Despite the great amount of checkpoints, this sort of mechanic makes death extremely punishing and considering how easy it is to die in this game.. one point I didn't see raised is how the rising from a single death is utterly useless and just equal to having one more healing potion. Considering how much talk there was about the gimmick before the release of the game. The E3 trailer showed you getting a free buckstabbu on the drunkard :
But unless I missed something, this can't be done on mini-bosses or bosses at all. Only normal enemies didn't notice me rising from death. The thing has no strategic value and the game could exist without it and giving you one or two more potions at the start of the game and there'd be very little difference in practice. For such a core marketed gimmick.. it's kind of a flop.
I saw that video and that particular example is rather unfair. The reason why there's two bonfires right next to each other is because they're just following the convention of having a bonfire in major boss rooms after you beat them even when it's not really nessessary. Same thing happens in every souls game (bonfire before O&S and after quelaag comes to mind).According to a reviewer whom I trust: "You can't walk ten fucking feet without finding another idol."
It's Dark Souls 3 bonfires everywhere syndrome all over again, not a good sign.
locations are designed very differently than those in DS. Aside from some parts of Ashina Castle with generic landscape most of them are like a fucking Blightown or Valley of Defilement only this time in 60 fps and without any ladders. You have a grappling hook and you can traverse in almost any direction and this freedom of movement gives you that vibe of being lost. Even with "bonfires" every 5 minutes you constantly ask yourselves where to go or more likely can i get there somehow?According to a reviewer whom I trust: "You can't walk ten fucking feet without finding another idol."
It's Dark Souls 3 bonfires everywhere syndrome all over again, not a good sign.
I see a lot of ratings on this post, but no replies. I'm looking for confirmation or refutation here, not an argument.
People who don't understand why ubiquitous fast travel nodes were disastrous for the Souls franchise (or worse, didn't even notice that they'd become ubiquitous post-DS1) can't help me. I'll need answers from people with at least a few neurons to rub together.
I'll check back in a few weeks if no useful feedback appears in the immediate future.
Umh no, videogames are not "my life", but I need to start working again this week so I played as much as I could in order to try and finish the game. Judging people's habit and labeling them as no-lifer based on a post in which they don't praise the so damn praised From Software because of some dumb (in my opinion) decisions is rather stupid. When playing those games sadly I enter a loop in which the more I fail, the more I want to beat that damn section just to prove I can do it.Game released 3 days ago, played it probably 10 hours a day, then says they hate it. It always just makes me a little confused how someone who hates a game could so obsessively play it. "Hate" being such a strong word as it is.
The only explanation for these people I can come up with is that video games are literally their life, not a rest from it. They will play them even if they hate them because what else is there?
Anyway, I fucked off the old hag for now and suffered through the crappy snake section. Short as it is I still died few times right at the end of it because I couldn't figure out where to go after poking its eye out. The branch I was supposed to grapple to sent me into abyss first couple times so I ended up running around like a retard looking for other places to go.
Beat the first real boss, finally, the dude with the horse. Only died like 10 times, FUCKING EASY MODE. Got nothing on the old cunt. But maybe she'll be more manageable now with attack upgrade.
With "hate" I'm not gonna saying Sekiro is shit, because it's not. I love a lot of things From did here, but I can also recognize some cheap choices they made just to give people their superhard game, because from a gameplay design point some choices have not a real reason to exist, like enforcing a mini-boss fight with 10 minions you can't avoid fighting. Please show me a similar case in the whole Souls history, it doesn't make sense. Usually in the past if you got stuck in a boss you could just breeze throu an area to reach the boss and try again. Here in 90% of cases you can't. Yup, for mini-bosses you usually have the option to skip them entirely, not always, but often, but if you do so you can't upgrade your health, so there's no sense on doing that.
So yeah, when I say I hate Sekiro it means I hate the choices From Software did in order to keep promoting their games with stuff like "prepare to die". It's ok to die in those games, it's part of the game: learn from your mistakes, get better, win and proceed. In Sekiro I didn't find this element, the "you got good, your skill are better now". Because I can try to learn a boss pattern 20 times but in the end when I do it I feel just lucky, probably if I'd tried that fight again the moment after I completed it there would be a good chance I'd fail it again, even because the game has this bad design habit of throwing different kanji for unavoidable moves confusing the player, so if you can't recognize immediately the move the enemy is performing you may end up dodging instead of jumping and you will probably get a fuckton of damage from that. Sekiro has a good core, but sadly the negative points in my opinion surpass the positive ones here.
