The game really had nothing to offer after Genichiro. Up to that point it was fantastic.
Basically.
The game really had nothing to offer after Genichiro. Up to that point it was fantastic.
It has very little replay value. The combat lacks the depth found in DMC5.
I didn't care for it. I've yet to finish it either and I'm not sure if I will. The visuals and everything about the game's aesthetics really resonate with me. But the moment to moment gameplay did nothing for me. Even as someone who's beaten each souls game several times (including Bloodborne) I just find it far too punishing for its own good. Fromsoft's transition to making their games more about speed and reaction over the slow and methodical approach to combat is honestly really disappointing for me. The change from learning a bosses patterns to essentially learning a rhythm game every time you fight something just isn't fun for me. Then the death mechanics and what not are just kinda nuts. If I had to describe Sekiro's design philosophy is that it has nothing but contempt for the player. and actively wants you to fail. I can see how this can be fun for some people but I'm just not into that level of masochism. I also don't care for the lack of variety in combat. It really felt like there is only one solution to most encounters and that's just to parry over and over again.
Honestly at the end of the day, I actually wish Sekiro was less of a Souls game and more of something entirely new. Rather than be a souls game with all the things I hate about souls games cranked to 11. Because if every Fromsoft game from here on is just going to be a different spin on Souls but just getting more and more progressively harder I don't want any part of it.
Exact same feeling! The fact that RE2make materialized kind of boxed everything else out, but, Sekiro might as well tie it tbhLoved it. Would've been my GOTY (well, so far) if it wasn't for RE2R. Will likely play it again for the third time at some point.
Basically my opinion, except that I like DS2 much more than 3. Input lag on X1X was so noticeable that it severely compromised combat, which is all Sekiro is about. And the camera can get really atrocious in close quarters.
I'll never not shake my head when people praise Sekiro's combat as anything more than serviceable, too. I didn't see anything revolutionary in it, and Souls is so superior in its variety of builds, weapons and approaches it's not even remotely a contest.
Sekiro is OK.
First of all "the camera can get atrocious in close quarters" can be applied to like any action game with free moving camera, and I've seen it complained about in every action game without a fixed camera haha. At this point its to be expected.Basically my opinion, except that I like DS2 much more than 3. Input lag on X1X was so noticeable that it severely compromised combat, which is all Sekiro is about. And the camera can get really atrocious in close quarters.
I'll never not shake my head when people praise Sekiro's combat as anything more than serviceable, too. I didn't see anything revolutionary in it, and Souls is so superior in its variety of builds, weapons and approaches it's not even remotely a contest.
Sekiro is OK.
Yeah, I wasn't quite that blown away. When it's good it's great, but high points are always counter-balanced by flaws: level design is fantastic, but there's not all that much to find. Combat is slick and responsive, but mechanically quite restricted. Art and visuals are better than ever, but performance is still patchy on consoles.
The biggest thing though is the disconnect between stage phases and boss phases and the difficulty gulf betwixt. Stages encourage one type of play - stealthy, fluid, hit & run shenanigans - while bosses demand close, disciplined duels with few of the tricks you've picked up in the stages benefiting you.
I found it oddly unbalanced in that way - I would love to have seen FROM rip up their arena boss fights design philosophy and iterate on the main game mechanics rather than whittling it down (for the most part) to just the core sword play. I guess what I'm trying to say is that they should have committed to their new vision, rather than keeping one foot in their comfort zone.
I just can't get over the fact that it felt like two separate games where in one you spend an hour or two being a ninja, being stealthy as shit, and occasionally fighting minibosses, and in the other you spend three hours learning a bosses' animations so you can get through a battle pitch perfect via parries and dodges.
I had a lot of fun with the majority of the game, but most of the bosses took it out of me and I just couldn't hit my head on that wall any longer.