SEKIRO: SHADOWS DIE TWICE 💀

Genichiro difficulty varies widely depending on whether you picked up every surrounding heal and beat Madame before you challenge him. He’s probably the most inconsistent challenge in the game for that reason. He took me two hours to beat on my third playthrough where I rushed Ashina Castle before doing anything else (and had Demon Bell on to be fair, but it’s a milder difficulty modifier than it sounds)

I do strongly recommend you read the thread if you want to keep playing the game; you shouldn’t even expect to be damaging enemies through their guard once you figure out what it wants

absolutely ridiculous that centipede thing wasn’t a tutorial boss though

it honestly feels like a gag to fight something that so simply demonstrates mechanics that you probably learned in a maximally frustrating way up to then

4 Likes

I’m at a point where one direction has a giant on fire bull that runs at 0.6c, one direction has an old woman who makes illusions (and I’m now out of illusion-dispelling items, because of course I am (what raging asshole decided it was ok to make a limited-availability consumable item a crucial part of a major boss fight?)), and the other way is an invincible, teleporting, slowing zombie with a OHKO grab and a you-basically-automatically-die status effect on all its attacks, even if you block or parry

I really don’t see how I can proceed from here

I can tell you haven’t read the thread because you’ll be like the fifth person to discover the game has a run button that trivializes the bull fight

like I keep saying, it’s a bit antagonistic about teaching you where the other souls games are just antagonistic generally

the good news is that the bull gates about three solid hours of exploration without having to fight any bosses if you like

Trying bringing your own fireworks to the party

:thinking:

does the firecracker tool count as a snap bean?

I beat her on the same run that I ran out of beans, which is also how I learned that you can wait out the illusion instead

really this game seems determined to make you feel dumb for complaining about it. I don’t really like that part of it at all!

3 Likes

No but animals aren’t too fond of loud pops, whizzes and bangs

also, I love the upgraded flame vent very much

really good way of throwing some momentum back at minibosses if you’re playing sloppy

also, as much as the consumable economy objectively stresses me out as I can see people getting into a vicious cycle far too easily, I think I burned my one fullheal item and my last red sugar on my fifth genichiro attempt because I knew I was playing well enough to win and I wanted to force it, and these games rarely align for me like that

4 Likes

You’re approaching the consumables pretty differently than I am, I just suffered from Too Good To Use syndrome most of the game and then spent them all on the final boss

IMO the yellow candy is the best. It’s like a better red candy because staying right in their face and never giving them a chance to recover posture is more important than doing damage in the first place

Yashariku Sugar sudden death is the only way to fight bosses in this game.

I pretty much didn’t worry about eating through my items because I didn’t see anything as particularly valuable to save. I figured that I would have the means to find more items later on so I never really worried about it.

I wish Sekiro was overall less forgiving and gentle with the player (but I also want the game to be more inviting about using prosthetic tools because a lot of the dynamism of the combat comes from interrupting the ‘default’ deflect-counterattack flow with well-timed prosthetic attacks)

I want them to tighten up the next iteration to suit my preferences

3 Likes

maybe but i think the early game thrill of just hurling yourself into this utter, incomprehensible wilderness of design - and not being clear on where to begin unravelling it - was worth it

i understand that experience may not seem thrilling to everyone

one might just as well argue dark souls should have opened with a big knight sword duel like the sequels are stocked to the brim with, instead of teaching you that this is going to be a game about dodging boulders on staircases and finding the one ledge from which to plunge attack the boss demon

6 Likes

The notion of Sekiro being too forgiving to the player is pretty fuckin wild to me lol. It’s not as absurdly hard as people say, but like it’s still a really hard game

Red candy directly increases your attack power, which also influences the damage you deal to posture, so it aids with that. Yellow candy is great but it solely reduces the damage you take to posture, so it’s best used when the boss is already at 1/2 vitality or less. That’s when i tank up and start playing defense, since their posture won’t recover faster than the damage they’re doing to it by trying to hit me.

Too good to use is def worth getting over in this game

1 Like

I don’t think I ever popped a candy during my several playthroughs. That’s not a flex, it’s a side effect of PTSD from early Resident Evil game resource management.

4 Likes

it is actually incredibly forgiving in many respects, I agree, but that’s paired with being very misleading and intentionally frustrating in others. I honestly have no desire for it to give me fewer opportunities to recover from the mistakes I make because playing a ninja game is not my full time job but I can see what you’re getting at.

realizing how doable a lot of the big bossfights are is a blessing, it’s the most extreme inverse difficulty curve I’ve ever seen from a psychological perspective

1 Like

dark souls is much bleaker and funnier about killing you and giving you other numbers to play with so you don’t mind so much though, like I said a thousand posts up

1 Like

“tank up and play defense at low vit” plan sounds viable, but I actually use it in the exact reverse way. I use yellow candy at the very beginning of a boss phase (e.g. Sword Saint phase 2) with the idea to aggressively posture crush them while they’s still at full health and still have extremely fast recovery.

The main failure mode is that I don’t execute well enough on my deflect mashing and don’t get an opportunity to ichimonji. Then I can be forced to retreat and rest, voiding any success I had until then. The yellow candy gives me that extra bit of sustain so that the boss can’t force me away from their face.

To be sure I do things that way because I’ve overtrained myself on posture fighting and know no particular tactics to reduce vit except getting lucky. This method is really effective and satisfying on a normal playthrough, but it might be limiting me from having more success on higher difficulty modifiers given that my deflect timing skills have plateaued.