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Black Chamber

Banned
Oct 27, 2017
6,811
United States
I will collate all the news that Game Informer releases about Sekiro: Shadows Die Twice this month during their cover story in here.

This will keep the main page free of clutter, having a new thread pop-up each time a new topic is released.

If you catch a new coverage release before I do, just post the link in here and I will update the OP :)

Sekiro: Shadows Die Twice
Game Informer February Cover Story

____________________________________

Main Coverage Hub:
Link

How Character Progression Works In Sekiro: Shadows Die Twice
Link

Why Sekiro: Shadows Die Twice Doesn't Have Online Multiplayer
Link

Here's What You Can Do In Sekiro's Hub Area
Link

GI Show - Sekiro Exclusive
Link

Exclusive Gameplay From Sekiro: Shadows Die Twice's Hirata Estates
Link

Sekiro: Shadows Die Twice's New Combat Options Means Bosses Are A Little Different
Link

Exclusive Gameplay And Details On Creating Sekiro: Shadows Die Twice's Combat
Link

How From SoftWare Is Changing It's Approach To Storytelling For Sekiro: Shadows Die Twice
Link

How Sekiro Plays Differently Than Dark Souls
Link

Exclusive Video On The Challenges Of Creating Sekiro's Dynamic World
Link

Inside The Creation Of Sekiro's Soundtrack
Link

From Software On The Possibility Of A Demons Souls Remaster
Link

Hidetaka Miyazaki On Receiving A Lifetime Achievement Award
Link

How Tutorials Work In Sekiro: Shadows Die Twice
Link

Hidetaka Miyazaki On The Inspirations Behind Sekiro, Avoiding Stagnation And The Bloodborne Nod In Déraciné
Link

How Sekiro: Shadows Die Twice Became An Activision Game *NEW
Link
 
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Dphex

Member
Oct 27, 2017
12,811
Cologne, Germany
nice information...this is shaping up to be a real killer game, can´t wait, i am hyped since E3 and now it is slowly reaching critical levels
 

Adamska

Banned
Oct 27, 2017
7,042
It's funny because the last From Soft ninja game (namely, Ninja Blade) is kinda bad. Too many QTEs and the combat isn't very fun. It's great that this game adheres somewhat to the gameplay in Soulsborne titles instead of trying to be a Ninja Gaiden knock-off like Ninja Blade was.
 
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Black Chamber

Banned
Oct 27, 2017
6,811
United States
It's funny because the last From Soft ninja game (namely, Ninja Blade) is kinda bad. Too many QTEs and the combat isn't very fun. It's great that this game adheres somewhat to the gameplay in Soulsborne titles instead of trying to be a Ninja Gaiden knock-off like Ninja Blade was.
I totally forgot about Ninja Blade! It wasn't the best Ninja game by any estimation lol

Yeah, leaning more towards Soulsborne in terms of gameplay and atmosphere was the right move.
 

GameShrink

Banned
Oct 29, 2017
2,680
So, the last major mystery is the death mechanic, with Miyazaki describing it as being more "personal."

Vaati speculated that it either weakens the Prince every time Sekiro dies (the Prince's special blood is what sustains his life), or that your pact with the demonic Sculptor deepens in some way after every death.

I'm not totally convinced by this, however, because having a narrative consequence for death in a game where you die so frequently would be a risky move. Other ideas I've seen include: Losing a learned skill, spawning an "invader-style" shadow NPC that hunts you, and a reworked world tendency that makes enemies more dangerous.
 
Oct 29, 2017
2,600
It's funny because the last From Soft ninja game (namely, Ninja Blade) is kinda bad. Too many QTEs and the combat isn't very fun. It's great that this game adheres somewhat to the gameplay in Soulsborne titles instead of trying to be a Ninja Gaiden knock-off like Ninja Blade was.

A ninja gaiden clone would be way better than what we got. Ninja Gaiden focuses on gameplay, not qte bullshit.
 
Oct 29, 2017
4,272
So, the last major mystery is the death mechanic, with Miyazaki describing it as being more "personal."

Vaati speculated that it either weakens the Prince every time Sekiro dies (the Prince's special blood is what sustains his life), or that your pact with the demonic Sculptor deepens in some way after every death.

