Now that the dust has settled, how does it compare to Souls and Bloodborne? How do we rate it among the other From games?
Now that the dust has settled, how does it compare to Souls and Bloodborne...
It's pretty good but flawed. Game could use a few improvements. I would be down for a sequel, and it has plenty of room to become better. Hopefully Sekiro 2 can find ways to improve what is already a good game.
It's better than Soulsborne.
Builds are a meme. You're still doing the same crap, the numbers are just slightly different and you may or may not be cheesing the game by playing like a little projectile spamming bitch. Sekiro focused the gameplay down to one fun playstyle with some room for player choice with prosthetics, which are more mechanically distinct than most of the crap in Soulsborne builds.
The stealth is a mess but that's because they didn't improve on Soulsborne's AI enough.
Call me a filthy casul, a scrub, or whatever you want, but I found it too frustrating to be enjoyable. With all the previous soulsborne games, inflicting damage was trivial. You just go up and start whacking with your weapon. The main challenge was avoiding getting hit too many times inna row and dying. Bit Sekiro adds a whole nother layer with posture, and the fact that bosses block almost every attack. After fighting for several minutes and only doing 20% of the bosses hp, and having their posture regenerate almost immediately, it just gets discouraging. It's not as fun and satisfying as past games. It feels like From was catering to the ultra hardcore "prepare to die" portion of the fanbase more than anyone else here. If you liked it, I'm glad for you, but to me it was a step back.
Combat is simple but very fun and satisfying. When it finally clicked for me I had the time of my life. Honestly I don't know if you can go back to Souls style combat when Sekiro did swordfighting this well.
It was fun for a few playthroughs but it hasn't hooked me like ds3 did. Some of the spirit emblem costs for prosthetics could use adjusting and spiral cloud passage still sucks massive ass.
I don't think you can compare it to souls games because (thank god) it's so different from them.
>and the fact that bosses block almost every attack
nigga they always have openings that you can exploit, plus prosthetics
most bosses begin to build posture damage up rather quick at 50-60% health at which point you have to focus primarily on parrying
it's all about learning the rhythm and patterns
With the other games if i get stuck at something i will bang my head against a wall till i break the wall because they're addicting. But with this i don't want to go back to the game ever again if there is a roadblock. I got halfway through in my first playthrough and got stuck at a level and have never opened the game since.
It was good but I don't see it sticking in the "gamer zeitgeist" anywhere near as Souls/Bloodborne. The things it focused on like the combat and the bosses were great but the more subtle features like the skill system and replayability were done way worse that its Souls counterparts.
Another "failing" was the fact the fact that the game is (purposefully) very focused on only 1 aspect of difficulty/playstyle which it builds on amazingly well but then you have the double downside of not appealing to people that dislike that playstyle and not appealing to people that want more ways than one to approach a game (which Soulsborne provides).
It's a good game but it will be forgotten and not be talked about as much in the years to come.
>If you liked it, I'm glad for you
I love how people always feel the need to qualify their opinions with this "oh well different strokes for different folks" faggotry. How about "if you like dumb shit, you have bad taste"?
Where did you get stuck?
I like that the bosses are so fucking hard and there's a quick runpath to get to them, it makes that part of the game meditative. sometimes skipping cutscenes got tedious, i wish there was a toggle for that. the game was a bit short and the atmosphere was nowhere near the other souls games. the last level was awesome but should have been like 5x as big.
God no, Fountainhead Palace is already too big
Ashina depths in the swamp area with the gun guys
you shut THE FUCK UP
Yeah that place can be a bitch
> Yeah, openings you can exploit for a pathetic tiny sliver of hp. And prosthetics have such limited ammo you'll run out in the first quarter of the fight if you're actively using them
Oh, believe me, I shit fury on people when they say actual shitty games are good. If anyone says BOTW is above a 6/10 game I'll tell them to take their shitty normie tier taste back to r*ddit. But I don't actually think Sekiro is a bad game per say. It's just made for people a lot more hardcore than me who enjoy the insane difficulty. Everyone has a breaking point where the difficulty is no longer enjoyable and for me that's Sekiro. But for someone else Dark Souls could be too difficult to be enjoyable. That doesn't make it a shit game.
It's decent but nowhere near how great those games are. The frequently reused minibosses, short length and the extremely limited customization and playstyle options make it strictly inferior to Souls, Bloodborne and Nioh as far as I'm concerned. Except maybe DS2.
It's good but it's also way too easy and lacks content/replay value. The bosses never really throw you for a loop when you try to do the usual song and dance so they all kinda fight the same desu.
I wouldn't say anything really went wrong, just that they did a lot of things differently.
