Fans of this game refuse to listen to logic. You might have beaten the game, but if you try to criticize it...

Fans of this game refuse to listen to logic. You might have beaten the game, but if you try to criticize it, they will keep telling you to git gud.
- But I have beaten it
- GIT GUD
- There is something that I don't li-
- GIT GUD
And that's why no one should take you seriously.

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git gud

...

I will give you ONE (1) post to make a well thoughtout critiqque of the game. If you are unable to do so, then you deserve GIT GUD as a response.

Miyazaki: But I have made this game. You cannot jus-
- GIT GUD
Miyazaki: Alright faggots, I've had it enough wit-
- GIT GUD
Miyazaki: You disgusting animals. I'm adding easy mode to the next game.

and whats this so called criticism of yours user?

please do let us know instead of this clickbait bullshit

>My game is perfect
Nice shilling. How much do they pay you? Any chance you can get me a job?

GIT

GUD

I didn't say that, and you've wasted your post. ____________________________________________________git gud__________________________________ but also _________________acquire proficiency_________

It's a 9/10 if Souls games weren't a thing. But it takes too many aspects from Souls games to be its own thing, and due to that and its lack of content, it feels like a lesser game compared to them, but a solid 7/10 still. Even the ending (at least the two that I've unlocked, I finished game twice) and themes appear to be similar to souls games. To be fair my biggest complaint is literally that. I enjoyed the last dragon area a lot though, but that still gave me heavy DS3 vibes. I like Sekiro quite a lot. I wish I haven't played their previous games to be able to fully enjoy it, because if I didn't, it would be an instant classic.

Got em

based
Cringe

Just like the other soulsborne games.

DS2: hi

nigga you stupid

>theres a curse and you're trying to figure out what to do about it
Is hardly a unique premise though. The game isn't retardedly bleak and hopeless like souls games either.

What is this DS2 you speak of?

le git gud xd blockwaves i love based fromsoft garbage miyazaki does it again

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Obviously the game is not perfect, you are just being shitposted on because you are complaining and the only response you deserve for complaining on the internet is exactly that.

The problem with people on this board is one way or the other, you will be met with hyperbolic statements because it's Yea Forums and you want to be as extreme and dramatic as possible. If you present a detailed and correct critique you won't get the shitposts. If you come in "this game is literally r1 spam lul, so dumb how can people think this is good? X game did it better" or if you come in with any semblance of salt in your post (it is very easy to tell when someone is writing about the game after getting tilted), you will get the shitpost response

Quality over quantity desu. This is the one Souls style game where I actually want to replay it just because I enjoy the combat rather than because of shit like co-op.

>dodging like a pussy
Deserved desu

This isn't a fucking souls game you dumb shit
Stop comparing it to souls

Soulsfags are deluded into thinking their games are flawless, it warps their ability to have conversation. Literally today-
>hey man I heard you had a hard time with the chained ogre all last night. Yeah I just beat it in two tries but I'll admit that homing lunge was pretty BS
>WELL I BEAT IT USING FIRE YOU JUST NEED TO GIT GUD
>But...I already beat it, I'm just saying that homing shit should've been worked out by now.
>ALL SOULS GAMES HAVE IT YOU JUST NEED TO GIT GUD
>Once again I beat it and I did it in less time than you did, I just think it's bad game design and other action games have much tighter hitbo-
>SORRY ALL SOULS GAMES ARE LIKE THAT YOU JUST CANT HANDLE IT SORRY NOT SORRY GIT GUD
The only thing dark souls did truly wrong was letting casuals think they were some hardcore player for beating those games. They're like brick walls of brainlet energy.

fip bop

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Okay so everyone is how fucking hard this game is but literally everything I've seen of it gameplay wise is just
>Sneak around and stealth kill the weaklings
>parry fucking everything
>spam attack and never stop

That criticism is retarded and no matter how many times its explained you'll keep using it as ammo. Go ahead and post the webm of the retard dodging literally right into the grab assuming the game has retarded iframe crutch like soulsborne games. Instead of addressing these points you'll type out a massive "I AM SILLY" strawman. Kill yourself retard.

