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You are here: Home / Archives for Shadows Die Twice

Sekiro finale impressions (spoilers)

6th May 2019 By Qazimod Leave a Comment

Spoiler warning: don’t read on if you don’t want to know about my experiences with the Sekiro finale and my general impressions of the full game!

I write this a few days after reaching the Sekiro finale… well, a Sekiro finale. A final battle that would wrap the game up and leave me collecting my thoughts as the credits rolled, and then seeing what happened when I was dropped back into the game. I talked about Sekiro briefly in the past, but those were very early impressions – today, I’d like to talk about the boss sequences that made up my Sekiro finale. Specifically, Genichiro, Way of Tomoe and Isshin, the Sword Saint (I understand that there are different endings and potentially different encounters, but many people will encounter these guys.) I’d also like to express my thoughts on the game as a whole having completed this initial playthrough.

Lab training

sekiro finale

Sekiro is a demanding, punishing and rewarding experience. It demands correct responses to hostile situations, punishes mistakes with ruthless attacks from enemies, and rewards those who persevere enough to avoid making mistakes. It’s also something else – a learning experience. You probably know someone online whose only advice for games like this is to “git gud”, to be in the zone and react to avoid danger rather than learn from mistakes. However, enemy move lists are so varied – and your own options so diverse – that there’s no harm in learning. In a sense, it’s almost like lab training in a fighting game: you get bodied by a setup you’ve never seen before during an online match, and then you go into training mode and try to recreate the situation – how did I get hit by this? What were my options?

Sekiro finale – the rematch

sekiro finale

In the Sekiro finale, Genichiro isn’t a new face – you encountered him before at the start of the game – but he’s picked up Mortal Blade abilities. These large swings are hard to avoid and blocking doesn’t do a whole lot, but each Mortal Blade attack has a long startup where Genichiro is in a certain pose. Depending on how he holds the blade, you soon learn which attack is coming; provided you know how to avoid it – run away in one direction or another, circle him – you can prepare accordingly. (Curiously, I saw about three main Mortal Blade attacks when first attempting this boss, but in later attempts I often only saw one. I’m not sure if an update changed probabilities or if I just got lucky, but it was quite interesting.) He also has moves with plenty of cooldown and opportunity to punish (for example, look out for the leaping stab into the ground that he’s kept from the first encounter), so even if you’re bad at deflect timing, you can chip him down until you can work with the posture damage. Despite playing the battle enough to break it down in this way, I still felt that it was enjoyable, and the more you begin to learn the Isshin battle, the more Genichiro’s duel feels like a warm-up.

Sekiro finale – the wall

sekiro finale

Meanwhile, Isshin, the Sword Saint is the main event of the Sekiro finale. Packing three phases and a complex movelist, he’s the final exam for players attempting this particular ending path. Once you’ve spent time blocking and countering, you’ll probably wonder if he even lets you get attacks in. If you’re no good at winning the posture war then you’ll want to do damage, but opportunities are few and far between (the cooldown from the “cross-cut” is a reliable punish and is easily spotted when he appears to sheath his sword briefly.) Even so, Isshin is a big fan of three-hit combos of vertical and horizontal swings, and eventually you see these enough times to learn the deflect windows. One other point to note is that it’s easy to act too soon before you know the length of swing combos – figuring out when a combo has ended is a small but vital part of this first phase.

The latter phases, meanwhile, are all about range. Isshin’s long spear means that it’s harder to duel up close, and whilst “wait and bait” is probably frowned upon, it’s still a good idea to start by looking at the new moves and the reach of the attacks. (With his new gun attacks, running away won’t help you a lot anyway.) Even if you do decide to circle him and observe the moveset, an errant thumb movement can lead to death as you start making unsafe tight circles instead of safer wide ones – and if your analogue stick isn’t completely to the left or right when circling, you’re not going to avoid those bullets. Also – much like Genichiro – Isshin has a leaping attack that leaves him vulnerable depending on the pattern; performing a large overhead with the spear, the follow-up where he spins and does a short sword swipe may as well reveal a target on his back. It’s just one hint that the game still gives you openings and opportunities even in its closing duels.

Sekiro – fun, but not flawless

If it weren’t for those small hints at progress – those little opportunities revealing themselves over time – Sekiro would have been shelved weeks ago, with the bosses remaining undefeated. It’s a testament to its design that I never became so frustrated that I walked away. I am still disappointed with the integration of certain gameplay features – things are so much more enjoyable when your options are blown open by grappling points, stealth skills, expendable items and other tools (and not when you’re in a featureless square courtyard with an angry bovine) – but I’ve enjoyed my time with it so far, and I’m sure I’ll be back when I inevitably pick up the Future Press guide.

Apologies to those who expected a full review, but hopefully my existing articles provide some insight into my experience with the game. It’s very punishing and can come across as somewhat limited, but is ultimately quite rewarding. Other From games have felt a little more consistent in their gameplay than this, but that feeling of “lab training” mentioned previously is strangely satisfying. I look forward to discovering what the future has in store in terms of DLC and balance changes.

