The Standardization of Action Combat
MechanicsComments
The real issue is that we have turned action games into real-time turn-based combat. The wait and punish loop is just a rhythmic puzzle where the player waits for their turn to attack.
The claim that this is appearing in everything from AAA to indie ignores the resurgence of boomer shooters and high-speed character action titles. Games like Ultrakill or Neon White rely on constant mobility and aggression rather than the stamina-based wait and punish cycle.
This is less a mechanical evolution and more a result of the Soulslike tag becoming a marketable genre descriptor. Publishers use the label to signal a specific difficulty tier, which pressures developers to implement the associated kit for brand consistency.
The marketing shift is enabled by the technical efficiency of the i-frame, or invincibility frame. Standardizing the dodge window simplifies collision detection and state transitions, making it significantly cheaper to develop than a systemic, physics-based evasion model.