>They're like brick walls of brainlet energy.
Best descriptor I've ever heard. I think these games are purposefully designed with this in mind too, Miyazaki and co. were trying to market to the "hardcore" crowd ever since Prepare to Die edition and they 100% know by now that as long as they play up the difficulty in their marketing they can get away with shit like because in the mind of their fanboys, if a game is hard it cannot be flawed. Every death must be the players fault, this is accepted, and no aspect of the game is looked at objectively. Yet these pussies won't go try to master an actually balls hard game that just fucks you through sheer mechanical sadism like F-Zero GX story mode.

worked for dmc fanboys, why not this? does sekiro fans have a "barry" they can call you to ignore all criticism?

The fact that is says 'hesitation is defeat' that shit is hilarious beyond belief.

>tfw still haven't gotten through Sen's Fortress in DS1

400 IQ post

Yep that's why everyone says it's so hard they just can't figure out how to press attack over and over like in dmc xD

>talks about strawmen in a massive strawman
Irony at its finest. Sorry I don't really hold souls games in that high of regard. I come from action games like bayo and ninja gaiden which have very precise hitboxes and dodges because having reality warping homing attacks that jerk your player into instakill moves makes the player feel like their less in control. This is not even going into how braindead the combat feels because r1 spam still exists and while the tools are fun to play with it would've been nice to also have combos that give different utility and approaches to combat. Instead of parry parry mash attack parry.

Sekiro doesn't actually lack content. It has just as many mechanics, enemies, bosses, and environments as previous Souls games if not moreso. It just doesn't jerk you around with cosmetics, stat requirements, and lagstab PvP.

At no point while playing Sekiro did I think "this piece of content is clearly unfinished". Stealth as a mechanic is half-baked but that's due to the Soulsborne team's inexperience with stealth mechanics. The game is more consistent in its quality and pacing than any Soulsborne. Even Bloodborne has a shaky second-half.

>Every death must be the players fault
See now this is the kind of shit that always outs crybabys. Every single action game thats challenging has bullshit moments of different varieties, it's unavoidable because no game is perfect. Yet never have I seen as much whining about absolutely trivial shit as when browsing threads that attempt to "objectively criticize" Souls games. Every bad hitbox or an attack which could be slightly better telegraphed is treated like a grave sin and inspires countless posts containing nothing but whining. Like what do you think something like God Hand hard mode is devoid of bullshit? Do you think Ninja Gaiden doesnt have its fair share of frustrating moments where enemy AI feels like it works against you? Ridiculous.

based

You see here, the problem with the game is that it expects you to play by its rule. The kanji attacks that require either jump dodge, mikiri or just stay out of range will punish you through stupid hitbox if you pick the wrong option. See Corrupted Monk. If you jump during her thurst attack, you will get hit at close range anyway even if you're way above the spear tip. But if you jump at the very late moment during a sweep attack, you will get away with it even though the iframe shouldn't last that long.

Except you wont get hit if you jump left or right, or even if you dodge or sprint left or right, not to mention you can simply space yourself so youre out of her range. That attack is actually not bad for dodges since it lets you do more damage. If you could jump over it while staying in place it would make mikiri counter pointless because you could do similar posture damage while staying in front ALONG with decent HP damage so it'd always be the best choice.

Complete false equivalence. I've never played God Hand but NGB was nothing but fair, you'd have a point if you were criticizing Ninja Gaiden 2 though. My favorite hard games have well defined rules they don't break and consistent hitboxes that don't expand 50 feet beyond a weapon to hurt you.

You understand though that the reason people hardly complain about this shit in actual action games and why said games have more iframes is because that bullshit ruins the player experience. Seriously even something like NG2 ,which has me getting shuriken'd while I'm in iframes for heaven's sake, it still feels smooth as butter and is fun to play. This is largely because those games are based around combat with multiple opponents and providing the player numerous options at their disposal to deal with situations. The problem with Sekiro and Souls games in general is that your options are very VERY limited, so the negative aspects of combat are going to be more noticeable. That's really the crux of the situation, the shallowness of the game makes the broken stitches more apparent to the player.

Give me a reasonable answer as to why the game is flawed and I'll consider your opinion, otherwise all anyone ever does is sprout out buzzwords and opinionated arguments in support to their main point.
You get "git gud" as a response because it's the response you illicit by stooping on that level.

