Also when did I say Remake is anime?
https://rpgcodex.net/forums/index.php?threads/the-game-awards-2019.130800/page-4#post-6420383
https://rpgcodex.net/forums/index.php?threads/the-game-awards-2019.130800/page-4#post-6420437
Alrigth for starters, I don't think Sekiro is a bad game. It's nice and fun - sure is better than dynasty warriors and the others you mentioned.
But it's honestely I belive it's the weakest one From has put out in these 10 last years.
And if they want to go in this direction (more action oriented titles), they need to work on a lot of stuff.
Sekiro is admittedly a hard game to critique, because everything here is functional (on paper).
But once I get down with the combat, there's something there that it frankly feels off.
So I'll explain things the best I can.
Action games are all about giving you tools to succeed and requiring you to effectively read their opponents and react.
Unfortunately Sekiro in my eyes fails in both parts.
The PC is the slowest attacking character on the field. Enemies are able to dodge you, interrupt your attacks and their combos are longer and more damaging. Given the speed of enemies, there should be some sort of canceling animations in this game. If an enemy begins their attack while you are attacking, most of the time you’re going to be the one taking damage.
Regarding the three defenses: parrying, dodging, and jumping.
As you know they are used to counter specific attacks - for the most part (will talk about later)...
The problem is that it’s impossible on instinct/reaction to read what defense to use when. This isn’t a game where just looking at the enemy tells you what attacks to expect.
Enemy attack animations are fast, and similar to Soulsborne titles, the same starting attack animation can lead into different combo patterns.
Does this attack require parrying, or is it a jump? You’re not going to be able to answer this in the first few tries.
This is something that then intensifies to that prevaling issue of beating the enemies by memorization.
In fact, the game feels very mechanical.
Enemies seem to be designed to block all your attacks except those specifically designed to kill them - i.e., if an enemy can only be defeated by counter slashing, then that’s it.
The only way to win is to know ahead of time what attack the enemy performs and how to counter them. There's no room for experiementation or improvisation, the whole thing appears to be about performing a sequence of X maneuvers perfectly - like a choreography.
You can even see this in how weirdly limited/specific in use most tools and moves are.
Enemies also give me the feeling of having less attack patterns compared to the Souls series - if this is the case than it probably is to compensate for the fact that the player has to read the patterns more closely and because of the overall increased enemy number.
The design difference between Sekiro and Soulborne titles comes down to this - in previous games, a boss fight was dependent on both the enemy and your own build; here, the only thing that matters is the boss patterns itself and not the player.
Action games have to be designed around a tug of war between player and enemy.
Problems arise when the game is not consistent in its rules and how the mechanics work from battle to battle. A notion which Sekiro has no problems in ignoring
Giving of some examples of my playtrogh: the thrust attack that’s supposed to always cause damage on block doesn’t always work on bosses; sometimes, even their normal attacks would go through my block, and then a minute later the block would hold; there were cases where even dodging at the right time to avoid an attack I was still hit; I also noticed cases where the speed at which posture reduces changed, regardless if I was holding block or not.
And finally speaking of stealth.
No it doesn't let you properly sneak your way through the levels and enemies.
Just the fact that enemies can spot you a mile away if you’re standing up, but can calmly walk around them while crouching is bad enough. But once an enemy spots you, all enemies in the area know where you are. Even if you break line of sight, they can still find your position (not even Oblivion did that man).
The stealth should have been more developed, considering how much it is a core gameplay system.
Man, oh, man, I've never see someone being so absolutely fucking wrong, it's not even funny. Dragon's Dogma? Better melee combat than Sekiro? Really?
Yeah.
Sure the combat migth not have the satisfying feel to it like Sekiro, and to be honest it's combat is not as difficult to master. But it does have: a conisderable amount of well designed mechanics that all inter-link with each other; a large variety of techniques that allow for multiple distinct playstyles; a very good enemy rooster that supports all those playstyles; none of the problems mentioned above.