I understand what you're trying to convey, but all games with any significant quantity of variegated virtual space/"real estate" (as opposed to merely a flat playing field for a board game, a mostly static UI for a puzzle game, etc.) perforce require someone to design the layout of that space. That's level design, and the basic principles of good level design are universal.
I get where you're coming from. But as Silva said, trying to judge this game on the basis of Souls games is a fool's errand, and as Cosmo puts it, different type of gameplay warrants different type of level design (and really, almost everything else).
If we're talking about those special something that Fromsoft has, in terms of their signature design philosophies, I'm happy to tell you (based on my experience of playing their game that were released since 2011) they still pretty much got it. However, the fact that the game is singleplayer has given them room to be a bit more lenient with their usual approach to game design; as in, there are some streamlining, but nowhere close to the extent of dumbing down.
But if we're talking strictly about the level design, ignoring the checkpoints placement, they're actually fine. In fact, I'd say they're meticulously designed with all the new stealth mechanics in mind. And by stealth mechanics, I don't just mean pressing a button to crouch; hugging a wall or a cliff, hanging off the ledges of a cliff or rooftop edges, shimmying through them all; even the new jumping mechanic, which includes even some form of double jump, I included them all here. Heck, if you pay close attention to how enemies behave, as long as their back turned to you, even if you're sprinting towards them they won't be alerted until you bump into them. This implies that Sekiro is in a perpetual state of sneaking, thus if we translate this to an actual RPG mechanics, say Fallout, Sekiro possess the Silent Running perk.
Now, if we do include the checkpoints placement, it's only really an issue in the first third of the game, which is unfortunately linear. But once you get past that, the game actually opens up, and the levels has overall better designs, either individually, or in conjunction with one another. Past the first third of the game, checkpoints acts as a staging point for attempting the levels ahead, so instances like a bonfire existing right next to a shortcut to the previous bonfire doesn't occur. There is an instance of an outright retarded checkpoint placement, one that spawned right after a mandatory boss. It's immediately rendered useless, because literally next to it is the actual checkpoint of that level, which could be said also useless because nearby is a shortcut to the 'first' checkpoint of the entire game. This has occurred before; in Bloodborne, a lamp spawned after a mandatory boss, despite the fact that 5 steps ahead a lamp has already been placed. These two instances are so fucking stupid, that my memory became messed up to the point that I thought they have an 'obsession' with spawning a checkpoint literally after every mandatory bosses, but after thinking it through I know that that's not true. And yet, another design aspect of the game that's not exactly related to level design, but still relevant nonetheless, I would elaborate further below.
^ Sekiro sucks as a stealth game though.
not a stealth game. it's in service of the action. definitely came in handy to mitigate some of the spongy enemies
I agree with both of you, albeit partially about the game being sucks as a stealth game. The reasons why it sucks as a stealth game is largely because of two things:
- The fact that there's no dire, or even real, consequence for being detected by an enemy. This is also extended to the fact that even though enemies discovering the corpses of their allies would alert them to your presence, they won't stay in that state constantly, nor would they actively search for intruders or suspicious movements nearby. Even if you get detected, so what? There's an enemy that would make a fuzz and puts everyone around them on a constant state of alertness but there's, like, literally only 3 of them in the entire game? And there's no enemy that are designed to trap and stop you in your tracks, nor there's any that could catch up to you due to an increase in extra dimensional axis for movement with jumping and grappling hooks, and this relates immediately with the second point
- The fact that you could just run past enemies. This is a "feature" in the Soulsborne games; I remembered some actually complained about this being in those games, but it's obviously a cardinal sin for a stealth game, or a game with an elaborate and involved stealth mechanics, to have.
I wouldn't claim to be someone who knows how a ninja/shinobi really works and operates, but I'd assume they are meant to swiftly traverse through obstacles and take down anyone standing in their way to their real objectives silently and quickly, instead of hanging around and maybe even drag corpses to hide them like they do in a Hitman game, so perhaps that first point about not being in constant state of alertness upon discovering a corpse is understandable. But the second point needs to be addressed if they ever planned to make this kind of game again.