And I'm wondering why is it that Dark Souls 2 got teared apart by ecelebs and fans alike for turning tight and well developed levels into linear gauntlet of setpieces with mandatory useless shortcuts yet Sekiro got a pass doing the exact same? Seems like all the talent went to Elden Ring, because Sekiro is even more linear than Dark Souls 3 and Bloodborne. Hell minibosses and optional loot are secluded offroad paths with a dead end, stuff I would expect to see in an amateurish game.
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nobody played it
You mean Bloodborne? I'm pretty sure Sekiro is very popular, which feels really underserved praise to me
>Sekiro is very popular, which feels really underserved praise
Because they had a teleport from the castle with full fade to black to imply time and distance, and you immediately compared it to Dark Souls II's schizophrenic level design because you're a fat child starved for attention who reeally wants to be a contrarian.
This says nothing about the quality of the game, Dark Souls II has plenty of other problems, they're fundamentally different games and you've already gathered more attention than this failed analogy deserves.
>Because they had a teleport from the castle with full fade to black to imply time and distance
No; because the game has lots of shortcuts to open that amount to nothing, because not even Ashina Castle develops around a central point but is a one way boring linear trip designed for the player to go from point A to B, and because you have almost zero choice on the order you should proceed through, zero if we exclude a magical bullshit dream, something even the heavily gutted DS3 managed to do
>Child
You are getting worked up and mad over someone pointing flaws, you are the last person that can call someone a child
>No; because the game has lots of shortcuts to open that amount to nothing
They're shortcuts, what are they supposed to amount to?
>Ashina Castle develops around a central point but is a one way boring linear trip designed for the player to go from point A to B
That's how shortcuts work. The more you type, the dumber you sound.
>They're shortcuts, what are they supposed to amount to?
To being useful
>That's how shortcuts work
No they don't
You always cross the Ashina Castle in the same way
Unlocking the ground floor is pointless
Ashina Castle is a straight line from entrance, up to the roofs on the right, and around the structure up to a window
>not even Ashina Castle develops around a central point but is a one way boring linear trip designed for the player to go from point A to B
>and because you have almost zero choice on the order you should proceed through
You can go to senpo temple, mibu village and hirata estate and all the areas those entail before fighting genichiro. And Ashina castle is the central point. What are you talking about.
And the sunken valley/
>You can go to senpo temple, mibu village and hirata estate
Fricking kek
Everybody finished Hirata before Ashina Castle
Gaslighting at its finest
???
Okay even assuming everyone does that, replace it with sunken valley. You're still dumb and wrong.
i struggled like a motherfricker against lady butterfly last night, but when i finally won i only healed once and didn't even use a ressurection/snap seed
frick it feels good when it clicks
I found the game too easy personally, especially because it's very convenient how fast John Sekiro can run and sip.
When you realize that almost all the Kanji attacks come in scripted combos it's really easy to react to those too
all DS/BB/ER bosses can be boiled down to "roll left" or "jump" this way too. no need to be reductionist.
>all DS/BB/ER bosses can be boiled down to "roll left" or "jump" this way too
There's a variety of ways and tools, defensive and offensive options, you hardly ever use positioning or spacing in Sekiro while it's much more common in other titles, so a lot of enemies blend together. It's also clear that they failed to integrate prosthetic tools properly; bith because you absolutely run out of those you carry quite soon and because without experimenting it's hard to tell how you won't waste them by an input reading AI blocking or dodging them
>you hardly ever use positioning or spacing in Sekiro while it's much more common in other titles
YOU (and I tbh) hardly use them but sekiro is easy to cheese with tools as well. you can outright bully owl/isshin/emma etc with chasing slice for example. I prefer to dance but cheese paths exist.
No, you don't, stepping away from the deflect zone is non optimal
>Some of Sekiro's bosses are the most memorable and fun to fight in vidya for me and I don't say that lightly. Even the mooks are still fun, because the combat alone is amazing.
They are extremely one note and predictable. At least in the story mode so far you can easily tell apart the few attacks they have on a quick glance and you are hardly ever surprised by their patterns. They tried to make Owl look special by replacing kanji attacks with wannabe kanji like poison throw and smoke, but it fell flat.
Mirikiri is extremely powerful and slash gives a lot of time when you get used to it. If those attacks were randomly placed in between combos in an intricate manner the bosses would be far better
>Even the mooks are still fun, because the combat alone is amazing.
Even interior ministry shinoby and red guard are too easy to deal with, but mutliple of interior ministry shonobis are a pain to deal with because of blocking + posture recovery unless you use the stealth system, which is not that great. Mooks aren't fun or decently challenging until red guards show up
>you can outright bully owl/isshin/emma etc with chasing slice for example.
Nightjar is the only combat art that makes not just deflecting viable, but it's not great compared to others. Too bad your standard moveset doesn't integrate it as viable option.
