Review: Sekiro: Shadows Die Twice is an apprenticeship in loyalty and ninja combat 5r1l6

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Sekiro: Shadows Die Twice ditches some of the core elements of the soulslike trend and makes room for demanding and rewarding combat depth

Exactly ten years ago, the action RPG Demon's Souls came to PS3 from FromSoftware, introducing the world to the potential of a formula that would become a critical success with the Soulsborne series (Dark Souls trilogy e Bloodborne). In 2019, the Japanese developer's endeavor towards hall of the most loved and hated games is Sekiro: Shadows Die Twice, a game that focuses much more on action than its studio “brothers”. 225g63

Who doesn't have a dog hunts with a wolf 1g233v

The first few minutes of the game already reveal something new compared to the games in the Soulsborne franchise: the protagonist Sekiro, also called a wolf, has his own personality, aesthetics and motivation. The impossibility of editing the character in his own way may seem like a low point, but I see the decision as a maturing of the studio, which decided to tell a more personal story.

Image result for sekiro wolf
The protagonist who names the game is a shinobi of few words, but a lot of attitude

We're introduced to the playable universe during the prologue — which discards historical facts from the Sengoku era to make way for an original and slightly less cryptic mythology than the medieval fantasy of Dark Souls. Smoother and less frequent fights allow us to “get our feet wet” in the demanding style of combat, now from a much more offensive perspective than the most recent ones. Bloodborne e Dark Souls III.

The wolf's journey is solitary and rigid, governed at times by choices that lead to multiple endings. There is the option to summon specific non-player characters (NPCs) so that the fights are not so punishing — even if these opportunities for help are not so common over the dozens of hours exploring every secret corner of this hostile and thought-provoking world.

Agility and precision on13

Sekiro: Shadows Die Twice does not feature classes, weapons, or equipment that allow builds different. The action game is aimed at full and total mastery of the kusabimaru (main sword) and the possibilities for moves and combos unlocked through skill trees and narrative progress.

From Demon's Souls, the Soulsborne series has taken advantage of the breath bar (bunting), used to control the number of times each type of action can be performed—whether dodging, striking, or walking while wielding the shield. O parry in Sekiro doesn't work like an instant stun: you have to break the enemy's posture through the deflection and consecutive execution of blows so that, only then, you can eliminate him with a mortal blow.

Image result for sekiro deathblow
Sekiro's killing blows appear to make combat easier, but breaking the opponent's guard requires tremendous reflexes and agility.

Strikes do not necessarily need to be executed in full (from anticipation movement to stance recovery) as seen previously in FromSoftware's action RPGs, as it is possible to "cancel" a move to perform a defense or projectile deflection, for example. example. On top of that, there's also a dedicated jump button, which adds an even more interesting layer of depth to positioning during fights.

The prosthetic arm has several functions and each of these abilities very well replaces the need to farming of recurring items in the series. Skills range from a grappling hook — which can be used nonstop for vertical movement — to a more powerful skill set, such as a spear, axe, or even a defensive umbrella.

Sekiro and the renewed Soulsborne formula 5oi6w

Despite its intentional similarity in difficulty, also coming from the studio's other games, the "footprint" of Sekiro: Shadows Die Twice is different. The absence of online connectivity, as well as a PvP mode and a message/gesture communication system, indicates that the studio was aiming for a minimally designed experience for just one player.

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Stealth is more than just an available resource: it's an essential tactic for survival.

This is also noticeable in level design, by examining areas that are less spaced and more self-contained than other games in the series. The aesthetics and structure distinguishable with each new environment encountered are memorable both in the creativity of scenarios and in the way that progression can take place – which, in some cases, allows multiple paths.

If you've cried and cheered playing other games of this type, I don't need to state the obvious: you're going to die — and you're going to die a lot, especially on your first journey. Any carelessness with the weakest of opponents can be fatal.

The threats in Ashina and its surroundings 2a6r5g

One of From Software's signatures is the natural of enemies, one more horrifying and cunning than the other. Compared to the studio's other games, I noticed that, in general, there are more humanoid enemies than presented in the other games. Feudal Japanese fantasy seems to be less about monsters and extraterrestrial creatures and more about infected beings from that location.

Bosses are merciless — as in any other FromSoftware game — with most of them being optional and found in secret areas to reward exploration. The great highlight in Sekiro: Shadows Die Twice it is precisely the use of the hook to approach enemies or to move away from them and try to attack from a position of advantage. The killing blows during battles against powerful enemies are practically indispensable, as draining all your health bar takes a lot of fighting time, putting the player even more at risk.

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In Sekiro, you are always one blow away from victory (or defeat).

I confess that, during most of my experience with the game, it was the sub-bosses that hindered my progress the most — precisely because they carried two health bars. Rampant frenzied ogres, venomous great swordsmen and spear generals are among the most powerful in the region, often accompanied by empire minions to make matters worse.

The strategy for the most demanding part of the game, combat, is to memorize the initial positioning of opponents and thoroughly learn their moves to predict them at the right moment. Even though it is simple in theory, this was personally the most difficult game in the series precisely because of the new alternatives and approaches to exploration and combat. The more than 60 hours devoted to the game are still fresh in my memory — and will continue to do so until my next undisclosed work by the genius Hidetaka Miyazaki.

Digital copy of the PS4 version of the game kindly provided by Activision Brasil.

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