A few of the different things that I liked was the Edo period theme, sound direction, and the dedicated MC. Sekiro is an interesting and entertaining character to play as and follow in the story.
The things I FUCKING hated were how they would
>block you off from certain areas of the map after triggering a certain world event
>forcing you to use the stupid ass idols to get through an area because a fucking door is "firmly shut tight" or some shit like that
>fast travel from the start without even giving the /illusion/ of an interconnected world like the first area of Bloodborne
>too many areas that once you enter basically cut you off from going back without using an idol. Bloodborne had this problem too
>way, way, waaaay too many idols close together
>inefficient use of areas (I found myself going back to old areas in hopes of something changing, finding characters moved etc, but most of them were one and done)
And there are some things I was really eh about, like battle and world music. It wasn't bad but I overall prefer the ambient sound direction of everything before it. I think Bloodborne had a good idea of preserving music for certain areas to boost the atmosphere.
But to it's merit, Shinobi Owl is probably my favorite fight in the franchise.
Bloodborne>Dark souls 1>Sekiro=Dark souls3>Demon's souls>>>>>>Dark souls 2
Mediocre, just like all the souls games. The Owl fights are the highlights of the game.
>a pathetic tiny sliver of hp
I duno m8 I never felt like any boss was that much of a damage sponge, and usuall the bosses that take little vitality damage have very quick posture damage build up to compensate
> Not liking DS2
Shit taste alert. DS2 is the best game From ever made
Sekiro is kinda like guitarhero + bloodborne when it comes to the combat, and I loved it.
Exploration felt weird as fuck, kinda like moving in a gigantic labyrinth.
Agreed with what you said about the levels. It just feels messy and poorly thought out, like when you have to go back and reactivate all the idols once the world state changes. But combat is the heart of the game and From absolutely nailed that
Corrupted Monk was an utterly bullshit damage sponge, AND her posture regenerated fast no matter how low you got her hp. I never would have beat her without using 3 snap seeds and looking up how to cheese her with firecrackers
Boring.
You can beat Corrupted Monk in a couple of minutes if you play the game like you're supposed to
Its the Dark souls of non dark souls games
despite the game not really sharing the important parts of what makes a souls-like game other than things like difficulty although all the spinoffs had tried to do something different enough
I find it closer to an action game than an RPG which i consider souls. Any upgrades and trees are about what you would expect from a game now as almost every game wants to have more variation and "choice" in Sekiro choice doesnt matter significantly except for what ending you want. Challange runs are much less interesting mechanically because of lack of builds and even need to be hacked to work sometimes
I love the game, i had a ton of fun, i just enjoy dark souls more because i enjoy A/RPGs, builds and freedom compared to more defined action games. I just see them as fundamentally different games and one is a genre i prefer more
Congrats. Maybe you're one of those ultra hardcore players with god tier reflexes. I tried for hours to beat ber "the way I'm supposed to" by parrying but her posture completely regenerates the instant you stop hitting her for 3 seconds
Then don't stop hitting her? What's the problem?
I had more fun but shorter and less replayability
right now it's above the other soulsgames but below bloodborne, we'll see what the DLC is like
If you get hit, you have to back off and drink your gourd. And by the time you've done that she's recovered almost all her posture. Unless your genius suggestion is "just don't get hit or drink your gourd for the whole battle lol"
BB>DS2 SOFT> DS1 >DD>SEKIRO>DS3
Prove me wrong.
Sekiro as a game has nothing of value, is just "discover how to bug every single boss fight and repeat"
There is no development in your character, nothing to discover or anything interesting to do besides one shot every single mob and cheese .
>If you get hit, you have to back off and drink your gourd
No you don't. You can back off and heal like a bitch or keep fighting and win. Risk vs reward
Well reactivating the idols throughout Ashina didn't really bother me, they had to get you to explore it somehow. What I'm talking about is how if I want to start from the Sculptors Shrine and work my way all the way to the farthest end of the game, I am /forced/ to use idols. They locked the door from the fire bull to Ashina castle for *no* good reason, especially when it opens for you to get through there after beating it. There's no coming back from that one pit fall into the bottomless pit unless you want to use a idol, they could have easily created a chain of grapples to work your way back up the chasm. Once you make that jump to the depths of Ashina in the NotFishingHamlet town, there's no going back up. They practically erase the entire segment of the game from the MY NAME IS guy to the fire Bull, for no reason.
I guess I can make a pass for the isolated locations like the Rejuvinating girls shrine, but that monkey boss arena is just an entire waste of an area and I was extremely disappointed when nothing else of worth happened there except guiding Karo there.