>Nightjar is the only combat art that makes not just deflecting viable
ichimonji is another one that bullys the frick out of bosses, but I actually like using the leaping kicks to dab on sweeps.
You can be in the deflect zone and still use positioning and spacing. Owl in particular becomes much easier when you realize that and it generally opens up more options in how you can fight.
I didn't see it. It was more kino than ludo. Owl was relentless in its stubborn desire to be deflected to death. Punishing charged attacks with input reading Mirikiri-counter when in idle further limited my agency by making the use of one of the few tools I liked to use a risky move. I was able to use charged axe safely only when he was cornered and flipped into the wall. I don't remember much time of respite or anything like Genichiro's shitty bow-roll attack which I could use
>you hardly ever use positioning or spacing in Sekiro
That's on you. Good players can make the most any tool or skill in sekiro and make it look stylish as hell.
>so a lot of enemies blend together
Hard disagree. Some of sekiro's bosses are the most memorable and fun to fight in vidya for me and I don't say that lightly. Even the mooks are still fun, because the combat alone is amazing.
Is there a trick to doing her second phase without snap seeds? I just run away until she turns the phantom warriors into magic missiles and shoots them at me but it wastes a lot of time.
Push her against a corner and continue attacking
that's basically what i did, but i prioritized getting in hits for vitality damage over posture damage before her first illusion because the game keeps reminding you
>LOW VITALITY = LOW POSTURE REGEN
so if you get a lot of vitality damage in early (or after her first phantom moment) if she uses her illusions again, this time she recovers a lot slower and then you can push your advantage a lot, also farming the little phantom dudes for extra spirit emblems to blast her with extra shurikens to keep her posture from going down helps
The ghosts die in one hit if you want to go about it that way. The other way is to ignore them until they get close while focusing on Butterfly until she turns them into butterflies at which point you just hide behind a pillar.
You can be so aggressive she doesn't have the chance. Make the most of her own favorite tool against her whenever she tries to gain some distance.
Lady butterfly is a normal sekiro enemy, it's a wall only if you are still playing the game as a souls. Miyazaki is a real genius
Awww, babby beat the Taurus demon of Sekiro, cute.
I did.
Thanks.
>frick it feels good when it clicks
Welcome brother.
What are you smoking? Those aren't the main complaints people have with Dark Souls 2. Dark Souls 2 feels slow and sluggish to play, It has so many uninteresting and forgettable bosses, and it uses enemy-spam as its one and only way of increasing the difficulty.
Dark Souls 2 (for many people) is difficult in a way that is not fun. Sekiro (for many people) is at its core a fun gameplay experience with one of the best boss-rosters out of any Fromsoft game.
>What are you smoking? Those aren't the main complaints people have with Dark Souls 2.
The bad level design was a common complaint
Most maps were literal corridors with a crescendo of enemies put in line
>with one of the best boss-rosters out of any Fromsoft game.
I think ER or DS3 still have that title so far. The movesets and its variations from enemies and bosses in Sekiro seems very limited.
For example you know Genichiro will attempt either a sweep or a thrust after a jump attack, always a thrust in the first phase, Owl will always throw 2 shurikens after jumping on you, the shinobi enemies and minibosses will always go for a sweep after doing a certain type of punching moves,...
>with one of the best boss-rosters out of any Fromsoft game.
I love Sekiro but bosses are easily the weakest part of the game for me. Aside from Ape, Genichiro and Isshin everything is completely mediocre, especially the music.
Sekiro isn't trying to be dark souls, its focus is on the combat and it balances itself more tightly than souls games attempt by being more linear
Sex with Kuro!!!
Is Kuro the shota prince that you have to rescue?
If so then yes.
Sekiro doesn't do the exact same, all levels are thematically cohesive and whenever there's a transition it's shown visually. You're mentally incompetent.
Jesus Christ what a pathetic cope LMAO
No arguments, you just wanted replies because of your condition.
>Sekiro doesn't do the exact same, all levels are thematically cohesive and whenever there's a transition it's shown visually.
So like Dark Souls and Elden Ring
What are you talking about.
>nooooo dark souls II good this is unfair
I don't give a shit man
Started my first charmless run last night (NG) and I was forced to realize how big of a crutch blocking is and how bad I actually am. Didn't understand the "you're playing on easy mode" memes until now. Right now the ultimate goal is to beat it charmless+bell but there's plenty of places I can get filtered before I get there
Charmless is pure suffering, but necessary
if you really want to master the flow and not just spam deflect as a crutch.
I figure once I can do charmless then charmless+bell will be a much easier transition versus bell first. I hate how they have the option to retake the charm available, like it's always mocking me every time I talk to Sculptor.