I'm not totally convinced by this, however, because having a narrative consequence for death in a game where you die so frequently would be a risky move. Other ideas I've seen include: Losing a learned skill, spawning an "invader-style" shadow NPC that hunts you, and a reworked world tendency that makes enemies more dangerous.
Yeah, narrative changes for death count is pushing it. A world tendency style penalty would fit the ressurection mechanic I think. Want to ressurect? Enemies will be tougher. And increasing with every subsequent ressurection since we know you will get more than one after a while.
 

Mifec

Member
Oct 25, 2017
17,742
I love the extended Juzou and Ninja Hunter combat they showed and I love how they emphasize this isn't Dark Souls or BB.
 

Quinton

Specialist at TheGamer / Reviewer at RPG Site
Member
Oct 25, 2017
17,273
Midgar, With Love
Shit, I'm getting hyped for this and I've never even played a Soulsborne. I'll pick it up after I play through Bloodborne.
 

GymWolf86

Banned
Nov 10, 2018
4,663
Skill three news with
So, the last major mystery is the death mechanic, with Miyazaki describing it as being more "personal."

Vaati speculated that it either weakens the Prince every time Sekiro dies (the Prince's special blood is what sustains his life), or that your pact with the demonic Sculptor deepens in some way after every death.

I'm not totally convinced by this, however, because having a narrative consequence for death in a game where you die so frequently would be a risky move. Other ideas I've seen include: Losing a learned skill, spawning an "invader-style" shadow NPC that hunts you, and a reworked world tendency that makes enemies more dangerous.
i hope not lol, i'm gonna die hundreds of times in this game...
 

Masagiwa

Member
Jan 27, 2018
9,901
The prosthetics seem to keep the variation in the combat alive rather than just parrying and punishing (which i felt a lot in souls. Roll/Dash punish). I love the fast switch between the shuriken and then what looks like some kind of a spear prosthetic.
 

Dphex

Member
Oct 27, 2017
12,811
Cologne, Germany
The prosthetics seem to keep the variation in the combat alive rather than just parrying and punishing (which i felt a lot in souls. Roll/Dash punish). I love the fast switch between the shuriken and then what looks like some kind of a spear prosthetic.

i think the prosthetics will be vastly different and completely change the way of play...there was this metal umbrella prosthetic which is like a shield, this should provide a drastically different playstyle than the axe prosthetic for example. i think there will be many tools to play with which maybe even ensures replayability or challenge runs imposed by yourself (say playing with only one prosthetic)
 

Masagiwa

Member
Jan 27, 2018
9,901
i think the prosthetics will be vastly different and completely change the way of play...there was this metal umbrella prosthetic which is like a shield, this should provide a drastically different playstyle than the axe prosthetic for example. i think there will be many tools to play with which maybe even ensures replayability or challenge runs imposed by yourself (say playing with only one prosthetic)

This is one of the things I am looking forward to the most in the game.
 
Oct 29, 2017
4,272
Game just keeps looking better and better. The only thing I don't like at all is the HUD, they made a really good HUD in Bloodborne so it's a shame this one looks pretty bad.

Anyway, I was watching this video of the whole demo from gamescom and, man, I am so excited from exploration in this.

 

Masagiwa

Member
Jan 27, 2018
9,901
Game just keeps looking better and better. The only thing I don't like at all is the HUD, they made a really good HUD in Bloodborne so it's a shame this one looks pretty bad.

Anyway, I was watching this video of the whole demo from gamescom and, man, I am so excited from exploration in this.



The enemy awareness arrows I am removing immediately if there is an option for it. The hud is not final though so hope they put some nice finishing touches on it.
 

Res

Member
Oct 25, 2017
2,612
Juzou looks pretty tough for a mini boss. I like the arena too, with the particle effects and the burning houses in the background

The enemy awareness arrows I am removing immediately if there is an option for it. The hud is not final though so hope they put some nice finishing touches on it.

Same
 

LAM09

Member
Oct 25, 2017
4,210
Sounds like?

A new I.P. from the man and team who brought us Demon Souls, Dark Souls and Bloodborne?