NGB is one I didnt play as much so I cant come up with examples off the top of my head but Im sure its got plenty on master ninja since the enemies are so random you simply get into bad situations. And really those are your criteria for a good action game? I dont really care about wonky hitboxes, once you know theyre there they cease to be an issue, the aspects that make or break game is how good the combat flows, how well balanced the moveset is since this leads to depth, how fun they are to play past the initial impressions, etc. In fact some aspects like random aggressive AI will always make for moments of unfairness and add more of a luck aspect into gameplay but they make games more fun in the long run. In Sekiros case the wonky hitboxes on things like thrust attacks serve a purpose in terms of balance, they stop certain defensive moves from becoming completely redundant, or incentivizing mixing up your playstyle such as grab moves being tracking leading to greater emphasis on spacing over just staying close by and blocking/dodging. The one in webms just kinda wonky though but acting like its a big deal is silly.

It's really not a hard game, but people assume since they were good at one game similar to this they'll be a natural to this title and they choose to ignore their mistakes and blame everything else. You can learn a lot in any single fight if you actually watch the back and forth.
Plenty of difficult bosses and enemies, but everything is totally doable and most of it comes down to assessing enemies and how they attack. Just knowing the direction they typically swing makes all the difference

Your not giving any reason as to why its bad. You are literally just shitposting and being a bitch.

The game is not perfect no, but its still very well made my only real gripe being the bosses being ridiculous, I honestly think nobody is going to be able to beat most of them on their first try of their first play through ever, they are pretty much made to be fought over and over till you get the pattern down almost like a rhythm game with twitch reflexes and requiring you to be near perfect at the end game with your deflects and reactions. only other thing is just the little fromsoft hitbox jank.
Other then that its pretty great, world, sound just the pure look of the fights when your deflecting back and forth looks amazing

Thats hardly objective criticism, you effectively said that the same flaws are ok in other games because they have deeper combat, its as subjective as it comes. By the same token I can say that its ok simply because the combat has good feel and a sense of rhythm so it doesnt become frustrating when you run into an occasional moment of unfairness. What youre saying isnt true anyway, Souls already gives a lot of options to deal with multiple enemies from different weapons that come with their own playstyles and properties to magic and items to environment geometry. Sekiro arguably gives you far too many options to the point where any non boss fight becomes trivial since you can abuse prosthetic moves, play defensively which is extremely effective or outright grapple away and use stealth once the enemies stop being aggrod.

Can be a boss really be considered difficult if it's reasonably beatable first try?

There's a complete difference because enemies working against you, which is the basis of every action game, and the game providing moments where it breaks its own rules. Dodging is a big one because it has been shown multiple times that certain moves have tighter hitboxes than others. In something like Bayo there is a universal rule that dodging will mitigate the damage of any attack. The game pushes this singular rule to its limit and is a great game for it. When in games like Sekiro where players can sometimes dodge at a fraction of a hair then others get warped into damage/throws like this leaves the player to guess work. You just broke the universal rule in a visual medium. Now players don't know what range they can actually dodge it. You put doubt into a fundamental system of the game which good action games flat out DONT DO. If the game isn't consistent people tend to drop it like flies.

Why couldn't it have both? Sekiro is only going to ever get replayed so people can experience the game again instead of experiencing it in dynamic and different ways. There's barely any sequence breaking too since most areas are locked behind boss and mini boss fights.

>There's a complete difference because enemies working against you, which is the basis of every action game
Which ends up in unfair situations where the player doesn't really have a reasonable out.

Bayo has a shitton of iframes for every dodge so the hitboxes of attacks pretty much don't matter at all, Sekiro's different it has very few iframes and requires you to actually dodge attack hitboxes or counter which naturally leads to some inconsistencies, the webm is by far the worst example around and hardly indicative of the rest of the game. Grabs are pretty much a non-issue after you see one and understand that they heavily track, they can be dodged by jumping away at the right time and the animations are very obvious

God forbid someone replays because they enjoy the combat and want to get better at it rather than because they picked a heavier weapon so their r1 mashing is a bit slower this time

Fighting Genichiro or whatever at the top of the tower, how exactly I deflect the lightning? I read about it somewhere in game, but cant remember it anymore.
Also, how or when I can do deathblow in the air? I did it by accident to one of those strawhat guys at the temple

Don't deal with lightning at all. Just dodge it and burst him down.

To you second question: You can deathblow an enemy from everywhere you want as long as their posture is broken.

Sounds like mad cuz bad

I hate how this game boils down to pressing one button.Its just amazing how you can literally beat the entire game just by parrying/blocking which makes the game seem very shallow and boring

Where's the criticism?

I liked the game. I also think they recycled headless too much.

