SEKIRO: SHADOWS DIE TWICE šŸ’€

my take would be that if you don’t substantiate those underlying mechanics in the game’s overt presentation, they’ll just be sensed by the player anyway once muscle memory sinks in. after playing any game long enough to develop an impression of its ā€œfeelā€, i notice it completely affects the way i ā€œreadā€ the screen. often, a kind of tunnel vision forms where i automatically discard much of the visual detail as it doesn’t communicate anything to the gameplay.
people said dark souls 2 felt weird and wondered if animations were to blame; i don’t think so. it would always be after taking myself out of the game loop a bit to equip a new armour set or something that I’d be like ā€œhey, this looks good - i like the way my character moves now.ā€ only once i tuned in to the game’s actions and goals would the awkward, sludgy sensation seem apparent.

for this reason, i think I’ve developed a strong preference for games to be as direct as possible about expressing their programming. anything else feels dishonest, and ultimately pointless. so much of the ā€œHDā€ graphical push rubbed me wrong because i could tell nothing about depth of field or bloom lighting was going to inform how i play, making it feel extravagant and wasteful.

all action games should just be Bare Geometry imo

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At the same time, rhythm games like Dance Dance Revolution and other abstract action games like Jeff Minter tempestlikes are conscious of and playful with that tunnel vision by deliberately introducing a huge amount of visual noise behind and around the clear abstractions. And puzzle games have gradually chosen to become noisier since Tetris’s bare simplicity — in fact, Tetris Effect is a perfect example of this. There is some kind of difference between good noise and bad noise but I haven’t thought this through enough to be able to describe what it is.

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oh sure - i think there’s abundant potential in toying with the player’s ability to separate meaningful signal from noise, especially under pressure. just that, in many cases i don’t think the noise amounts to much more than trying to sell something impressive at face value.
in a sense, WarioWare is a whole game built around the challenge of rapidly decoding an arbitrary metaphor into concrete action.

also Bloodborne is an obscenely detailed game but i feel it kinda works on that level: trying to comb through and discover the real shape of the level design amidst all the baroque ornamentation and other multiplicitous details, especially when the way to go is actually some easily-missed recession or a crumbled part of wall. it makes it that you never know how you’ll engage with a visible landmark until you’re actually there

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I know this flow, early in my third run I started wanting to tackle the three fountainhead fragrance guardians soon as possible, and leave the rest just to stroll through or experiment with certain tool combos and screenshots.

Your posts are the one thing that made me consider rolling all the way toward double digit ng+ and see how it feels - only your attack power can increase while everything takes less damage and hits you harder.

Gundamnit I’m supposed to be done playing this

No need double digits.
like DS, NG+7 (#8 run) is the max diff, and I had full attack power (max is 99, cant go further) by mid way of NG+7.
Also, did half of that last run with the bell curse. As for damage… well… yeah it is heavy. VERY
I.E. Ogre grab = one shot kill.

I wasnt sure if there was any change past +7, hmmmkay.

Really if I do this again, it’s probably fresh ng, remove Kuro’s charm add Demon Bell. If I don’t create more restrictions at least working with minimal tools/skills it will be another layer of challenging (if not eventually exhausting)

Edit: chipping away opponent health while constantly avoiding the one or two hits that would do you in…can grow a lot more monotonous than fun, but prayer beads and memories are a choice so there’s even more brutality to dance with

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I use it as a lens to shape discussion; like all ideologies, strict adherence is death.

Diablo III is a game trapped in dialogue with itself and so far removed from the original dungeon crawl fantasy that the token objects are distracting more than illuminating; I normally refer to it as baroque design.

To a large extent the illusion of a world is built through solidity. And by this I mean its ability to impose its own rules over the game systems, to stubbornly be a thing everything else must work around. Player convenience features (commonly called ā€œquality of lifeā€) often work around the world’s little inconveniences, and if world presence is an important aesthetic I think these should be carefully considered.

Dungeon crawls, living on an aesthetic of hard, desperate exploration, need these solid worlds, and From’s utter respect for their world (over the player’s desires, and certainly over their time) seems to give it weight; Diablo III is less a dungeon crawl and more an optimization obstacle course.

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it’s worth noting how Sekiro has naturally strayed from their dungeon crawls, at least starting with the stealth more stealth kill (immediate position of you can be that which lurks, from the get go).

It’s not really a term that could apply here much longer, anything I can think of front to back in Seki as…intimidating or horrific in the dark, the trepidation doesn’t much exist in the flow of the game other than aesthetic, atmosphere. Along with the simplification of stats and player empowerment, immediate capability

ā€œYou’re trapped in here with meā€

Jumping grappling and air swallowing would be different if defense and deflect were only very, very specifically able to be taken advantage of. Fear of being seen or detected in any sense would be actually tense and panic inducing, if hard to recover from then also highly consequential.

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Yeah the stealth mechanic is a one-way player advantage in a way I’ve never quite seen before. If I’m not seen then I can crush them with that; if I am seen, well, guess I’ll just crush them a different way I guess.

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Some legs of the game have Sculptor’s Idols far apart from each other, while others have them placed in a way that feels (if not a little) haphazard then simply just to be convenient and considerate, which is fine. Just not in step with again, being more consequential.

The more I zoom out and start drawing the level designs, the sleeker and softer they get.

Why is Mibu village such a sponge? I can explain away with thematic reasons only so much. I mean the area before it is disorienting and (deceptively) made for a slow approach, but the whole idea of mist enemies you can’t keep track of is another thing great in idea, short lived in actual implement.

Tidy indeed

I didn’t much enjoy Ashina Depths as a whole. Bit of a Dark Souls 2 vibe to it with the chain of unrelated zones (such that I find it hard to remember what leads into what), reused enemies and even a fog forest.

Just saying, gonna start the 4 mini-rush boss.
but even before lady butterfly I have 9 gourds and 6 necklaces… so… difficulty on bosses right now is kind of a thing of the past (also a load fuck of skills).
Game broken?

[EDIT]
Also @Broco, ashina depths is my blight town in sekiro only for the grabby ground dudes annouance. Annoyance will always sound like blight town for me now.
[/edit]

Thats why I’m saying, if trying it on ng, add difficulties at will. Balder Side Sword vs Pugilist Mushrooms Mode

I have been following the ā€œiframeā€ discussion and I was wondering: were there iframes in Ninja Gaiden, for example?

i beat the guardian ape on my second attempt ever. was able to work out the folding monkeys (amazing boss!) and acquired the mortal blade. feeling pretty good about all that, i strolled back to the top of ashina castle and got straight embarrased by Owl. holy shit that dude is no joke

I beat juzou the drunkard on my first try. Is he supposed to be difficult? Can I feel good about this?

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He killed the shit out of me over the course of like 15 tries. So please feel good about it.

(Did your buddy survive?)

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he’s been a sticking point for literally everyone i’ve talked to about this game

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he did not :(

If I had a chance to practice the fight maybe I could have but I somehow managed to get through the whole thing without much issue. His grabs/sweeps are really telegraphed and don’t chain with his normal combos so I found a decent groove of keeping my distance until he starts comboing and then rush in to get some deflects in, and then get as much vitality damage as I can after. The fight went by pretty quickly this way but maybe I got lucky with him not going for grabs too often or something?

The weird purple dude on the roof who kicks a lot still kills me every time tho :frowning:

If you time it right you can Mikuri counter one of the last thrusting kicks, he’a also a prime member of the ā€œkinda spam blockā€ club so you can get a bearing on the actual timing of his swipes. He’s the first in a series so it’s very rewarding to get nailed down.