Sekiro: Shadows Die Twice Previews Thread [See Staff Posts]

Lichtsang

Member
Jan 2, 2018
2,621
I will try to play this game without parrying like I avoided that mechanic in Dark Souls. I'm curious if it's viable.
 

Buggy Loop

Member
Oct 27, 2017
477
I really hope the parrying mechanic is more akin to Metal gear solid rising revengeance than Dark souls. I could not parry worth a shit in souls games, but could parry like a god in MGSR:R, which made for spectacular fights (game was designed for that..).
 

Mifec

Member
Oct 25, 2017
6,599
I will try to play this game without parrying like I avoided that mechanic in Dark Souls. I'm curious if it's viable.
I saw someone do that to the corrupted monk boss, it worked fine. Don't know about other enemies.
Awesome, thanks! Sounds like I’ll enjoy it, kind of precisely what I want :)
This is usually how combat flows

Enemies have posture and health. When you clash swords you lose posture depending on if it is a normal block or parry or perfect parry. So let's say an enemy hits you and you block, you lose a fair amount of posture, if you parry they lose posture and you take a small amount of posture damage, if you perfect parry they take a big amount. So the goal is to lower their posture and then do a death blow. You can also lower their health but for bosses it's really not that viable. The lower their health is the slower they regain posture.
 
Jul 20, 2018
2,481
I really hope the parrying mechanic is more akin to Metal gear solid rising revengeance than Dark souls. I could not parry worth a shit in souls games, but could parry like a god in MGSR:R, which made for spectacular fights (game was designed for that..).
I don't really know how it works in MGR but in Sekiro it's a perfect block, rather than... whatever you'd call Souls parries.

It's more immediate and seemingly more forgiving, since it's the emphasis of the combat system this time.
 

Lichtsang

Member
Jan 2, 2018
2,621

Mifec

Member
Oct 25, 2017
6,599
I really hope the parrying mechanic is more akin to Metal gear solid rising revengeance than Dark souls. I could not parry worth a shit in souls games, but could parry like a god in MGSR:R, which made for spectacular fights (game was designed for that..).
You just press L1 to parry, hold it to block.
 

Yerffej

Member
Oct 25, 2017
5,166
I saw someone do that to the corrupted monk boss, it worked fine. Don't know about other enemies.
Can you link that? I've never seen someone beat that boss without parrying. I did see one guy do a deathblow, seemingly catching him in that shadow form at one point and majorly short cutting the fight, but I can't remember where.
 

Lichtsang

Member
Jan 2, 2018
2,621
I don't really know how it works in MGR but in Sekiro it's a perfect block, rather than... whatever you'd call Souls parries.

It's more immediate and seemingly more forgiving, since it's the emphasis of the combat system this time.
If it's reliable and doesn't require really precise timing perhaps I will be able to parry. We'll see! I'm excited for the game.
 

Mifec

Member
Oct 25, 2017
6,599
That's really good to hear, I love the Souls games, but I played them with sword and shield, without parry, I have to adjust a few thing for Sekiro for sure, but I think it will be a really fun experience.
Yeah you're gonna have to adjust for the dodging, souls veterans and big streamers are having issues trying to play it like souls haha.
 

stan_marsh

Banned
Oct 25, 2017
4,800
Canada
I think it's clear from a lot of these GIFs that the single player focus has really allowed From to elevate their already-fantastic presentation

Like in the scenes from these boss fights, there's a cinematic showdown vibe in the camerawork and animation flourishes that I don't remember the bosses and enemies in Souls or Bloodborne really having. They were wonderfully-animated too, but stuff like the close camera and angle while locked onto the Hag or the up-close-and-personal nature of that fight stands out. Since bosses don't have to be designed with multiplayer in mind, without having to worry about multiple perspectives or multiple combatants or any other aspects tied to co-op, they can make bosses whose attacks are solely focused towards a single player and is seen from a single perspective



good fucking lord this game
 

Grudy

Member
Oct 29, 2017
895
So Lobos mentioned that this NPC from the Terra Mantis preview is the only one Miyazaki personally worked on.

I believe Miyazaki said in an interview that he wanted writers other than himself to work on this project in order to deviate this game from the others because he had a certain writing style and didn’t want Sekiro to feel monotnous. He’s still working on the overall story as far as I know but the actual writing and diaogue is done by others.

It really did feel that way too when I saw the item descriptions from ENBs stream. Could be confirmation bias but the writing felt more straight to the point and detached from some of the mysticsm found in bloodborne for example.
 
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OP
Masagiwa

Masagiwa

Member
Jan 27, 2018
2,695
I believe Miyazaki said in an interview that he wanted writers other than himself to work on this project in order to deviate this game from the others because he had a certain writing style and didn’t want Sekiro to feel monotnous. He’s still working on the overall story as far as I know but the actual writing and diaogue is done by others.

It really did feel that way too when I saw the item descriptions from ENBs stream. Could be confirmation bias but the writing felt more straight to the point and detached from some of the mysticsm found in bloodborne for example.
Oh yeah I'm fully caught up with that. It's nice to see him directly represented in the game in this way and I'm sure the man is plotting something with this one even if it's just a small NPC, or is it?
 
Oct 29, 2017
1,366
I believe Miyazaki said in an interview that he wanted writers other than himself to work on this project in order to deviate this game from the others because he had a certain writing style and didn’t want Sekiro to feel monotnous. He’s still working on the overall story as far as I know but the actual writing and diaogue is done by others.

It really did feel that way too when I saw the item descriptions from ENBs stream. Could be confirmation bias but the writing felt more straight to the point and detached from some of the mysticsm found in bloodborne for example.
Nah, I noticed that too. Souls descriptions feel more weird in a certain way.
 

