The use of back-tracking through various levels – sometimes multiple times – to fully unlock everything as the player levels up is also usually a common feature. FromSoftware is reportedly moving away from this tactic, however, in its upcoming release Elden Ring. This slightly obtuse method has been criticized by some as a way for the vast majority of players to miss out on key story details, but it also encourages gamers to delve fully into the world and explore and engage as much as possible. Many Soulslike games also have vast in-game worlds where the storytelling is mainly limited to item descriptions and incidental environmental elements, rather than a narrative approach with more hand-holding. In fact, the challenging combat and frequency of a death screen are probably the most well-known of Souls tropes. In addition to this standard checklist, Soulslike games usually push players to learn enemy patterns and approach combat methodically rather than going through a game mashing buttons at every enemy type. They also include some kind of element that is gained from taking out enemies that is integral to player progression and is usually lost when a player dies, and checkpoints that reset the world and respawn fallen enemies. Dark Souls games, along with FromSoftware's similar titles like Bloodborne and Sekiro: Shadows Die Twice, famously feature punishing combat and harsh consequences for player death.