I do understand what you are saying here, to an extent. Could you name some games where it is not like this please? I feel like all action games require you to learn the move sets of enemies to punish them. Ninja gaiden etc.
On another note, I'm just up to the end to get the return ending on new game plus. Then i have another playthrough to do the "bad" ending.
I really think this is fast becoming one of my favourite games ever, and I have said that a few times in the last 18 months to two years. Gaming is just going from strength to strength. I love this game. Like others have said, including myself. It is my dream Ninja Scroll game.
Sure. In Metal Gear Rising there's enough leeway with your parry timing that you can get away with not fully memorizing enemy patterns. At the same time, Raiden doesn't get locked down by enemy attacks the way Sekiro does, and he can cancel most of his own animations about as quickly as you'd expect.
In Devil May Cry 3/4/5 (not the same type of action game as Sekiro, I know), your jump is the most effective dodge because it's instant and cancels almost anything, and the startup has i-frames. This allows you to react instinctively when an attack is coming your way. Sure, Royal Guard demands stricter timings, but the fact that almost anything can be canceled into a safe movement, and you can jump-guard or jump-release to minimize your vulnerability, means that using RG's abilities is perfectly realistic even if you're not an action god who can no-hit the final boss.
In the modern Ninja Gaiden series, you can dodge-roll through almost anything and make use of Ryu's fully invincible animations. Throws, Ultimate Techniques, etc. He's also relatively safe when he's high up in the air, which makes his signature air throw, Izuna Drop, a safe bet for crowd control. An especially effective trick is to kill a couple enemies to drop some orbs, then roll-jump into a landing Ultimate Technique, which instantly pulls the orbs to you and initiates a full UT. Sure, parrying and countering in Ninja Gaiden Black requires great timing, but you have lots of other options that don't force you to rely on memorization and tedious repetition.
I could mention other games. PS2 Shinobi, where Hotsuma has his stealth dash, Dragon's Dogma, which has enormous combat variety that includes timing-based defense for some classes... even the new God of War, where Kratos can dodge through stuff, reflect projectiles, and parry + counter.
None of these games are as demanding as Sekiro in quite the same way that Sekiro demands. There's always an alternative to understanding the full capabilities of each enemy at any given moment, and there are options for the player who prefers to react on instinct.
Sure, Sekiro allows me to play hit and run, and jump dodge most things. Yes, I can use Aged Feather Mist Raven until my spirit emblems run out. But if I'm going to get up in the enemy's face and play the parry/counter game, which is clearly the way the game was designed to be played, then I've got to do a lot of work to get consistent results, because enemies are so damaging, blocking inflicts so much block stun and posture damage, you're so vulnerable when you're on the ground, your attacks feel so unbelievably slow, it's damned tricky to break away and heal before you know exactly what to expect...
It's like the whole game was engineered to brutally crush the player who dares apply the reactions and intuition they developed in other challenging action games. The stuff you expect to work simply does not work. You attack far slower than your movement suggests, parry inputs are placed absurdly early in each attack's windup, your dodge has pathetic i-frames, you recover about as slowly as a crippled elephant, and half the stuff you'd expect to be able to cancel with something -- anything! -- is a fully locked animation.
It's just weird to me, an experienced action game player, that Sekiro is so resistant to the skills and approaches that seem to work in everything that's not Sekiro.
Posture builds even if you perfect parry. It just can't break your posture if youre perfect parrying. Just didn't want you thinking it was you that was messing up haha.
I'm not sure I knew this. Thanks.
Yes you generally have to get down knowing boss attacks in games like this. This is true for most games.
is far harder than anything in the game before him tho. Significantly so.
I thought (late boss)
Owl 2 was as hard as it was going to get. And he wasn't that bad because his pattern was clear and he had distinct windows of vulnerability. (Final boss)
But with Isshin, not only does he have three phases, but I have to make Genichiro buzz off beforehand. So that's a full four phases, back to back, where two big mistakes will get me killed, and the block stun, enemy attack speed, and posture damage are unreal.
I have problems with this game's design. It's not like Bloodborne, where I can recommend the game without reservation, regardless of its difficulty. Sekiro is exclusive in the worst possible sense. It entices players with options and the appearance of fast paced combat, but renders most of those options useless to non-experts and mercilessly denies them a reasonable margin for error. There is no trial and error. It's trial, error, complete annihilation and a demoralizing ordeal just to reach the thing that got you killed before, and repeat. It's a fucked up cycle.
Are you me? I'm having the same problems. Final boss is frustrating as fuck.
At least twice as long as it should be, to boot.