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
Sekiro's almost open world style complicates the player's progress. I can't remember the locations of shops, nor what they sell (tip – at the end of every session, or before a boss, buy Coin Purses – these protect your cash when you die). Because of Wolf's maneuverability, Sekiro removes the satisfying achievement of opening doors to connect areas (In Dark Souls the player comes across doors that “Can't Be Opened From This Side” After an extended exploration of a different path they circle back to unlock the door from the other side, creating a shortcut). Wolf maneuvers over many locked gates that remain forever locked, even though they have beams that invite the player to take them down. The world sometimes has strange obstructions in the flow of exploration. The player can't travel from the Ashina Gate idol through to the Ashina Castle idol after they beat the boss (the Blazing Bull) the first time. Later in the game Wolf learns to swim. This forces the player to revisit every water area and waste time exploring them. It's a boring mechanic that isn't needed and doesn't compare to the complexities of climbing. Still, it's better than the swimming sections of Fallen Order, which are no better than cinematics.
Fallen Order pretended to
combine combat and exploration. But the exploration was always
forced upon the player. There was always one direction to go, one
perfectly indicated wall to run along, or highlighted cliff to climb.
There was no challenge to explore. Exploration was a cinematic that
required the player to press their joystick forward. Sekiro
has true exploration. There are many paths, none of them lit by a
director's spot light. No climb is without danger, and the player
can never drop their guard against threats. It's distressing that
both games released in 2019. Star Wars received significantly more
attention, despite it being an inferior game in combat, character,
story, scenes, and exploration.
The Dark Souls series has always
delivered a strong story with only a handful of intimations, some
background designs, and item descriptions. It maintains a shroud of
mystery and ambiguity. Sekiro continues this tradition, but
with slightly more exposition. After failing to protect Kuro and
falling to Genichiro in the first battle, Wolf redeems himself at
Ashina Castle. It's here that the political conflict involving
Ashina vs Kuro vs the Interior Ministry, is complicated by religious
conflict. Wolf is immortal because of Kuro's gift of the Dragon
Heritage. Since Kuro won't bestow the same gift on Genichiro,
Genichiro seeks out a substitute, the Rejuvenating Waters. Some
characters search for immortality, regarding it as a great good.
Kuro, with his gift, sees it as a curse, a cause of conflict. He
asks Wolf for severance, a method of destroying the Dragon Heritage.
The player's choices determine which of the four endings they
achieve. The first ending (very bad) requires Wolf to reject Kuro's
request. The other three (bad), (good), and (confusing? - but
presumably very good), involve following Kuro's request. Each ending
is connected to the next. If the player wants the bad ending, they
have to do everything in the very bad ending, and the bad ending. If
they want the very good ending, then they need to do everything in
the very bad, bad, and good ending. Each improved ending has more
gameplay, up to and including visiting the divine realm and defeating
the Divine Dragon itself.
In conclusion, From Software draws heavily from their Dark Souls series to craft Sekiro, but it is an oddity. It must be compared to its predecessor. Its story is clearer than Dark Souls, but the Japanese mythology, and its vague historical connections, lend it an exotic strangeness. The Dragon Heritage, and Wolf's repeated resurrections, are similar to the Cursed Undead mechanic, which explains the protagonist's repeated rise from the grave. Death is not as debilitating to Wolf as it is to The Ashen One of Dark Souls III. After the opening, after the first few bosses teach the player the mechanics, Sekiro is an easier game. The combat feels like an upside down reflection of Dark Souls. It is just as masterfully designed, but with slightly less variety, and a few too many restrictions. It has a tiny bit more stealth. The mobility provided by the grappling hook (and the ability to jump) adds to this. But what the hook really does is open up the world. Though Elden Ring (which I'm playing currently) will exceed Sekiro, Sekiro builds out an area that trumps everything that came before, whether it was Dark Souls, Star Wars, or Nioh.
I enjoyed Sekiro so much, I briefly tried New Game+. I have never bothered to even consider this for the Dark Souls series. I didn't last long, but can report that the player retains their items and skills, but not prosthetics. While I had enough skills to defeat the game, New Game+ is the only way to acquire all the skills.
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