More_Badass

Member
Oct 25, 2017
15,483
I believe Miyazaki said in an interview that he wanted writers other than himself to work on this project in order to deviate this game from the others because he had a certain writing style and didn’t want Sekiro to feel monotnous. He’s still working on the overall story as far as I know but the actual writing and diaogue is done by others.

It really did feel that way too when I saw the item descriptions from ENBs stream. Could be confirmation bias but the writing felt more straight to the point and detached from some of the mysticsm found in bloodborne for example.
Yeah, that has actually kind of been disappointment from what I’ve seen. I liked the poetic prose that seemed like it was from texts that existed in the world. The item descriptions in Sekiro seem very straight-forward, like reading a textbook entry for an item
 

DoubleTake

Member
Oct 25, 2017
2,412
I believe Miyazaki said in an interview that he wanted writers other than himself to work on this project in order to deviate this game from the others because he had a certain writing style and didn’t want Sekiro to feel monotnous. He’s still working on the overall story as far as I know but the actual writing and diaogue is done by others.

It really did feel that way too when I saw the item descriptions from ENBs stream. Could be confirmation bias but the writing felt more straight to the point and detached from some of the mysticsm found in bloodborne for example.
Yeah, that has actually kind of been disappointment from what I’ve seen. I liked the poetic prose that seemed like it was from texts that existed in the world. The item descriptions in Sekiro seem very straight-forward, like reading a textbook entry for an item
I agree this was very noticeable and the one thing thats disappointed me so far. Im sure the story will be good since Miyakazi had a hand in the overall plot, but the item descriptions so far definitely lack that esoteric flair evident in miyazaki's writing. Everything is very straightforward.
 

Jipset

Member
Aug 25, 2018
404
So I decided to look up Tenchu out of curiosity and wow people weren't kidding about its influence on this. Sekiro looks about as much like Tenchu as it does Soulsborne.
 

More_Badass

Member
Oct 25, 2017
15,483
So I decided to look up Tenchu out of curiosity and wow people weren't kidding about its influence on this. Sekiro looks about as much like Tenchu as it does Soulsborne.
Sekiro started as a new Tenchu and then evolved into what it is now. It’s one of the reasons I’m so excited.

Stealth-focused ninja games are rare, I really like stealth games, I love From’s approach and philosophy towards design and narrative and contextualized mechanics/systems, so Sekiro is checking off a lot of boxes there for me
 

Yerffej

Member
Oct 25, 2017
5,166
So I decided to look up Tenchu out of curiosity and wow people weren't kidding about its influence on this. Sekiro looks about as much like Tenchu as it does Soulsborne.
Tenchu was one of my most played games on PS1. I remember doing round off flips off of roof tops over and over to style behind enemies before I'd go in for the kill. No Ninja stealth game since then has topped it for me. Also, these guys were something else.

 

Skux

Member
Oct 26, 2017
2,308
I will try to play this game without parrying like I avoided that mechanic in Dark Souls. I'm curious if it's viable.
It's viable but inefficient. I saw a preview of the scythe boss and a guy tried playing like it was Souls. He barely did posture damage and it took him about 8 minutes.
 
Oct 25, 2017
1,446
I agree this was very noticeable and the one thing thats disappointed me so far. Im sure the story will be good since Miyakazi had a hand in the overall plot, but the item descriptions so far definitely lack that esoteric flair evident in miyazaki's writing. Everything is very straightforward.
I look at it like this.

Miyazaki has to sign off on everything; if he didnt like it, it wouldnt be in the game.
 

Elodes

Looks to the Moon
Member
Nov 1, 2017
657
The Netherlands
One thing I haven't understood so far is what the health bars are even for in boss fights really? He drains the first health bar completely there but...it doesn't do anything, does it? He still has to do the posture critical attack ultimately to get anywhere?
I believe health affects how quickly enemies regenerate posture. So the more health damage you do, the less consistently you have to stay on the offensive.
 
Dec 6, 2017
3,513
US
I believe health affects how quickly enemies regenerate posture. So the more health damage you do, the less consistently you have to stay on the offensive.
Oh, I see. That'd be pretty cool surely. As incredibly positive as I am about the combat, the one thing that scares me slightly is how quickly some enemies' posture refills despite it being seemingly very hard to get to that amount of posture damage to begin with. Being on a sort of 'timer' in games is a huge pet peeve of mine so I hope it doesn't end up feeling that way constantly.
 

deepFlaw

Member
Oct 25, 2017
12,657
Oh, I see. That'd be pretty cool surely. As incredibly positive as I am about the combat, the one thing that scares me slightly is how quickly some enemies' posture refills despite it being seemingly very hard to get to that amount of posture damage to begin with. Being on a sort of 'timer' in games is a huge pet peeve of mine so I hope it doesn't end up feeling that way constantly.
As someone who expects to be terrible at this... it does scare me a bit too.

But I think the point is that if you’re hitting that “timer”, you’re probably not approaching it correctly, right? It feels like a system that helps establish the ideal flow of combat, to show that you need to be more aggressive, and so on.

I just know I can be a little stubborn about adapting instead of just bashing up against bosses in things, so I’ll just have to make a point learning quicker than usual, hah. It’s just kinda weird in general to be sorta excited for this as someone who’s only ever briefly touched DS; these previews just happened to hit on a weird day for me and so reading them got me very interested. But since I’ve played a lot of Hollow Knight kinda recently too (actually, I should go back and finish up the last bits of it alongside this), I guess I’m much more up for that kind of challenge lately? Hmm.