Sekiro: Shadows Die Twice (PS4/XBO/PC)


  • Global Moderator

    @TokyoSlim You actually can't fall off most edges by just walking off them either, you have to jump or be thrown.



  • @kristen-rogers Hm that's interesting. Does that include dodging? I'm pretty sure I've dodged right off that ledge before.

    Also, would be nice to be able to throw someone. Is that something that's unlocked later?



  • Since I'm nearing the end (I think), thought I would chime in some general thoughts. Regarding the difficulty, I think it's just right. Sekiro has challenged me every step of the way, but never suffocated me with a feeling of insurmountable dread.

    Honestly, it reminded me of my time playing Metal Gear Rising. I crawled my way through in that game until making it to the "come back when you can actually parry" Wolf boss and couldn't proceed for a full day. Eventually, something clicked and I was finally able to develop parrying skills. By the end of MGR, I really felt accomplished and skilled.

    One minor pet peeve is the reused bosses and minibosses. This isn't really a new thing for FromSoft games, but it seemed kinda ridiculous this time around. On average, the bosses are okay to pretty good. Only two of them so far have felt truly special.

    I was very concerned about the Dragonrot mechanic, but it actually isnt much of a big deal. Just spend your money/buy coin purses as well as reaching the next skill point level before studying a boss and you are good just dying without reviving until you have practiced a fight enough to employ the revives.

    The environments and exploration are the real stars of the show for me. Discovering some awesome treasure or a hidden area always get me pumped. I absolutely love the Prosthetic Tools even though I barely use them. My last thing to say is that the Japanese voice cast really nailed it. I will try out the English audio for my New Game Plus playthrough, but I'm really happy FromSoft made Japanese the default audio option.


  • Global Moderator


  • Global Moderator

    I've put about roughly 17 hours into the game and I'm loving it.

    Initially and especially without a shield, you feel the need to dodge but after a while you really begin to realise that dodging is taking nearly as much of a backseat as shields did in Bloodborne. On top of that, you'll get by most of the opening areas just attacking or stealthing your way through but it's not until you face a miniboss or boss that you really get into the groove of what the game wants from you. Constant aggression.

    I love that for the tougher enemies, it's not really the health bar that matters at all, it's how much close their stance is to breaking. So dodging or backing off is nearly always a bad idea unless you're really low on health, your stance is about to break or your still getting an idea of the attack patterns.

    Other than that it's been a blast to just jump around. Makes the game feel huge and just adds so many places to explore. And like with all From type games, going through an area to find it ends up somewhere you've been is always very cool.

    Now... back to Sekiro!



  • One tip I've got that I've really put into play for people struggling with bosses is approach it almost like catching a Pokemon (weird, I know). Playing defensively, while opportunely damaging the enemy HP until its at least at 50% or so before switching to an offensive battle worked wonders for me. The posture damage increases so much past that point, that you should have no problem making it to the deathblow.



  • If something is too hard skip the boss and do something else.



  • The branching paths really get me. I always want to complete everything before moving on. I've now discovered three different entrances to the Abandoned Dungeon. The third one I found was releiving because its clearly the proper entrance and I just missed it. I took a back route that opened up after fighting a mini-boss that was standing guard in the cave where you first start the game. After entering that path, I was quickly dismantled by "Fear" damage which works the same as Curse did in Dark Souls - instant death but without the half health.

    Point being, its really cool how well everything loops, twists, and turns, and its cool that there is a clear "right" way if you eventually find it. Reminds me of the Catacombs in Dark SOuls. Sure, you can run right in there, but you prob don't wanna start there out the gate.



  • By far one of my favourite aspects in video games is thoughtful world design and sense of scale, growth, and progression within that world. In Batman Arkham Asylum, you slowly unlock new parts of the asylum as you progress and find secret connecting paths to old ones. In God of War, you progress though the labyrinth on Kronos' back unlocking areas that eventually loop back around to familiar locations you fought through hours before.

    No game has done this to the degree in which I appreciate Dark Souls. You'd see a distant area that seems so far and unreachable but you will eventually get there and conquer it. Once you conquer the Gargoyles you can look around the Undead Berg and see all of these areas you just fought through, overcoming so much. If you look down you'll see the Forbidden Forrest. You'd think it's just background decoration until you discover you can actually go down there and look back up at the Undead Berg. It was unbelievable to me playing for the first time! Eventually, you'll end up in Anor Londo and the 20-40 hours beforehand feel so small and insignificant when they felt so big up to that point.

    My point is that playing Dark Souls for the first time really brought a lot of emotion out of me and a large part of that emotion was from the visual guide of triumph and exploration you receive by championing a new area and visually looking back at the old ones like they are ancient history.

    I'm happy to say that as I play through Sekiro, I am getting a lot of those same joyous feelings I had playing Dark Souls in 2011. Nothing in all of gaming has really scratched this itch for me since I first played Souls but Sekiro is getting there. For example, seeing the smoke signals in the distance then eventually sneaking around the same roof tops they come from. The entire beginning area of the game feels so large and detailed. I've spent around 15 hours in the beginning of the game up to the end of Ashina Castle, but now that I've made it ahead, I can take a moment to...

