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.
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.