Anyway, the ogre teaches useful lessons but without the basic combat lessons being learned by most players at that point: use shinobi tools when you are very disadvantaged,
Where the tennis metaphor falls short for me, I think Sekiroâs combat is most about interrupting your opponent with tennis script as a fallback. You can beat the game playing sword tennis but you only really get a sense of mastery (as opposed to desparation) when you steal momentum from your opponents
Some people have fully internalized Sekiroâs mechanics but are just bad
Hi
Sorry for comparing to Souls yet again but today I went back to the worst Souls (Dark 3) starting as a pyromancer throwing fireballs at people and just had an immensely better experience there
Ultimately what I realize I miss the most in Sekiro is friction in level exploration; while Sekiroâs movement is infinitely superior, it is ultimately meaningless; youâre never challenged anywhere but during boss fights. The discourse around Sekiro is focused on the bosses because, really, nothing else matters, levels are about as much pure downtime as the transitions between bosses in Furi
⊠And Furi has more fun bosses
Yeah Iâm just going to go back and replay Furi and Dark 3 instead
I also find Dark Souls 3 not challenging anywhere except boss fights tho. Everything is slower than you and has a wake-up delay so running past everything always works, the only challenge is getting oriented in the space fast enough you donât pause. Sekiro has a penalty for having a trail of dudes after you that they can join the bossfight, at least. DkS2 also partially addressed this problem by making door/lever animations interruptible, but that was one of those good ideas that got ignored by the âA-teamâ.
I understand why they never use the Zelda solution (except, come to think of it, in exactly one spot in DkS2) because I also find that artificial and annoying. But I wish they paid as much attention to exploration balance as they do boss balance. In Demonâs/DkS1 both sides were about equally janky so it was a coherent experience, but in Bloodborne+DkS3+Sekiro there is a real whiplash between âtraversal is basically free, just whip through here in 15 secondsâ and ânow grind this boss for 2 hours pleaseâ.
When discussing Souls levels I find that thereâs always this odd focus on how easy it is to make a beeline to the boss when itâs such a small part of the experience!!
While enemies are overall easy on their own in Souls, I think most people will agree that levels pose a reasonable threat in Souls game and none in Sekiro; To take my example I must have died 100+ times outside of boss rooms in every Souls game and about 3 in Sekiro (snake) Souls levels have a ton of traps and dangers, in Sekiro youâre the trap. You very rarely needed to go back to a bonfire in sekiro when this is a common occurence in Souls.
Even on the « is it hard to beeline the boss » terms I disagree; Dark souls enemies are much more immediately agressive and you donât get a jump + grappling hook + massive speed to get out of any danger
I think your experience is colored by still being in the first half of the game (unless I misunderstood and youâre already past Genichiro!)
Even so, I died plenty of times exploring Senpou temple, and especially the Spear Adepts never became wholly trivialized.
The Okami warriors in the Fountainhead Palace, similarly, were an enemy type I approached carefully, even though by that point the combat was almost second nature to me.
Back at Ashina castle, that area is just flawlessly designed as a piece of verticality that asks a lot of the player to be able to manage all of the nightjar ninjas on the way to the castle interior.
There are no enemies in any soulsborne games as aggressive as the nightjar ninja tbh
I agree, I believe the basic framework in Sekiro is supposed to have non-boss enemies serve similar functions as Souls enemies: occasionally kill the player, enforce wary/paranoid exploration, reinforce combat skills one âskill unitâ at a time.
Itâs just that stealth takedowns and the sharper novice/mastery curve in Sekiro pushes them closer to trivial once the player masters the enemy type and has seen the encounter pitfalls.
But I think this is beneficial: they preserve the threat and danger of initial exploration, but speed up the five-game-old boss run strategy for players that donât run past enemies (which I believe represents at least 80% of players).
okay, I give up
Iâm pretty sure I understand the opening third and concluding third of this sentence, but I cannot for the life of me parse what you mean by âweeabopitâ, even as a typo or phonetic thing. what am I missing
Yeah thatâs a good point! i like that you can stagger bosses and visibly seem to fuck up their flow more in Sekiro. I think what i like so much about posture/deflection tennis is that it adds a grey area. A perfect hit on like, Owl Dad knocks him out of his attack and damages his HP; spamming him after that or just hitting him a second too late gives you a chance to hurt his posture instead. If youâre playing carefully, literally every hit counts. Again compare to Souls, where you ideally hit and donât take damage, or you fail to hit and take damage, or you trade and whoever got hit first takes the most damage. I think From found a really innovative way to get around that, and at the same time make sword fights feel more like Sword Fights
I started this over and I got to the point of having 7 heals available inside of 5 hours which seems good but I still basically donât enjoy the bossfights at all, itâs just way too fast and I canât even keep the buttons straight half the time
Ashina Castle is a real cool level, Iâm sure your opinion of the game will brighten further when you reach it (sounds like youâve been focusing on the dream and havenât yet)