You're an idiot if you can't see the similarities to dark souls both in lore and design. Personally I think it has more hints of bloodborne (demon is literally laurence)
I feel like this was a good balance. DS3 was way too linear, and easier than sekiro in my opinion. Plus, unlike dark souls 1, the content didn't drop in quality halfway through. Changed enough from bloodborne to make it unique, but kept the quality of content AND now it will run smoothly unlike the ps4 constant drops. Can't expect it to be completely original.

you have to jump such that the lightning hits you mid air and then hit lb i think

>he game isn't retardedly bleak and hopeless like souls games

That was the best part. Sekiro is for ADHD colorfags.

You can't even do that with some of the basic enemies. If you don't reduce vitality posture will recover too fast to win with parries alone, and good luck getting a posture kill against an ogre type enemy. You clearly haven't played the game.

>Estus flask
>Bonfire for checkpoint, resting, travel
>Resting or dying resets enemies
>Higher than average difficulty, yet the game punishes you for dying
>Quiet mood except for difficult fights
>Progression based on killing bosses

Individually these aren't exclusive to Souls games, but put together you get a formula that you only see in either Soulborne games, or games copying the Soulborne games.
Sekiro plays very very differently compared to Dark Souls and Bloodborne, but that's mostly how the story is told and how the combat works. But the core of the game is still very much a souls game.

youtube.com/watch?v=VTkelkmYDWI

I haven't gotten far in the game, but is this the chained ogre you find relatively early? Like even before killing that boss mounted on a horse?

I must've missed something because I didn't even have access to a fire when fighting him. I only found the fire prosthetic after going back to the past when praying at that alter with the old man. Was I supposed to do this earlier? I only went to the past after killing the mounted boss

That. Sekiro is excellent, but it's a rethread of the same old formula, with the addition of parry-based combat and vertical exploration, but the removal of builds and weapons and armors.

It's a good game, don't get me wrong, but it's derivative by this point. I wasn't really impressed through and through, but it could be that I have unreasonable expectations after playing the rest of the franchise.

>times parries, mikiri counters, jumps over sweeping attack and follows them up with the jump kick
Plus that's one of the bosses which rewards it the most, you can't even do that to regular corrupted monk, only her true form.

If your criticisms are directed at something related to difficulty or mechanics that you clearly don't understand, then yes, get good.

I did the same thing, had no idea the bell sent you to that area. It's not really much harder than any other fight without it. I just learned to jump the dive grab, dodging is unreliable.

I also didn't buy the firecracker until 75% into the game, and never even learned the thrust counter. I almost missed the axe in the estates too. There's a lot of stuff to miss.

Worse. game has zero replay value - who want to be stuck on cheating bosses on hours? Only From shitters that is.

>cheating bosses
LOOOL

git gud

I would forgive all the janky ass fights, glitchy boss animations and homing grabs of this game if it wasn't for the dragonrot system.

Anyone hack the game yet to revert/block the dragonrot system?

So is there a big twist like BB again this time or is it just generic japanese mansions and castles for the whole game?

There’s no twist because the game doesn’t need one. Fromsoftware don’t need to rely on gimmicky storytelling to keep you engaged. The game has a very well told simple but effective story that keeps you engaged

>Fromsoftware don’t need to rely on gimmicky storytelling to keep you engaged
Well they are clearly failing with keeping me engaged, then.

There's no twist but only 1/3 of the game is castles.
It has a surprising amount of area variety

Based.

>its not a souls game
>literally 80% of the general mechanics outside of the sheer premise of the combat are the same
>they even use the same font, menu and concepts like bonfires/shrines, progression of npc questlines and itemdesign

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fucking based. shitty OP eternally btfo

Of course they are designed like that an purpose.

They are milking the difficulty-meme-cashcow since the idiotic "Prepare To Die" claim. With Sekiro they finally stopped creating a decent world, story, lore or atmosphere and just rely on the fanboy-cucks talking about the games difficulty 100% of the time instead of the actual quality of the game.

And yes, I've beaten the game twice (one time with the Memory Owl ending) and I'd still give it a 6-7/10. Its just incredibly soulles and bland compared to DS1 or BB. Won't matter tho, since the difficulty-marketing is in full force and no one talks about anything else anyway

he would've taken damage if he blocked

These are not even the issue. Soulsfag now react with "GIT GUD" to things like saying there's not enough enemy variety, or that there could be more than one weapon.

fpbp

>presented with literal video eveidence of game's shitboxes
>b-but other action games have frustrating AI, sometimes!!!!
Holy shit that's brainlet energy allright.