Filed Under: Games Tagged With: Sekiro, Sekiro: Shadows Die Twice, Shadows Die Twice

The contradictions of Sekiro: Shadows Die Twice

8th April 2019 By Qazimod Leave a Comment

With my current playthrough reflecting many evenings of exploration and combat, there’s no denying that Sekiro: Shadows Die Twice has a certain compelling nature to it. Whether you’re attempting to defeat one of the generals or just trying to reach a location safely, a lot of the gameplay is tuned to a point where the player is more likely to try again than switch off. Obviously, different players have certain limits to patience and perseverance, but personally I’ve found the difficulty curve to be pitched quite well. However, I can’t help but feel like certain aspects of the gameplay design are at odds with others – that a player can begin to see mechanical contradictions of Sekiro – and that’s a weird observation to make when From Software are so adept at creating experiences that feel…connected.

Sekiro’s gameplay contradictions

Contradictions of Sekiro - image 1

So: you are able to grapple around the environment, sneak up on enemies or create more space if things are getting dicey – it allows for a freeform, tactical approach to combat right up until you’re locked in a boss arena with no grapple points, or a foe’s health resets if you stray too far. You’re able to replenish your stock of healing items at an idol for free but have to grind out cash for spirit emblems – essentially your ammunition for special gear. And as long as you find an area that you can safely battle in, grinding isn’t challenging, or fun – it’s grinding. Grappling around the environment is enjoyable but it’s only possible at certain points, and you sometimes feel like some obvious areas in the environment would benefit from those points. Deathblows feel weirdly inconsistent; one stealthy leap towards an unsuspecting fodder enemy can trigger the prompt, but it’s suddenly much more picky when facing a certain miniboss. Expendable items or skills that make you harder to detect will (of course) be ignored in certain encounters, and reviving after death seems empowering at first but soon may as well be multiple parts of one lifebar (admittedly, this makes sense for a game that needs to ensure that boss encounters feel challenging, but slightly diminishes the importance implied by the narrative.) Blocking attacks for posture gains would suggest that the game will reward your patience, but damage from enemy attacks can be so high that a long posture war can be over in a heartbeat when your lifebar is decimated by a new attack you haven’t seen. Back-to-back bosses are expected in a From game, but it removes the narrative impact when the boss who suffers a dramatic cutscene death moments before is suddenly back for more. You get tutorial tips for a move called the “lightning counter”, but only after an attack that you can use it against kills you instantly; unless I missed something, the game never introduces it in a practical learning environment.

Contradictions of Sekiro – a bad thing?

Contradictions of Sekiro - image 2

And so on. And sure, this is all part of the intended “vision”, and you shouldn’t criticise a game for not being something it was never trying to be, but to me it feels like a vision riddled with contradiction from a producer who has created other visions where everything made sense and the individual parts complemented each other. There have been From games in the past where it felt like all of the gameplay mechanics available to you were viable all of the time, and where you had so many options that you could pick an approach to gameplay that worked for you and use it until the endgame. What if Sekiro designed every boss encounter to have a dangerous but viable route through lesser enemies and environmental hazards which, when navigated, would secure a deathblow opportunity? What if the item that made you harder to detect opened up a new enemy moveset where their attacks were more uncertain? What if the deathblow range had a better visual identity? What if an opponent’s single-hit instakill was replaced with death by 1000 cuts that you could theoretically counter? I understand the need to limit abilities that would reduce the impact of certain encounters, but if more encounters incorporated more of the gameplay mechanics smartly – rather than making them redundant – it would result in an experience that’s much more cohesive and less peppered with contradictions. And I still love Sekiro – as I write this I’m pretty much at the endgame, and it’s consumed most of my gaming time lately – but From Software have created better worlds and experiences in the past that have less contradictions. Their other games have done more with less – less gameplay options available to the player, but options that allow a more freeform approach to a particular situation – and so it’s hard to know what to make of their latest game. I still recommend it – if you can get past the inconsistencies it’s quite a satisfying experience – however, you should be prepared for some interesting design decisions.

Filed Under: Games Tagged With: From Software, games, Sekiro, Sekiro: Shadows Die Twice, Shadows Die Twice

Samurai, gods, big rosters – notes from my E3 2018

13th June 2018 By Qazimod Leave a Comment

Stepping out into the mid-June sunshine, away from the hype and noise that follows any series of E3 press conferences, I couldn’t deny that some of that hype may be rubbing off on me. Before we even get to my E3 2018, let’s remember that we’re already in the middle of what people are claiming to be a new golden era of gaming – one where modern classics are being released with uncommon frequency. Zelda: Breath of the Wild, Super Mario Odyssey, Nier: Automata, Persona 5, Cuphead, Sonic Mania, Celeste – the list just keeps going, and it looks like the list will grow even more if my E3 2018 was anything to go by. Rather than one platform holder emerging as a clear winner or loser (and let’s not pretend that there haven’t been clear winners and losers in the past), my E3 2018 had Microsoft, Sony and Nintendo revealing exciting and interesting new games.