Yeah. It's already special. From and Miyazaki know it. Come March 22nd, we all will too.

I haven't played any of those games despite rave reviews, so this will be my first taste of what the team have to offer.
 
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Dphex

Member
Oct 27, 2017
12,811
Cologne, Germany
You're supposed to combine them so focusing one one doesn't seem optimal. Don't think it can provide a drastically different play-style if you're switching on the fly.

the different prosthetics are supposedly hidden in the whole game, so you have to find them. they will make sure that you can play through the game with every single one of all the prosthetics and it is not really needed to have all of them.

it surely will make the game harder at different spots but knowing Fromsoft it will be balanced for every playstyle. they really can finetune this game in all aspects because there is no tuning for multiplayer needed this time.
 
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Black Chamber

Banned
Oct 27, 2017
6,811
United States
Game just keeps looking better and better. The only thing I don't like at all is the HUD, they made a really good HUD in Bloodborne so it's a shame this one looks pretty bad.

Anyway, I was watching this video of the whole demo from gamescom and, man, I am so excited from exploration in this.


Me too!

FromSoft have hidden lots of secrets for us to find, I'm sure. The hidden bosses, Rosaries and other upgrades are gonna be a joy to search for.
Juzou looks pretty tough for a mini boss. I like the arena too, with the particle effects and the burning houses in the background
FromSoft nails atmosphere - based on what I've seen so far, they have created a new paradigm here.
the different prosthetics are supposedly hidden in the whole game, so you have to find them. they will make sure that you can play through the game with every single one of all the prosthetics and it is not really needed to have all of them.

it surely will make the game harder at different spots but knowing Fromsoft it will be balanced for every playstyle. they really can finetune this game in all aspects because there is no tuning for multiplayer needed this time.
I like that the Gameplay Designer stated that the parrys are done at the pixel level of timing, meaning we've truly gotta 'git gud'.
 
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Black Chamber

Banned
Oct 27, 2017
6,811
United States
That cover textless still nowhere to be found?
I would love a textless cover of the steelbook which also looks incredibly badass!

Actually, I love the kanji so I'd just want a poster of the steelbook image.

Sekiro-Shadows-Die-Twice-Collectors-Edition-600x338.jpg
 

MeltedDreams

Member
Oct 27, 2017
7,946
I really hope Activision would announce SteelBook edition. CE is not available everywhere and would be pity many people to not be able to have this beautiful steelbook. ;(
 

DarkFlame92

Member
Nov 10, 2017
5,644
Give me this game already. I hope the fact that multiplayer is ditched,will lead to designing more single player content than the Souls series(not that they were small,but you can never have enough FROM software content). Also I'm guessin we're having 1 big or 2 medium sized expansions.
 
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Black Chamber

Banned
Oct 27, 2017
6,811
United States
Is it just me, or is there no self-shadowing featured on Sekiro himself?
WCCFsekiro.jpg

sekiro-2.jpg

It looks like a late PS2/early PS3 lighting solution - hopefully this is due to it just being early/unfinished footage.
 

Window

Member
Oct 27, 2017
8,283
Wait did I understand that right? The deflect requires more precision than the parry from the Souls games?
 

Window

Member
Oct 27, 2017
8,283
Yup.

Masaru Yamamura said that it is far more precise and that for them to program in the timing, each enemy attack had to be slowed down, frame-by-frame to catch the correct parry moment for the player.
That seems a bit odd tbh considering the reward for a parry is so much higher than just a deflect. Different games and all but I would have thought the deflect timing window would be larger than a parry given how commonly the deflects seem to be used in combat.
 

Love Machine

Member
Oct 29, 2017
4,221
Tokyo, Japan
That seems a bit odd tbh considering the reward for a parry is so much higher than just a deflect. Different games and all but I would have thought the deflect timing window would be larger than a parry given how commonly the deflects seem to be used in combat.
It doesn't necessarily mean deflect has to be "1 frame" perfect.
It essentially means they tweaked the window to a higher degree of accuracy, because the input-action timing is pretty much instant.

So When Black Chamber said "correct parry moment", this moment could be several frames (depending on the attack, etc.).