I don’t think faster posture recovery when holding down guard/block is altogether…fundamentally wrong, but for the sake of deflection, directness, and less constant evasion, I do find just holding the same button down, you pressed to start blocking…too loose. I can reason it elegant form fitting or fluid, then still find the pos recovery rate perhaps more generous than it should be. Or maybe it wouldn’t seem so, if not for the fact there’s no more strain on the player. I don’t have a best recommendation or practice to put forth like “that’s broken, here’s the fix”. Cuz it’s not a big crack or flaw. It’s fine! Good! As an example, yeah another button press/held in theory, addresses my concern. We’re largely used to holding one (or away/back) to block. Now with the added dimension of a posture meter, I want more input on my part to keep and recover it, not just given back the same way I block - something more that reflects greater pressure and tension.
Starting about halfway through my ng+ of Sekiro, I began feeling a small shade of repetition in combat, occasionally a little with level traversal that (far as I can recall)…I didn’t with the neighboring similars (Ninja Gaidens, MGR, DMCs, Tenchu more for its stealth/problem solving). Nor did I with the older relatives (Soulsborne). Now there’s a lot of factors that go into this especially length, level of detail to uncover, and they all have their shortcomings, no doubt.
But where I think next is between Samurai and Shinobi action. The Sekiro they completed has little concern with silent in shadow assassinations, placement tactics, deep hiding, or much subtlety at all in dispatching opponents - compared to flinging about and reveling in glorious combat! Occasional neck plunges to turned backs included. They built and the vision came into sight and it’s gorgeous! However
5 main slashes in the attack combo, looping at the first diagonal strike down.
A running spin horizontal slash.
A mid air attack that can swipe both ways.
A charged thrust attack.
From a certain perspective, that’s pretty meager, though there are I think ~15 combat arts (including powered up variations). Then tools and their sub-uses. Both equippable one at a time, largely expendable (excluding a handful of combat arts then the rest once expended are stripped down versions).
The arts/tools contain many extremely useful skills, but given the full game and opportunities you are presented with, the majority feel like flavor unless you really push for experimenting and variety for the sake of it. As mentioned they had to’ve realized some of the lack in usable options.
There are some bosses and enemies with killer tricks to utilize - would’ve liked more!
I think this game’s great! I understand if anyone loves it so much they might scoff at my reservations. But it also tickles my action-rpg brain bits toward certain details. Ruminating on what-ifs or crazy blends, are things I really I dig in wild big game threads.