 14, 2025
in ESports
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Hi there and welcome to the primary in an nearly actually occassional collection of options we’re tentatively calling The Massive Query, wherein, having failed to achieve a decisive place on one thing we have been having enjoyable chattering about within the workplace this week, we current it to you, the EG group, for additional interrogation.
Let me paint an image: Vlor, Despoiler of the Night time, raises his mighty fists towards the blackening sky, thick swells of crackling magic signalling an incoming downpour of vicious spears from dimensions unknown. Sword aloft, you rush in, seizing this uncommon second of vulnerability to chip, chip away at Vlor’s well being bar. Solely – your timing is off; your dodge is simply too sluggish, and earlier than you already know it, you’ve got gurgled one other demise cry, respawning a probably tortuous five-minute odyssey away from Vlor’s Palace of Desolate Break and one other likelihood to finest him.
Sure, I am speaking in regards to the traditional boss runback – distant cousin, maybe, to the unskippable pre-boss cutscene – and probably the most divisive mechanics to have been embraced by builders impressed by FromSoftware’s Souls video games. For a time, in the event you’d requested, I most likely would have evangelised the runback; if there’s one factor I’ve discovered battling via From’s oeuvre, it is that calmness is not only a advantage, it is a necessity. Anger breeds impatience, impatience breeds carelessness, and all of a sudden you’ve got acquired two dozen gigantic spears protruding the highest of your head at regarding angles.
My outdated argument, then, was that runbacks have been an important alternative for re-centring – an opportunity to breathe out the trend as you traversed a well-known path, able to face your formidable opponent once more with excellent psychological equilibrium. By Darkish Souls 3, although, the collection’ boss runbacks have been rising notably much less extreme, and by the point Elden Ring arrived – let’s ignore Raya Lucaria – it appeared From was about able to consign them to the dustbin of online game historical past as soon as and for all, tossed apart as a pointless little bit of legacy faff. And you already know what? I did not miss them.

Darkish Souls 2: Sins of the First Scholar (left) added much-needed shortcuts to scale back among the unique’s extreme runbacks, whereas Darkish Souls 3 (proper) famously went a bit gungho with the bonfire placement.

However as different builders started seeking to capitalise on From video games’ reputation, runbacks – alongside different acquainted Soulsian mechanics like world-resetting relaxation factors and forex drops on demise – began proliferating elsewhere. Over time, we have seen the subgenre embraced by the likes of Nioh, Salt & Sanctuary, Lords of the Fallen, Mortal Shell, Blasphemous, Metal Rising, 9 Sols, and Lies of P; the complete record is lengthy. And whereas some studios opted to ape the formulation as intently as potential for max authenticity, others, notably lately, both jettisoned runbacks solely or shortened them a lot they felt little greater than an compulsory nod. For a time, it appeared runbacks may lastly be falling out of style, however then got here Hole Knight: Silksong. With its punishing problem and infrequently prolonged runbacks, Silksong has helped resurrect the dialog as soon as extra: do boss runbacks actually serve a function or are they simply an archaic, infuriating little bit of time-wasting design that is effectively previous its prime?

The snug, posterior-supporting calm earlier than the Silksong runback storm. | Picture credit score: Eurogamer/Crew Cherry

On Silksong particularly, Eurogamer’s Dom Peppiatt – a large fan of the unique Hole Knight – is torn. “On the one hand,” they clarify, “I actually admire what Crew Cherry has carried out in making them dynamic: you can’t simply autopilot your method again to the boss normally, as a result of the trail is laid out with threats that don’t react the identical each single time. Enemies might back-dash, hurl projectiles that intercept your jumps, or burrow up/down via the terrain. It means you need to suppose, react, and bear in mind each single time you die – you’ll be able to’t simply sleepwalk your method again to an encounter such as you do in some FromSoft video games, even the runback is a check. That is enjoyable. It wakes you up, it makes you consider your path.”
So from a design perspective, Silksong will get a tentative thumbs-up, however from a participant perspective, Dom is far much less satisfied. “I dislike it,” they proceed. “It jogs my memory many of the runbacks in Darkish Souls 2, typically messy, needlessly lengthy, and interruptive to the general stream of the expertise. I like a runback: I believe it is a great way to tutorialise gamers and have them (in a short time) be taught the nuances of your recreation, however Silksong errs on the aspect of sadistic for me. I would relatively the mean-spirited features of the sport be stored to the boss encounters and devoted puzzle areas; having it seep into the connective tissue is only a bit too aggravating.”

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I additionally posed the identical query to Eurogamer’s Ed Nightingale, a person so firmly embedded in From’s superb worlds at this level, it is a marvel he hasn’t morphed right into a mossy fort. “I am not completely averse to runbacks,” Ed tells me. “I’ve performed sufficient Souls video games to understand how repetition turns into muscle reminiscence and, thus, mastery. Heck, Demon’s Souls is sort of solely runbacks as complete ranges should be accomplished earlier than a boss battle. However even FromSoftware has slowly phased these out, with Elden Ring not solely being beneficiant with Websites of Grace however including Stakes of Marika exterior of boss doorways too. By comparability, Silksong’s runbacks really feel archaic, particularly with its Sonic-levels of infuriating enemy placement.”
“I do not thoughts dying repeatedly to a boss,” Ed provides from the consolation of his favorite poison swamp. “I do thoughts dying repeatedly in opposition to a tiny floating critter who I ought to be capable of get previous with ease, however flutters irritatingly simply out of attain. The place’s my fly swat?!”

Lies of P is far more forgiving with its runbacks. | Picture credit score: Neowiz/Round8 Studio

However what does a newcomer to Soulslikes must say about all this? Eurogamer’s Robert Purchese has been braving Silksong with solely restricted expertise of those sorts of video games, and isn’t, it transpires, having a wholly good time. “It is such a positive line, is not it?,” he says. “I used to be very fed up the opposite night whereas trying a speculative blind soar into an abyss. I could not land it – I am not even certain I used to be purported to land it – however I stored making an attempt, again and again, and every time concerned a prolonged runback. And I acquired bored, and at that second, I cursed the sport’s design.” However amid that mounting fury, a reminiscence triggered for Bertie, reminiscent of his time enjoying massively multiplayer on-line role-playing video games.

The sensation’s mutual, Blasphemous man. | Picture credit score: Eurogamer/The Recreation Kitchen

“There, I have been doing runbacks for years,” he explains. “Even in a extra sanitised expertise like World of Warcraft, you need to run again to your corpse in case your group dies in a dungeon, and attempt to resurrect everybody, which could be extremely harmful relying on the place you die. However in older MMOs, the place dungeons weren’t instanced and all of the enemies respawned – successfully closing the route behind you – it meant somebody, normally a healer, would have the perilous process of making an attempt to get again there in the event you died. Or your complete group must redo all of your progress within the dungeon and reclear the trail in the event you needed to attempt the boss once more. And is not that, basically, the identical factor?” It is a reminder that runbacks have a legacy far past Soulslikes; and contemplating the continued reputation of roguelikes, wherein the idea of the runback is arguably stretched to its excessive, it is maybe an indication they will proceed to endure.
In order that’s us, then; firmly and unhelpfully straddled on both aspect of the fence of consensus. So we ask, is the boss runback an outdated little bit of recreation design that must be consigned to the previous, or is there nonetheless worth in these prolonged returns? Over, as they are saying, to you.



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