Lotta questionable decisions, but yes, the combat was satisfying.
>we
There is no advantage to not backing off and healing versus continuing a fight with low health.
Just droppin' by to say I've finally beat sword saint isshin after 4 days of continuous tries, haven't felt this euphoric after beating a boss for a very long time
man, fuck limited time, I'd play this game 24 hours round if I could, the sword clashing is legit addictive.
Bloodborne could take notes on the combat honestly
Great, so your advice is just "git gud and don't heal lol". This is exactly what I'm talking about when I say Sekiro is made for the hardcore "git gud" portion of the fanbase.
The more you hit her the more "damaged" her posture becomes, like the color background of her posture meter. When it's really dark orange she stops recovering posture all together until a deathblow.
if you land a parry you can continue chaining it until she backs off or runs out of posture
dropping her on posture is actually the easier way to fight her
Already forgotten. Speedrun hype is already dead, nobodys doing any interesting runs because there's nothing to do aside from dont get hit xD challenge runs. I platted it in a few days and will probably never touch it again but still play 1 of the soulsborne games every few months. Kind of sad that it took them all this time to release such a forgettable game. Oh well, I guess from has lost its former glory as all devs do.
BB>Das>Des>Sekiro>Das3>Das2
The game rewards aggressive play most of the time. Nearly every boss can be beaten in no time at all if you're just relentless
i have allready done 2 bloodborne runs after finishing sekiro.
The only real big flaw I can think of in this game is the amount of grinding needed to get all skills. You basically have to get to at least NG+++ and find a good spot and it feels like farming materials in Souls, which has no place in a game like this. Also most of the skills feels really underwhelming.
Otherwise most other flaws feels like just nitpicking, it's an amazing game.
The combat was both too easy and frustrating.
The exploration was nice except it rarely gave anything worth it and often just lead to dead ends and empty places.
The prosthetics were a decent idea but half of them were useless and the upgrades were boring.
Dragonrot might as well not be a thing for what little it does.
Skills are mostly useless, the game's too fast for the flashier ones and anyway for bosses you're basically just parrying.
It was fun once but I wouldn't play it again nor compare it to DS/BB
I liked it more than D1,2 and 3
If no other game with the same combat system gets made I will be very sad
First playthrough was pretty fun, but it gets boring the fastest of all Souls games and doesn't have the same staying power.
If someone had never played a Souls game and wanted something that's fun for 25 hours, I would recommend Sekiro, but after that it really becomes pretty monotonous.
And NG+ and so on are basically just boss rushes with some unnecessary levels in between. From should finally get over themselves and introduce a way to refight bosses and stronger versions of them within one playthrough, like Hollow Knight.
a step above dark souls 2
bossfights are mostly good though
I think it's the best one but it still has its faults.
Pros:
>is actually different from 5 earlier games
>story makes sense and is finished
>story actually feels personal and I cared about it
>more engaging combat
>actually requires you to learn combat because you can't just overlevel
>prosthetic tools give a ton of variety (but most people ignore them and just spam firecrackers or whatever situational one someone told them to use for certain enemy)
>you never need to grind even if you suck at the game (there's always plenty spirit emblems unless you are so bad you firecracker every enemy)
>final boss is actually challenging
>best gimmick fight Divine Dragon
>you can play it at a stable framerate
Cons:
>very little optional areas
>reusing bosses
>lower replay value
>combat arts need rebalcing as only one isn't useless
>world isn't as interconnected as for example Bloodborne
This game is proof that From should be given space to experiment and not just pum out sequels. As much as I love Bloodborne, this game convinced me it's better they never make a sequel to it and "ruin" it like they did Dark Souls
Pretty uninteresting as a whole. If it was easier then it'd have nothing.
Good taste, although I don't think that DS2 was so much worse than the rest.
>Sekiro focused the gameplay down to one fun playstyle
One parry-spam play style with a shitty jump is not as fun as an entire set of weapons. Especially since the katanafag moveset in Sekiro isn't as good as a real action game's weapon.
>some room for player choice with prosthetics
All the prosthetics are dumbshit. They're about as effective as the awful weapon arts from DaS3.
TL;DR: It's a shitty wanna-be action game with very little going for it outside of the first playthrough and it apes a ton of mechanics from far better games.
Is it just me or is Sekiro level design really forgettable? The themes of the levels aren't anything special, and the frequent checkpoints combined with less linear layouts kind of kill it.
t. le enlightened centrist
there's no place for your kind on Yea Forums, fag.
and there is pretty much only 5 areas
It would help if everything wasn't a castle on top of a mountain with bottomles pits all around.