Microsoft favourites from my E3 2018

my E3 2018

The biggest reveal of Microsoft’s show was undoubtedly Sekiro: Shadows Die Twice. A new IP from revered developer From Software, it promises polished third-person action with a samurai flavour. The trailer was only about two or three minutes long but showed the mechanical arm first seen in the “Shadows Die Twice” trailer, and its owner – a character who can go toe-to-toe with swordsmen, use said arm in a grappling-hook fashion to ascend to higher positions or cross chasms, and supposedly rise to his feet after being “killed”, which seems appropriate given the subtitle. Elsewhere, it was revealed that the once PS4 and PC exclusive Nier Automata would receive an Xbox port with the release of Nier Automata: Become as Gods Edition (perhaps to make up for Scalebound’s demise), so hopefully more people can enjoy the weird and wonderful combination of slick Platinum gameplay and distinct Nier quirkiness. Also of note was the first true reveal of Cyberpunk 2077 and news that Devil May Cry would be getting a new numbered sequel, but the lack of substantial gameplay footage for either game suggests that these are very early announcements.

Sony familiarity in my E3 2018

my E3 2018

By comparison, many people criticised the lack of new reveals in Sony’s conference; there were many games we already knew about from previous shows (such as Spider-Man, The Last of Us Part 2 and Death Stranding), and with the remake of Final Fantasy VII still early in development, there was little hope of seeing anything new from that game. Despite this, we did get confirmation of an exciting new PSVR title with From Software’s Deracine, reaffirmation that Mizuguchi’s The Tetris Effect still looks superb, and more gorgeous footage of Sucker Punch‘s Ghost of Tsushima. (As an aside, it seems that samurai games were the general theme of this year’s E3, with Tsushima, Sekiro and a trailer of Nioh 2 all making appearances somewhere amongst the conferences.) Another notable surprise was Remedy’s Control, a game that seems to combine shifting geometry with conventional gunplay and creative mind control mechanics. It was a fun looking title, even if it did make me wish for a sequel to Psi-Ops: The Mindgate Conspiracy…

Nintendo’s contribution to my E3 2018

my E3 2018

As is to be expected these days, Nintendo combined the bizarre with the exciting, from making me question the need for a Pokéball peripheral used in conjuction with Pokémon Go (which will transfer Pokémon data from the mobile game to a new console game) when you already have wireless communication technology in your primary gaming devices… to the surprise reveal of Daemon X Machina, an exciting action game from Marvelous Entertainment that boasts bright and colourful visuals and shows off the kind of gameplay that brings to mind games such as Omega Boost and Transformers Devastation. Elsewhere in the show, the unveiling of a new Mario Party was hardly a massive surprise – at the same time, the immediacy and social nature of the series is an obvious fit for the Switch hardware – and the new Super Smash Bros seemed hell-bent on including every character from previous games in its roster, to the delight of series fans. It was also revealed that these characters will all be tweaked slightly, hopefully resulting in a balanced game and some exciting re-learning of old favourites.

The highlight of my E3 2018

my E3 2018

All of the three main shows succeeded in giving fans something to look forward to, but the reveal that interested me the most was Babylon’s Fall. This was one of the new announcements from a very short Square Enix showcase scheduled separately from the three main conferences – a new IP being developed by Platinum Games, Babylon’s Fall only revealed a glimpse of CG at the end of its trailer, but was introduced with text-heavy stills that promised a tale of clashing ideologies, of gods striking down against mankind, and of huge armoured characters and electric (or perhaps arcane) powers. It was perhaps the only trailer I went through frame by frame as I tried to make sense of what I was seeing, and it’s definitely something I intend to keep an eye on between now and its 2019 release.

Obviously, I saw some criticism levelled at the three main conferences as people collected their own thoughts on discussion boards and in social media – people claimed that Sony’s show repeated the same announcements as last year and didn’t have enough new reveals, or that Nintendo’s show needed to give fans more details about known games in development (precious little was seen of Metroid Prime 4, Yoshi, or Starfox Grand Prix)… Microsoft’s show was perhaps the most refreshing, but I noticed people claiming that their conference pushed 4K and the Xbox One X a little too much for owners of older Xbox models. Despite all of this, I’m remaining optimistic about the future of all three platform holders – there’s something for everyone to look forward to in the near future, and the absence of any big new hardware reveals (certain optimistic individuals expected the unveiling of a PlayStation 5 before the show commenced) suggests that the current generation still has some life left in it for the time being. As ever, let us know if there were any reveals that stood out for you in the comments below.

Filed Under: Games Tagged With: 3ds, Babylon's Fall, e3, e3 2018, From Software, Ghost of Tsushima, Mario, microsoft, Nier: Automata, nintendo, platinum games, playstation, PlayStation 4, playstation vr, PS4, psvr, Sekiro, Sekiro: Shadows Die Twice, Shadows Die Twice, sony, Sucker Punch, Super Smash Bros, Switch, xbox, xbox one

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