Sekiro 2

With the final sword slash struck, I can add Sekiro Shadow’s Die Twice to my catalog of From Software games beaten. Of the titles released by them, this one has been the most polarizing to talk about: between discussions on difficulty, to the very design and whether it’s as good as people were saying.

I’ve already written a lengthy piece discussing the overall nature of the game which people have disagreed with, but for this one, I want to talk explicitly about the combat engine, and why whether you love or hate Sekiro, the combat is objectively broken.

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Sekiro 2

Since Demon’s Souls arrived on the scene, From Software has been elevated as one of the premiere developers of their own take on ARPG design: AKA the Souls-Like. Since then, when the company does make a game that doesn’t involve the word “souls” in the title, people take notice. Last time we got Bloodborne which was the most action-focused take on their design until now. Sekiro Shadows Die Twice has pushed the Souls-Like in a new, and more action direction… that just may be completely broken.

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