Below Shows How Dark Souls Is Becoming Its Own Genre

It’s impossible to escape the fact that Below is a Dark Souls-inspired game. It’s fascinating to see the different aspects of what was once a distinctive style in the Souls games becoming abstracted into something more like a genre—a set of tenets and general ideas that other games can draw from. While I never was quite able to get hooked on the Souls games, games like Below and last year’s Hollow Knight manage to capture some of the things that attracted me to that series, while still providing something different or approachable enough for me to grab on to.
In the case of Capy’s latest release, Below, it’s the game’s excellent use of procedurally generated design alongside bespoke level pieces that make it unique. On its face, the game is a roguelike, where after each death you are treated to a new set of procedurally generated rooms as you venture deeper and deeper into the game’s caverns. But the trick is always in the details, and Below takes full advantage of those details as it proceeds.
While each room is re-generated on death, the overall world map that each player has is unique to the player. While the interior of rooms is different, the paths to, from, and between them are largely the same. Coupled with that, the game has a number of preset occurrences on specific floors—for example, the 2nd floor always contains a path to the north shore of the island, from which you can find a shortcut to the 4th level, as well as a bonfire to save your progress.