For my last playthrough for the final ending and 100%, I'm going to jump up to Demon Bell + No Kuro's Charm. Ready for this craziness.Glad to have you here, I always appreciate seeing game devs' thoughts on other games.
You should return Kuro's Charm whenever you get back to NG+. It makes the game harder, but you can get it back and return to default difficulty later if you want, but returning it just changes the NG+ experience in such a substantial way, it's in my opinion their best NG+ by far because of that, it's amazing how with the flip of a switch, suddenly the learning curve continues well into NG+, you keep improving instead of just overpowering foes.
Also a good excuse to try the japanese VO. :P
I'm deeply in love with this game, and it's funny because I'm just a very negative person, I guess, because I really wasn't feeling it that much at first, my initial impressions were "well, at least it's better than Dark Souls II, I guess", and now I'm even questioning if Bloodborne is still my favorite.
Bloodborne has Orphan, though...
Hmmm, we can fix that!
For my last playthrough for the final ending and 100%, I'm going to jump up to Demon Bell + No Kuro's Charm. Ready for this craziness.
this is badassGlad to have you here, I always appreciate seeing game devs' thoughts on other games.
You should return Kuro's Charm whenever you get back to NG+. It makes the game harder, but you can get it back and return to default difficulty later if you want, but returning it just changes the NG+ experience in such a substantial way, it's in my opinion their best NG+ by far because of that, it's amazing how with the flip of a switch, suddenly the learning curve continues well into NG+, you keep improving instead of just overpowering foes.
Also a good excuse to try the japanese VO. :P
I'm deeply in love with this game, and it's funny because I'm just a very negative person, I guess, because I really wasn't feeling it that much at first, my initial impressions were "well, at least it's better than Dark Souls II, I guess", and now I'm even questioning if Bloodborne is still my favorite.
Bloodborne has Orphan, though...
Hmmm, we can fix that!
F
Thanks, I'll check out those places before I finish my run and start ng+.
Glad to have you here, I always appreciate seeing game devs' thoughts on other games.
You should return Kuro's Charm whenever you get back to NG+. It makes the game harder, but you can get it back and return to default difficulty later if you want, but returning it just changes the NG+ experience in such a substantial way, it's in my opinion their best NG+ by far because of that, it's amazing how with the flip of a switch, suddenly the learning curve continues well into NG+, you keep improving instead of just overpowering foes.
Also a good excuse to try the japanese VO. :P
I'm deeply in love with this game, and it's funny because I'm just a very negative person, I guess, because I really wasn't feeling it that much at first, my initial impressions were "well, at least it's better than Dark Souls II, I guess", and now I'm even questioning if Bloodborne is still my favorite.
Bloodborne has Orphan, though...
Hmmm, we can fix that!
This is exactly what I did, but I also grappled up to the tree branch and took out the two swords guy up there and then do a jump off the wall for a drop kill on the guy below near the headless note. The two swords guy is the only one in that whole run you have to engage in combat with, but even if you skip him it's worth getting the drop kill on the other one below because he gives a nice chunk of XP and doesn't add that much time to the total run loop.Alternatively you can continue by grappling at the top of the stairs to the corridor, run through on the left side and double ichi kill the red guy that will spot you when you exit the walkway, run and backstab the red hat straight ahead, turn right and backstab the gunner on the wall, drop down and backstab the gunner on the ground shooting at the bridge, run and backstab the red guys fighting the ashina soldiers on the bridge. Kill the ashina on the bridge if you want to.
This is exactly what I did, but I also grappled up to the tree branch and took out the two swords guy up there and then do a jump off the wall for a drop kill on the guy below near the headless note. The two swords guy is the only one in that whole run you have to engage in combat with, but even if you skip him it's worth getting the drop kill on the other one below because he gives a nice chunk of XP and doesn't add that much time to the total run loop.
When you get to the Headless and see him down there, just go right and you'll get to a shortcut that opens that door.Interesting, I think I forgot that there was somebody near the headless note. Is there a quick way to dispose of the guy with 2 swords. I've tried to figure a way to include him but he generally takes too long and is too strong to do rapidly.
Also, in that corridor, is there a way to open the door that is locked on the right. I've never figured out how to open it.
What I'd do is a running attack then a flame prosthetic into an attack to fire up the sword, then two or three more R1's until he deflects, then very often he will do the jumping attack which is always followed by a double slash - either the jump attack or one of the slashes when deflected will lead to a death blow after all that. If not I'd just clash it out until dead. Because he's not always 100% cooperative that's why I'd say leave him if he takes too much time to kill, he can't react quick enough to attack you if you just run up to where he is and bounce off the wall for a deathblow drop on the one below.Interesting, I think I forgot that there was somebody near the headless note. Is there a quick way to dispose of the guy with 2 swords. I've tried to figure a way to include him but he generally takes too long and is too strong to do rapidly.
