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GOG seems to have completely removed the ability to Quote more than one post at once, it seems.
Well, its a shame.
Im quoting posts
6, 8, 9, 11, 12, 14 and 15..
Well seems I was wrong, which is very good! :D
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That's because, in my view, Hollow Knight has none of what has become to be known as Soulslike on it. It just drinks from the fountain that all Metroidvanias drank: Symphony of the Night
(Which had itelf drank from Metroid, of course, as we know and maybe even The Legend of Zelda: A Link to the Past).
Hollow Knight's method of mirroring dodge mechanics, invisible 'stamina bars' (which back then, in SOTN days, were just hidden input reading timings for no dodge abuse) hard boss fights requiring understanding of the mechanics, limited magic use and so on, were all already present on SOTN.
Dodges on Hollow Knight mirrors the dodge mechanic in SOTN, albeit in HK it is considered an exclusive ability, while in SOTN you had it from the start, the 'back step' with no i-frames.
In both games though, to avoid damage you need to focus more on positioning and telegraphing enemy attacks, or even baiting enemy attacks to counter them later.
On the topic of "ways to deal with enemies", not even the true Souls genre lacks it for the focus on Parry or Dodge only.
Demon's Souls and Dark Souls gave the player all of the above methods of avoiding damage.
Demon's Souls players would argue that it is more useful to actually use the shield to block incoming damage than to dodge enemy attacks.
The trend of "dodge all" begun after Dark Souls 3 when From Software understood that players were getting good enough to telegraph everything and that slow attack animations were easy to predict, so they started creating weird enemies patterns, varying enemies skeletons and slowing down attacks telegraphs to confuse players.
This created the "I need to wait the right moment to dodge" mentality we see in every single game that calls itself a difficult soulslike. Which became, I agree, an annoying game design.
(On this topic, I recommend the excellent video by Mathemathosis, a masterclass on game design:
Matthewmatosis - The Lost Soul Arts of Demon's Souls - 24:07 minutes duration https://www.youtube.com/watch?v=Np5PdpsfINA)
'Soulslike' is mostly named nowadays on games that use the "stamina" system for each action. Some people unfortunately today think that Souls is just a difficult game with the famous green stamina bar, which I hardly disagree.
The stamina system is not even exclusive. The first Monster Hunter game, for example, from 2004, uses the same stamina system where using i-frames from dodges was a viable way of avoiding monsters/enemies damage. Blocking enemy attacks also consumes your stamina bar, running and some other special actions also does it. Now, look at the date and the gameplay from this game for PS2. You can easily see the resemblance: You can avoid damage using weapons with shields, but using dodges' i-frames is possible, even if hard to time right. As it is with Demon's Souls and the first Dark Souls.
Hollow Knight is not a Soulslike in my view. Its a pure Metroidvania.
Nor is Monster Hunter, as it came years before even the first Souls game, Demon's Souls, its an Action Adventure game with some RPG elements.
Mandragora: Whispers of the Witch Tree, is neither, to me. It seems like a blend of genres, focusing obviously on the Soulslike aspect. I like to call these kind of games: Soulsvanias. :)