Even in the year 2026, the legacy of FromSoftware's Soulsborne games continues to cast a long, shadowy, and occasionally frustrating shadow over the gaming landscape. The studio, having ascended to near-mythical status since the 2011 release of Dark Souls, has crafted worlds of unparalleled atmosphere and challenge. The staggering success of Elden Ring, with its sales soaring past 28.6 million units by the end of 2024, cemented their formula in the annals of gaming history. Yet, for all the reverence, a quiet, communal sigh of frustration occasionally ripples through the Tarnished and Ashen Ones. A recent online discussion, sparked by a fan, peeled back the layers of admiration to reveal a few recurring gripes that have, well, stuck in the craw of the player base for years.

The Marathon Before the Fight
Topping the list of grievances is the dreaded "runback." This isn't a casual stroll; it's a gauntlet. Imagine finally mustering the courage to face a demigod, only to be promptly sent back to the last checkpoint. Now, you must run the same perilous route, past the same enemies who seem to have developed a personal vendetta, all over again. It’s the gaming equivalent of being told your flight is delayed and you have to go back through security. Every. Single. Time. For many players, this design choice feels less like a test of skill and more like a test of patience, artificially padding the challenge between the player and the real objective: the boss fight itself.
The World Doesn't Stop for You
Another classic point of contention is the lack of a true pause button. In a world filled with ringing doorbells, crying pets, and urgent real-life needs, the game stubbornly refuses to freeze. Your character stands vulnerably in the middle of a monster-infested swamp while you answer the phone. This "always-on" philosophy is core to the Souls experience, creating tension and consequence, but players argue it shows a lack of consideration for their time. Sometimes, life happens, and you just need the world to stop for a minute!
Other Not-So-Charming Idiosyncrasies
The community's list of quirks doesn't end there. Here’s a quick rundown of other frequent mentions:
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The Lock-On Tango: The lock-on system, while essential, can be fickle. It might suddenly decide that the giant dragon in front of you is less interesting than a small rat 50 feet away, leading to catastrophic and often hilarious camera spins.
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Cryptic Questlines: Where do I go? Who is this person? What did that vague dialogue mean? Games like Elden Ring are celebrated for their environmental storytelling, but when it comes to traditional NPC quests, the lack of clear direction or quest logs can leave players utterly lost, often missing entire story arcs without a guide.
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The Sword Meta: Weapon balance, or perceived lack thereof. Many fans feel that straight swords and katanas often reign supreme, making the vast arsenal of hammers, flails, and spears feel like they're bringing a spoon to a sword fight. The difference in effectiveness can be stark.
Glimmers of Hope and Change
However, it's not all grim. The fan discussion also highlighted beloved innovations that give hope for the future. Players fondly recalled the replayable boss fights in Dark Souls 2, a feature that allowed them to re-challenge favorites without starting a new game. Furthermore, the community noted that FromSoftware has listened before. The introduction of Stakes of Marika in Elden Ring—checkpoints placed mercifully close to major bosses—was a direct response to the runback criticism. It proved the studio could evolve its formula without sacrificing its soul.
The Road Ahead: Nightreign and Beyond
As of 2026, the studio's immediate focus is on the highly anticipated Elden Ring: Nightreign, a spin-off emphasizing cooperative gameplay. This new direction might inherently solve some issues, like the loneliness of cryptic quests, by allowing friends to figure it out together. Whether these quality-of-life improvements will trickle back into their famed single-player experiences remains one of the great mysteries of the Lands Between, second only to the question of what exactly the Two Fingers are trying to say.
In the end, these "flaws" are often intertwined with the very identity of FromSoftware's games. The frustration, the obscurity, the sheer commitment required—they're part of the package deal that creates such a potent sense of accomplishment. The community's discussion isn't about tearing down a titan; it's the chatter of dedicated fans who love these worlds deeply, perhaps enough to lovingly point out where the armor chafes. They'll keep playing, keep struggling, and keep hoping that maybe, just maybe, the next bonfire will be a little closer to the boss gate.