I attempted Father Owl like 5 times last week and haven't had time to play since then, I tried him again yesterday and beat him on my 3rd attempt of the day. Really good fight, not that challenging once you get his patterns down. I had already beat the True Corrupted Munk, now I will make my way through the rest of Fountain Head. About how much do I have left and how to the upcoming boss fights compare to the previously completed ones?
What's not workin for you?Not really feeling this one. I've put 21 hours into it so far, but everything is meh compared to Dark Souls 3.
Will likely finish the game, but eh, not going on my best games for this year.
Lack of weapon changes, armour changes, and while it is a completely different IP it still feels like a Dark Souls game in disguise.
English voice acting and story are terrible (not sure about the Japanese since I don't understand that). Can't really nail it down to one thing.
Having played the game up to NG ++, I'm going to have to disagree. The core game is based on parry and attack, it's true at the beginning and all the way to the end. But the game builds its design on making each encounter more unique than their previous games. Thus you must learn your method for each boss encounter. There are also a number of techniques that work for each boss, but many of them don't carry over. It's hard to see this on a single playthrough, but there is a lot of hidden variety in ways to tackle fights. For example, using the spear on Ape, using mist raven on human bosses, fireworks on animals, snap seed on Corrupted Monk, etc. You can sit there and parry and attack them, but those other options are just as viable. This is true even on the final boss. There are some skills and prosthetics that make tackling him much easier. But you can still take the parry/attack route and make it through.Regarding gameplay, yeah, when the majority of your best way ahead is with just 2 or 3 core moves, you fucked up from design standpoint.
I played in Japanese, but yeah, from what I've heard, the english VA.... well, bless its heart, lol
As far as the story... yeah, i don't think its great, even having finished it. Even tho they more cutscenes and more acting, From still insisted on that Dark Souls narrative tone and because of that, there's a just disconnect with, well, everything. Everyone is still just exposition dumps with almost no personality. Sekiro himself may as well be mute.
I don't think its entirely From's fault tho. Its pretty hard to convey an emotional, satisfying narrative journey when the gameplay becomes the absolute priority..... especially when your average player might be stuck at multiple points throughout the campaign and be getting zero narrative feedback. Even moreso if you tend to play sporadically, like myself.
Regarding gameplay, yeah, when the majority of your best way ahead is with just 2 or 3 core moves, you fucked up from design standpoint.
Having played the game up to NG ++, I'm going to have to disagree. The core game is based on parry and attack, it's true at the beginning and all the way to the end. But the game builds its design on making each encounter more unique than their previous games. Thus you must learn your method for each boss encounter. There are also a number of techniques that work for each boss, but many of them don't carry over. It's hard to see this on a single playthrough, but there is a lot of hidden variety in ways to tackle fights. For example, using the spear on Ape, using mist raven on human bosses, fireworks on animals, snap seed on Corrupted Monk, etc. You can sit there and parry and attack them, but those other options are just as viable. This is true even on the final boss. There are some skills and prosthetics that make tackling him much easier. But you can still take the parry/attack route and make it through.
The limitations in place to using skills that cost emblems are perhaps a bit too limiting, I will say, along with the cost of some skills being out of balance, but I will simply disagree if someone says that there aren't a variety of ways to kill each boss, and that if the parry/attack route is almost always the safest route, that it is bad design. It's simply not.
Well, I just disagree with your feelings on it. There are some improvements that could be made, sure--but many of your complaints are the same with previous FromSoft games, such as the bad camera (it's actually improved in Sekiro--try playing Bloodborne and have your camera blocked by large enemies, corridor troubles, no transparency, etc.), enemies reading your inputs and punishing you for things that they "know" players will do, such as attacking when healing, roll catching, enemies purposely designed to not get backstabs, etc.I completely agree with you... but as you said, look at the investment you've made to discover this. On a first playthrough, Sekiro feels like it's actively trying to break your balls for not sticking to just sword/parry. Whether it's with the spirit emblem economy (which is, honestly, fucking bullshit) or the oppressive/over-aggressive nature of each fight (that's not a standard, jobber enemy) that punishes the player for trying to take a defensive stance to get some breathing room and, well, think.
When every boss/mini-boss can kill you in a average of 2 hits, that just fucks with your head. And as I said, even if you do get a chance to play with your prosthetics, like say w/ fire with the Red Eyes, the spirit economy undermines that as well.
I'm not shitting on the game as I think it really is a monumental achievement from a gameplay standpoint.... it's just far from perfect. Whether it's the camera lock breaking, insane tracking of some enemies attacks, said attacks that has so much shit going, it completely obstructs the screen, the fucking camera.... yeah, I love Sekiro but I also kinda fucking hate it. It's weird, lol
I have to disagree here with your points here as well. The combat only stays one-note if you keep playing the exact same way. As I mentioned above, there are a number of ways to fight that don't simply amount to "face directly and apply pressure." In fact I think this is an overly simplistic, dare I say shallow, understanding of the combat and what you can do with it.I like Sekiro, especially the great endgame bosses, but I do think its hyperfocus on standing toe to toe with the enemy makes the combat feel pretty one-note after a while. I get that the idea was to disincentivize the poking and circle strafing that characterizes the Souls games, but they almost completely eliminated positional concerns to achieve that. The right answer is always to stand directly in front of the enemy and apply pressure.