Based an redpilled
Ashina Castle was really good.
Reservoir was a short but nice Segway level.
Fountain Head Palace was amazing.
The entire Mount Kongo area is my favorite path, in aprt for the enemies and in part for the rich and much needed change in color palette.
And the shooting gallery mountain all the way up to the dead end at the Great Snake is also really good.
Overall I think the level design was really awesome, I just wish there was more interconnectedness through these locations and you weren't forced to use idols.
bb=ds1>des=sekiro>ds3=ds2
purely objective ranking, I can't be wrong because even if I'm wrong I'm right.
And I forgot Hirata Estate. Easily a top 3 area in the whole game, great sequence breaking design and it really capitalized on the stealth gameplay until the final area.
Oh, and the NotFishingHamlet town was really interesting.
It needs DLC badly, as it stands, Senpou and Fountainhead are the only levels I loved everything about, it needs a great excursion like Castle Cainhurst or an Orphan of Kos tier boss fight before it can become GOAT.
I desperately want a form of boss battle mode
the boss fights in this game were excellent
>ds3=ds2
This is the only flaw. DS3 at least had some good things about it.
Someone will make a mod for it if they haven't already.
Most areas were great except
>Gun Fort that is like 10 guys in a mountain
>area after gun fort until Guardian ape that is very boring even if the buddha statues were pretty
>Ashina depths that is a single screen
>zombie village that is full of enemies you have to avoid and is also small as fuck so you pretty much run through it while picking items
>Abandoned Dungeon, literally nothing:the area
If anything the main flaw was the small amount of areas
Sekiro was forgettable dogshit with bad gameplay, boring mechanics and one of the worst action gameplay I've ever had to experience. In other words, a 10/10 GOTY for zoomers.
To understand Sekiro it's necessary to consider the brand value From Software has. What distinguishes the company as a videogame designer? Over the years, since Demon Souls, From has taken a model, a way of approaching video games and has shaped concepts such as "difficulty", "cost", "sacrifice", "resistance", "resilience" and "risk" in a special way. However, the novelty as a company, is exhausted through their products.
Sekiro is the first major reform that has made to its core values, preserving its fundamental concepts around the videogame but in new dimensions. The game is based on speed that is complemented with animations capable of transmitting beauty in combat that, together with the reflex mechanics, generate an effect that I had not seen before in any other title. I think that this product is a great step forward for the company and I hope they continue experimenting and innovating without losing the main philosophy that drives them as team.
In this thread we list things that made Sekiro Shadow Die Twice the best FromSoftware game, I'll start
>Takes place in Feudal Japan and has a mythological spin on it which is LIGHT-YEARS ahead of le dark medieval fantasy or victorian era crap
>A great straightforward story/plot that is not purposefully mysterious
>Easily a 40-60 hour experience and beats out Dark Souls 3 and Bloodborne in length but doesn't overstay its welcome like Dark Souls 1/2
>An interesting cast of characters with personality, motivations, information/exposition and aren't just purely loved because of their nostalgia like Solaire or Eileen
>For once a simple tutorial that isn't noneexistant but isn't necessarily forced down the player's throat
>The soundtrack is traditional Japanese music and not the same old boring le ebin orchestral trash we've been getting since Demon Souls
>Stealth mechanics are now an optimal way to bypass enemy encounters and to get death blows on larger/stronger enemies and even bosses
>Grappling mechanic that essentially makes Sekiro extremely mobile while also playing into exploration and bossfights
>Deflection and posture mechanic heavily rewarding the player with damage and take downs but also relies on timing, patience and most importantly skill
>Prosthetic shinobi arm is the secondary weapon with several different type of tools that can be upgraded and fills that lack of weapon void
>3 Ninjutsu techniques that are basically special abilities for aggressive, passive and defensive playstyles
>Skills/Combat Arts that add an entirely new layer of sword fighting to combat
>A progression system that doesn't encourage overleveling
>HitBoxes are finally perfected unlike the previous games where literal shockwaves would kill you
>Bosses are the best in Soulsborne and have unique designs, fighting styles and arenas
>>No awful tacked on multiplayer that completely ruins the balance, sekiro requires actual skill
accept it Yea Forums
>acknowledge game isn't for you but
or
>ignite pointless hostility and declare your opinion on a video game is objective fact in a medium where "taste" is purely subjective in every way
kys
The only reason anybody still gives a dick about Souls is the PvP. Sekiro might not have the same replay value or lasting appeal but it will go down as one of the best games in the generation, whether you like it or not.
Deal damage, there's no point in posture breaking a boss at full health. Poke and run if you want.