Despite the great amount of checkpoints, this sort of mechanic makes death extremely punishing and considering how easy it is to die in this game.. one point I didn't see raised is how the rising from a single death is utterly useless and just equal to having one more healing potion. Considering how much talk there was about the gimmick before the release of the game. The E3 trailer showed you getting a free buckstabbu on the drunkard :
But unless I missed something, this can't be done on mini-bosses or bosses at all. Only normal enemies didn't notice me rising from death. The thing has no strategic value and the game could exist without it and giving you one or two more potions at the start of the game and there'd be very little difference in practice. For such a core marketed gimmick.. it's kind of a flop.
This is an interesting point and not something I've seen brought up. From the limited interviews and videos that I did see leading up to Sekiro's release, they always did promise and show that while death is easy and plentiful, it wouldn't be the end and that you could even use death strategically as a tool vs your enemies. I mean it's still true, sort of, but you can only use it vs the easy enemies. Bosses will either just stand and wait for you to res/die, or they will engage you immediately when you hit the button. Or in the bull boss fights case he sometimes wouldn't even let me get up before killing me when I tried to res . So in the end it's a big nothing mechanic that fails to have any real purpose.
According to a reviewer whom I trust: "You can't walk ten fucking feet without finding another idol."
It's Dark Souls 3 bonfires everywhere syndrome all over again, not a good sign.
The level design isn't quite DS1's "everything loops back" (IMHO, that never actually made sense and just made the world feel tiny as fuck.) but it's still a cut well above DS3. Despite the amount of fast travel nodes, there's shortcuts to unlock and alternate paths throughout the areas whenever it makes sense for them to be there. The game opens up earlier than DS3 too. Almost as soon as you enter the first real area to explore you're given something that will lead you to a completely difference area.. that crosses spacetime so to speak, and you're free to decide whether to continue in your original area or explore the new one.Ah. I guess it got lost in all the alerts.
The most notable deleterious effect of ubiquitous fast travel nodes tends to be on the game's level design, so hearing that the difficulty justifies the amount of nodes, while informative, doesn't really address the whole picture. In short, DS1's levels (for the first half of the game or so, at least) were designed to be traversed without the use of fast travel, whereas DS3 in particular is designed around its ubiquitous fast travel nodes.
You mean the double mini boss before him? You didn't actually fight them 1v2 right?Those purple dudes
M8, have you beaten the corrupted monk? If so, think about the skill you got from him. That fight is designed for you to use the skill.Just got to the part where you fight 1vs2 against two purple ninjas in a small room... So cheap, makes me want to just stop playing.
No, I killed the one on the left and dueled vilehand.You mean the double mini boss before him? You didn't actually fight them 1v2 right?Those purple dudes
You can possess the one on the left and turn the fight into a 2v1 in your favor.No, I killed the one on the left and dueled vilehand.You mean the double mini boss before him? You didn't actually fight them 1v2 right?Those purple dudes
I don't understand what the fuck reviewers played by writing this is easier than Souls titles, because it's not, it's a fucking nightmare and the more you advance the more harder it turns.
(it does require some patience and learning the mechanics)
reviewers and "influencers" were given dumbed down copies, I'm sure of it.
look up various boss fight guides on youtube and you will see the bosses literally just stand there compared to how they act in the actual game.
You can possess the one on the left and turn the fight into a 2v1 in your favor.No, I killed the one on the left and dueled vilehand.You mean the double mini boss before him? You didn't actually fight them 1v2 right?Those purple dudes
I wouldn't use hyperbolic terms like "impossibly hard" it's obviously not anywhere near the upper ends of madness only achieved by arcade game true end bosses and some crazy indie things. But it's certainly a cut well above the souls standard for difficulty. It's a demanding game. And also a punishing one when it comes to the sort of things you have to redo upon some deaths.I swear I must be doing something wrong because I'm not finding the game all that difficult. Not saying it's easy (it does require some patience and learning the mechanics) but all of this talk about the game being "bullshit", "impossibly hard" or how people spent several hours on the spear guy makes me wonder if I'm playing witch cheats or something.