Sekiro:
Sekiro: FromSoftware's Shadowy Shinobi
Sekiro: Equipped With A Flexible Prosthetic For Boss Battles and Exploration
Sekiro: A Strange, Solo Reflection of Dark Souls
Time to Beat:
53 HoursIn 2018 I reviewed Dark Souls III, awarding it Game of the Year on Awkward Mixture. This year From Software released their spiritual successor, Elden Ring. Most likely Elden Ring will walk away with numerous Best of 2022 awards. In between Dark Souls III and Elden Ring, From Software released Sekiro. Sekiro wasn't heralded like its Software siblings. It isn't that Sekiro didn't receive strong reviews or awards (it scores in the top 10 on Metacritic (2019) and won The Game Awards Game of the Year). Its success was limited to a niche title, which failed to overwhelm gamers and press alike. Other noteworthy games overshadowed its release. Resident Evil 2, Disco Elysium, Red Dead Redemption 2, Apex Legends, and Control all experienced extended longevity in the comparison. When I visited the Sekiro Reddit page this year I found players lamenting that the development of Elden Ring halted the creation of DLC for Sekiro. True or not, it illustrates a point; in the story of From Software's success, Sekiro is a shadow between two beacons of light.
There's probably a hint of truth in the Reddit complaints. Some details dissuaded audiences. Sekiro rejected the European Medieval style of Dark Souls and Elden Ring, rendering it distinctly Japanese. Nor is Sekiro similar to the white-washed Japan of Nioh (where two Englishmen travel across the world to alter the fate of Nippon). Both Nioh and Sekiro occur in the late Sengoku period, roughly within twenty years of each other. But while Nioh's story is a fictionalized version of history, Sekiro explores a fantastical world with insubstantial historical connections. Nioh attempts to grapple with a nationwide conflict (through the eyes of a white protagonist), while Sekiro is content to focus on a fictionalized version of a unremarkable region just south of Tokyo.
The story of Sekiro is distinctly Japanese in flavor, compared to the English search for the Philosopher's Stone; the focus in Nioh. The default audio, Japanese with English subtitles, combined with the sincere delivery, adds a gravitas to the events of Sekiro. The story follows the unnamed protagonist, an adopted orphan. Nicknamed Wolf by his adoptive father, he later assumes the name Sekiro; the one-armed wolf. Found as a child on a battlefield, raised by Owl, trained by Lady Butterfly, and eventually put into the service of Prince Kuro as a shinobi, Sekiro reflects on the protagonist's past relationships, and their relevance in the current crisis.
Seeking to unify the disparate elements
of Japan, the Interior Ministry tries to absorb the Ashina clan.
They know the ruler, Isshin Ashina, an unparalleled swordsman, is
aging. His adopted grandson Genichiro wants to save the clan by
acquiring Kuro's power. Kuro, another adopted member of the Ashina
clan is the Divine Heir, a descendant of an ancient bloodline of the
Dragon Heritage. Those with the Dragon Heritage do not die. They
can gift a measure of their power to whoever they want. Wolf, in the
service of Kuro, can not die, returning to life whenever he is
defeated. Kuro gives this gift to Wolf, saying, “Loyal Wolf, take
my blood, and live again.” His gift is a curse, because various
factions vie to capture Kuro and utilize his ability. During the
events of Sekiro, Wolf rescues Kuro from repeated abductions.
Death is not as debilitating as in Dark
Souls. Wolf earns experience by defeating enemies. When Wolf
earns enough experience he unlocks a point. Points are spent on a
fighting style. If the player dies, they lose half of the experience
for the current point. They never lose the points they have earned.
If I was halfway between three and four points, and I die, I drop
down to three and a quarter. Sekiro also loses half the Sen (money)
he has. Killing enemies earns experience, Sen, and items. Dying
loses half experience and half sen. But while Wolf automatically
gains the experience and items when an enemy dies, the player has to
hold X (on an Xbox controller), to collect Sen. What a waste of a
button. Because the player's losses upon death are insignificant I
steadily acquired Fighting Style Points. I never farmed enemies to
earn experience.
Between the Idols prowl numerous
enemies. At first glance the combat closely resembles Dark
Souls, with a slight difference. Upon further reflection,
Dark Souls players have to unlearn specific behaviors
before they can master Sekiro. Like most combat games, Sekiro
has health, which it calls Vitality. But the stamina of Dark
Souls is different. Wolf has unlimited stamina for running,
attacking, and dodging. Posture replaces stamina, and it only
matters for blocking and deflecting. Sekiro and enemies both have
Vitality and Posture bars. Vitality goes down when someone is hit.
When Wolf or the enemy blocks their posture bar starts to fill up.
But if the player deflects an attack the attacker suffers significant
Posture damage. If Wolf's posture bar fills up he staggers,
stumbling back, unable to attack, block, or dodge. When Wolf's
attack fills up an enemy posture bar they are open to a Deathblow.
Regular enemies die after one deathblow. Early bosses are only
defeated by two deathblows. The final bosses require four deathblows
to defeat. It is easiest to defeat a boss by Posture Deathblows.
But the player can also whittle down their health, bit by bit. If
the enemy has no more health, Wolf finishes them off with a Vitality
Deathblow. Even if the player intends to defeat the enemy through a
Posture Deathblow, they should still inflict vitality damage. One,
when a character loses vitality, the posture bar shrinks, so it is
easier to fill, and deal a Posture Deathblow.
More next week...
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