None of the loot encourages you to change up your playstyle, which makes the game feel stale by the late game and even more so on replays.
What mechanic would it be, considering it plays nothing like Dark Souls...?It's an okay game, but it feels like they just said, what if we took this very specific mechanic in Dark Souls and made a whole new IP about it.
THANK FUCK!!! Finally beat the final bossseriously the hardest boss I've ever fought and wasted like 10-12 hrs just learning to fight him.... truly a GOAT game for me, taught me so much with patience and putting on pressure at the right times also first soulsborne game I've actually finished! Need a little break as it was a big mental toll beating the game, might pick up bloodborne again later just at the poison swamp and don't really wanna head back haha.Isshin sword saint
In fact I think this is an overly simplistic, dare I say shallow, understanding of the combat and what you can do with it.
This isn't even getting into the fact that the movement system in Sekiro itself allows for a variety of different options that simply didn't exist with the way animations and speed worked in previous FromSoft games.
See this is a problem. You are arguing it's "variety for variety's sake" while in other Souls games (taking different paths, trying a different weapon, getting different armor) it all amounts to just doing things differently for the sake of it. It's the same with prosthetics and skills, just in a different way. The main thing here is if the combat is fun, and you enjoy it, you want to try different things. Fashion Souls adds nothing except the variance in style, but people enjoy it; getting new weapons just gives another way to press R1; using prosthetics gives people a chance to try different playstyles and animations. It doesn't matter that some equipment is less effective, because people like using it in those games. Why do people try different things when they can just dodge and r1 every boss?It doesn't matter if my understanding of the combat is shallow, it's a failing of the game if I can breeze through its optional, extra-tough difficulty setting without having to learn anything new or explore its mechanics in greater depth. Outside of lock and key gimmicks (like apparitions, the bull, shield enemies, red eyes, etc.), standard attacks/deflects, Ichimonji, and the spear are consistently an efficient answer to everything the game throws at you. And since the economy for spirit emblems, skill points, and upgrade materials heavily promotes efficiency, there's poor incentive to try anything else besides variety for variety's sake.
You can go up to the boss of Mibu Village Corrupted Monk. I think if you've got to them and done all optional mini bosses you're as far as you can get without progressing past that boss.I'm stuck atat Ashina Castle.. Is there anything I can do to tie up loose ends or alternate routes to avoid the fight for now?Owl 1st encounter
You can go up to the boss of Mibu Village Corrupted Monk. I think if you've got to them and done all optional mini bosses you're as far as you can get without progressing past that boss.
I'm stuck atat Ashina Castle.. Is there anything I can do to tie up loose ends or alternate routes to avoid the fight for now?Owl 1st encounter
Yeah, sorry I worded it in a way you could take that from what I said. What I meant is killing that boss is as far as you can get in the main quest until you are forced to continue the main story, either with Genichiro, or later Owl.Huh, I thought the fight againstOwl didn't trigger until you got the Shelter Stone after killing the Corrupted Monk, (along with the Mortal Blade and the Lotus of the Palace)
Okay, I really wanted the Return ending but I think I've just screwed myself out of reaching it because I can't seem to progress any of the dialogue to do so.
Where I'm at:
- I'm currently at Fountainhead Palace and have just defeated Corrupted Monk. I have not yet faced Divine Dragon.
- Back at Ashina Castle when I defeated Owl, I did not eavesdrop on Emma and Isshin, nor did I eavesdrop on Kuro.
- I've progressed the story with the Divine Child as far as I could, having given Kuro the rice and the Divine Child the persimmon. I cannot request any more rice, but the kid doesn't move away to the Hall of Illusion. Instead
- Emma is currently in the same room with Kuro, and both are repeating the same lines of dialogue. Emma just says, "your brow is less furrowed than before", Kuro just says, "It appears the Interior Ministry's army is beginning to stir
- Isshin just says, "Don't forget, hesitate and you lose", and the Divine Child won't give any more bloody rice
No amount of resting or travelling between locations seems to help.
I don't have any extra saves and really don't want to start the game over again just to face the hidden boss fight or see the 'true' ending. This sucks.
Any advice?
As soon as you dont defeat theI remember you can still trigger both the "good" endings.divine dragon
I think now you have toeavesdrop Kuro, so that Emma goes upstair after rest, and then just follow a guide for the next passages.
Mate, you are an absolute legend. That worked, and I'm off to have my ass handed to me by Owl in Hirata. Also managed to progress the questline with the Divine Child.
Thank you!