SEKIRO: SHADOWS DIE TWICE šŸ’€

Anyway I’m trying to fight the final boss and its no joke! Unlike others I think its superbly designed, its just also superbly unforgiving. The first two deathblows are almost braindead in how quick I can rush through them now (though if I lose focus I’ll die just as quick, haha) but the last two deathblows are hellish! I can hardly get close enough to get in a hit without losing half my lifebar!

Unsure if this needs to be spoilered but this has been one of the highlights of boss design in this game: Its really rewarding to have a rematch against a boss I struggled to beat in the beginning of the game and just stomp them without taking a scratch. It shows just how far I’ve come in learning to play the game.

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i swear i like this game, but i played a bit last night and all i could think of was that i wish it were possible to just chill with the game. but no, you just can’t. you have to be prepared to die at all times, which is a shame, because the environments are beautiful and traversing them is joyful. they just constantly introduce some new boss or mini boss who has techniques you haven’t seen before.

i feel like even in Bloodborne, you reach a point decently-early on where you can kind of chill, at least a little bit.

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i am maybe not far enough (judging by all the mention of bosses i haven’t met yet), but i’ve taken down the following folks: gyoubu oniwa, blazing bull, and just last night i dusted juzou the drunkard. they all seemed insurmountable at first, and i was able to take them all down after adjusting my tactics and being thoughtful. this game seems very very very clever thus far. i have gotten a bit frustrated from time to time, but i haven’t run into any brick walls and the successes have been so rewarding, the level design so inspiring, the atmosphere so enveloping…

i’d have a hard time giving this game anything other than an A+ at this point

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meanwhile i still haven’t killed the chained ogre guy, though i got close! but then he threw me off a cliff and the game said ā€œnice job asshole, you died so much that everyone has the plagueā€

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I’ll go ahead and throw a PSA about Dragonrot for folks early on that are frustrated with it: It’s not as big a deal as you think. The items that cure it aren’t infinite (I don’t think?) but still pretty plentiful. The main thing to remember is one use cures everyone, so if you’re stuck on a rough part and you get it don’t panic and immediately heal, wait til you’re through with what you’re stuck on.

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talking with a friend, i think part of my problem with the game is stemming from the fact that when i run up against something and lose, i keep trying, when it sometimes might be appropriate to go another route and come back later.

yeah I said a couple hundred posts ago that I think this game goes harder on that than previous titles and doesn’t communicate it well

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You don’t get stat boost from normal runs, only from boss clears, and they have these Mega Man-esque lock and key bits that push it that way, I think.

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The level design is immediately really open and you can literally just grapple swing away from the first couple bosses you meet lol how else should the game have communicated that you should try something else

Like the ogre dude has two guards nearby that mention he’s weak to fire. In a completely different area you could have already unlocked, there’s a new shinobi tool that lets you shoot fire. C’mon.

It also explicitly disincentives you from dying repeatedly on the same impossible task with the whole dragonrot thing

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I’m not piling on, just thinking about why.

The eavesdropping hints seem to be missed at something like a 20% rate from what I hear? Maybe that’s a good target, as they really are pretty straightforward if you catch them, but preserves them sometimes feeling like keys.

A nice player-friendly touch is that conversations you’ve already heard are labeled with a check mark

It’s so weird! The idea is that you’re eavesdropping but really it’s a one-sided conversation tree and you can skip forward and even politely listen to them do it again, breaking my assumption that repeating NPCs do so as a result of the player’s godlike Will and penetrating eyes prompts the same result to the same question.

One of those things that I’m sure sat uneasily up to the point they shipped and nobody cared anyway

And rightly so. i figure it was more important to have a thematically appropriate and cool way to drop hints even if it doesn’t exactly make sense

Then again the second area is apparently some kind of time-warped memory so the gamey surrealism of repeated conversations seems in keeping.

I bought these kunai, how do I fit them onto my shurikens?

It’s on the upgrade path, somewhere in the middle.

There’s also a couple beads you can find in chests, as reward for finding secret areas.

That’s what I figured, was hoping to make use of them as soon as, oh well.

I do wonder about this since there’s also seemingly repeated and echoing story beats for some of the characters too.

well i’ve played like 3 hours of this game and dang, i wanna pla ymore but also

i suck?

that fucking shinobi hunter killed me like 4 times and the problem is that i can’t fucking kill the shield idiots without taking like 45 million points of damage, so i get exactly 4 seconds to see his pattern and then i die

amusingly though i tried jumping over a thrust attack and instead he speared me in midair through the chest. that was funny.

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there :musical_note: is :musical_note: a :musical_note: turnkey :musical_note: solution :musical_note:.to :musical_note: this :musical_note: you :musical_note: missed

someone in the game told me there’s an axe, i figured it was past the shield guys because that feels very video gamey to me: learn how to fight something the real way, then we’ll give you the tools to skip it next time

actually might have been a tool tip

whatever