    Spoiler...look back at Ashina Castle in the far far distance as it makes me feel rewarded and accomplished. It also makes those early areas feel so small when they look so far away now.

    Spoileralt text

    My anecdote is meant to show just how much I value this type of feeling from a video game. It's so hard to achieve and I don't know how to properly articulate what a studio did to actually give me this type of satisfaction but these are the types of memories that stick with me better than anything else in video games.



  • How do you do the charged downward slash move? I only know the charged stab move.

    update: nevermind, i got it



  • @dipset said in Sekiro: Shadows Die Twice (PS4/XBO/PC):

    By far one of my favourite aspects in video games is thoughtful world design and sense of scale, growth, and progression within that world. In Batman Arkham Asylum, you slowly unlock new parts of the asylum as you progress and find secret connecting paths to old ones. In God of War, you progress though the labyrinth on Kronos' back unlocking areas that eventually loop back around to familiar locations you fought through hours before.

    No game has done this to the degree in which I appreciate Dark Souls. You'd see a distant area that seems so far and unreachable but you will eventually get there and conquer it. Once you conquer the Gargoyles you can look around the Undead Berg and see all of these areas you just fought through, overcoming so much. If you look down you'll see the Forbidden Forrest. You'd think it's just background decoration until you discover you can actually go down there and look back up at the Undead Berg. It was unbelievable to me playing for the first time! Eventually, you'll end up in Anor Londo and the 20-40 hours beforehand feel so small and insignificant when they felt so big up to that point.

    It was Ico that first really did that for me.



  • @sheria

    I still need to try Ico since I loved TLG and SotC so much. I think the first game where I realized I loved world connectivity was God of War. I only played it in 2006 or 2007 so Bioshock happened right around the same time and gave me that same feeling. I think I also tried The Chronicles of Riddick: Escape from Butcher Bay when the remaster released in 2009 and that had some of those elements too.

    I never get tired of it.



  • I just beat the game! The final boss was tough but satisfying.

    Overall, I'm not sure what I think about the game on this initial play-through. I like it, but I don't think it measures up to either Dark Souls 3 or Bloodborne.



  • I haven't played since I beat the guy. I'm going to make a concerted effort to get back into the game this weekend.



  • @tokyoslim After beating the game, and starting up another playthrough, I was surprised at how challenging that guy still was. The mini-bosses in this game can be just as hard, if not harder, than some of the actual bosses. I'm pretty sure I spent more time trying to defeat the rifle mini-boss than with the Corrupted Monk.



  • What's considered to be the ending? Is it earning the trophy?



  • @iboshow I am not sure what you mean exactly. Here is what happened for me:

    Spoiler: After beating the Sword Saint, you get the "Immortal Severance" trophy and the credits roll. From what I have researched, there are a few different endings to get. After you beat the final boss, you have the choice to return to the game world until you are ready to go into new-game plus mode, which allows you to keep all of the health/posture that you have gained from the prayer beads as well as all of your prosthetics.



  • I think the second phase of this monkey boss is where I quit FromSoftware games. It's too much. In the time it will take me to beat this boss, I could do many other things more worth my time. I rather liked the game until now, but I'm just not doing this. I really believe the git gud crap and the stupid reaction videos went to FromSoftware's heads. I don't feel like being overwhelmingly difficult was Demon's Souls aim. The fandom made these games worse.



  • @ezekiel

    You make everything sound so doom and gloom. I completely understand why you'd want to put the game down and move onto other things, but there isn't some conspiracy that From Software is flippantly creating difficulty for the sake of it. You make it seem like the player experience has cheapened and I can tell you that most people playing this game are fans of it. I have friends who couldn't beat Dark Souls who are pushing through this and loving it.

    You mentioned Demon's Souls but that game is by far the most obtuse and difficult game of theirs in the past decade. For example, if you are stuck on a boss, you might end up having to spend 2 hours farming health herbs just to even attempt that boss again. Or the one boss who physically removes your Soul level so every time you lose, the game becomes irreparably harder since leveling up costs more souls and he's removing levels from you.. If that isn't overwhelmingly difficult, then I don't know what is. I'm not saying they sought to make the Demon's Souls so intentionally difficult, I think they were just making a unique and challenging game as they have with Sekiro.

    You don't like it - but don't act like From Software is riding a wave until it comes crashing down.



  • @dipset said in Sekiro: Shadows Die Twice (PS4/XBO/PC):

    @ezekiel

    You make everything sound so doom and gloom. I completely understand why you'd want to put the game down and move onto other things, but there isn't some conspiracy that From Software is flippantly creating difficulty for the sake of it.

    Then it's coincidence that right after Dark Souls exploded in popularity, they went with the title "Prepare to Die Edition." They know that difficulty sells their games. Demon's Souls was easy compared to this.