I can't even explain why but the monotony part is 100% true
I love my first playthrough to shit but each subsequent playthrough i'm dragging my feet
It's the first soulsborne where I enter speedrun pas everything mode this early
nigga why bother starting a new playthrough if you know your'e not going to enjoy it
Honestly the game as a whole is really fucking shallow and repetitive, all fights boil down to
>Mash L1 until opening then mash R1, repeat
But besides that, nearly all bosses get copypasted, the stealth system is garbage, the ability to grapple to points is just a basic system of movement so the devs didn't have to put as much effort into the level design
It's not a bad game but if you wanted the souls core of build variety and experimentation, that's gone
You need to get off the internet for a while.
Just like all fights in souls boil down to
>mash roll until opening then mash R1, repeat
Games pretty simple and not too difficult once it clicks in your head and you realize just how much leg room you have to dodge and parry stuff.
Do wish that they did more with some of the areas. I never understood why they'd make a cool neat little area and then put nothing there
All in all its a fun time.
Sekiro is miyazaki's best work, everything that plagued Dark Souls and Bloodborne has been resolved and they got rid of the 500 swords with the same animations in favor of combat styles or whatever its called.
better than souls
however it has weird problems that souls didnt have, like mandatory stupid ass dialogue to proceed
>b-but you can skip phrases
umye but you still need to talk to that stupid ass shota until he gives you all papers and its fucking annoying especially when grinding bosses for AP
>tfw bretrayed kuro like 2 months ago
>still haven't finished the game
>already read that its supposed to end the game.
DS>DS3>Sekiro>BB>DeS
The bossfights were pretty shit and unbalanced, but it was a really enjoyable game. Especially if you're a weeb
Betraying Kuro locks you out of a whole new area, a new stage in the invasion of Ashina and several dogfights. In addition to being a really really really bad ending for literally everyone.
>betraying Kuro
I can't believe people unironically go and pic the most obvious bad end and think it isn't a bad end
>dogfights
Fuck. You know what I mean.
I'vé told my self the same thing but in the end I find myself looking at what the opponent is doing a lot in DS
Something about sekiro's parry is so safe that I just press block if I feel something coming and if I got it wrong and it's actually a slow move it's okay i'll just block again
So in the end instead of feeling tight and précise I just feel really safe
honestly im just going to restart the game, because that isshin is fucking ridiculous.
The final fight in the good ending is even more hardcore.
I know because it's the fight that made me give up. Yes I'm a shitter.
You mean the ghost at Mibu Village?
Yeah I just threw on a Divine Confetti, Ako's Spiritfall and just went to town on her ass. I obviously couldnt do much damage considering shes an apparition and parrying it the entire battle was just stupid as it is time consuming.
Thought it'd be best to just get some damage so the posture dont recover as fast.
Play NG with the charm or bell or whatever it's called that makes you take damage even if you block
>How about "if you like dumb shit, you have bad taste"?
This is literally word for word 99% of posts on not only this board but every board on this site and this site's sister site Yea Forums
I used to think like you but then I discovered each boss has a specific weakness that destroys their posture, ita frustrating until you figure it out and then you can first time most bosses
And if you don't figure it out you can just firecracker+ichimonji double your way to victory every time
I can safely say it ruined souls for me
because it exposed just how fucking shallow the combat was
lets be fucking real demon souls got popular because of the message, phantom and invasion system coupled with challenge and interesting believable worlds, the gameplay was always ass until sekiro and posture
that's because this gen sucks dick
its extra funny they erased that part because you can see the final boss and tutorial boss arena at various times of day by going there, I love to noclip around those parts
My least favorite. Still enjoyed it enough to play through it twice but yeah, I'll probably never touch it again.
Souls has a lot more to fall back on though.
people still care about souls because it's replayable too.
Doesn't matter, if it's a quick hit I will perfect parry if it's à slow one you just parry that
There's really few bosses where you HAVE to know which move will come you just need to know the general timing
As an example in dark souls very frequently bosses will fake you out and feint, aide from the red ministry soldiers no one ever does that in sekiro if someone is about to strike they strike
As another example I have ZERO idea what moves Lady Butt uses, yet I parry her everytime because she attack with the exact same timing
Same with Owl, I absolutely can't differenciate his slash slash double slash from his slash slash slow slash but it's the exact same timing to block
>ichicrinji
yike
true chads use one mind
You know you can have both, right? The combat in Sekiro is fantastic, yes, but the lack of builds and variety in playstyles make it less replayable than Souls. I've beaten Sekiro three times and I'm already done with it til the DLC. Meanwhile, I've been playing BB lately and that game stays fresh because there's always new weapons and tools to try.