Bell is way easier in my opinion. But then again I ring it right off the bat every run so my experience may be skewed. The charm is kind of annoying as unless you're really good it breaks up the flow of the fights with chip damage you have to constantly try and heal.
You don't even feel Bell, but you do feel Charmless on SSI.
I had the bell on in my NG+ run. I could sorta feel it but was still destroying everything up until father, who was a new fight to me, and SSI. I attribute a lot of the ease to it being NG+ though, since I feel so flaccid and weak on NG right now.
Depends on the enemy charmless can deal loads of damage, Owl takes out like a fifth of your HP with a blocked hit
>charmless
what is that? I'm in Mibu village and have never seen any "charms"
At the start of the game when you meet Kuro you have an option to give him your charm, it makes enemies deal more posture and you take chip damage on blocked hits
That's okay, I remember that feeling too
It made the game feel fresh on the second playthrough
When you get the hang of it you'll never play with charm again
I found the bell on my first playthrough and never played without it because it said you got higher rewards from enemies, 2bh I don't think it makes that much difference
I just beat Lady Butterfly on my first charmless run. I felt the same way when I started, I was not nearly as careful with my button presses during my first 2 play throughs.
People care way more about bosses than the levels preceding them.
Sekiro has verticality, DaS 2 doesn't. And Sekiro did get criticized for exploration being sort of pointless, besides the health upgrades.
Stop. Treating. This. Shit. Like. Dark Souls.
Overrated fricking series that should have ended at the 1st, which is also a fricking mediocre unfinished game
Shut the frick up.
You're moronic
SCORNFUL DOGMA
Elden Ring in S tier
Ds3 in A tier
Sekiro in place of DS3
Fixed
Just finished off inner isshin, it’s a shame they kept his phase 3 a cakewalk with lightning
Inner Isshin is great, but he does feel more like a variant of regular Isshin, rather than a hardmode version.
I liked the variations in phase 1 and 2 (except the hyperarmor perilous sweep in 1, frick off) but phase 3 was over too fast with lightning
Also the attack he does with his spear where he pulls you in if you run into him after a stab attack was kino
who is the hardest inner boss even?
Definitely Inner Father
Most seem to say owl, but for me it was genichiro. They made all of his phases a good bit harder and he's way more aggressive.
Delirious, glassy eyed nonsense. Who cares? Play a game you like. Sekiro is 10/10 btw
Don't make OPs if you're stupid please
>yet Sekiro got a pass doing the exact same?
because they are two different games?
sekiro got ripped apart more for being hard than DS2 did.
>Exploration isn't very rewarding
>Stealth is half baked and makes enemies look moronic
>Many prosthetic and sword skills are too situational or simply not good enough to bother with
>Sword skills desperately needed some way for you to use more than one at a time without having to pause
>Some build variety or more outfits would've been cool
>Unless you luck out you have to look up a guide for some endings
>Many bosses were repeated
>It's too damn short
>Kuro is a boy
Still From's best game and the best game of the last decade.
>>Kuro is a boy
This is a good thing though
>>Kuro is a boy
and that's a good thing.
Hey, Emma has some fans. Isshin and Sculptor.
Meh I’m just tired of weeb troony shit. It’s all so tiresome.
>made by japanese company
>weeb
I want to bash your head onto concrete over and over. Ghosts of Tsushima is weebshit. This is just a Japanese game
You will never be Japanese.
I dont fricking want to be
Good because you never will be.
>Sekiro got a pass for not being Dark Souls
Yeah, it's a real mystery. Almost as if they're different games
Same shit as DMChomosexuals jizzing themselves at the flashy fight scenes and verbal wienerstroking.
Sekiro 2 should be wolf traveling into the future and seeing what becomes of nipland and kills the israelites.
Kino
If sekiro 2 is a thing, then they should have wolf actually traveling into the future and fighting machinery/enemies with modern or futuristic armories, weapons and shit, if Fromsoft does that, Sekiro 2 will shit on every single souls game, basically an old archaic shinobi vs the modern industrial world, this game would be my personal favorite stress reliever.
if there is any sekiro 2 (extreme doubt) it will just be a journey to the west rehash. nips literally can't help themselves when it comes to journey and momotaro.
>(extreme doubt)
I'd say there no doubt it'll get a sequel. The homecoming ending straight up ends on a cliffhanger setting one up.
miyazaki isn't known for sequels. he literally bailed on DS2 and then had to clean up in DS3. sekiro is a complete story really. I'm also not sure how much miyazaki knows/cares for chink mythology and history. he's good at euro stuff and nip stuff but I've never heard him talk about chink stuff.
I think they should go with that time travel direction, especially watching wolf seeing how a contraption such as a gun has advanced since, it would be cool to even fight giant mechas and shit whilst still wielding, the Kusabimaru and the mortal blade and having more refined ninjitsu techniques, why can't they think of something this cool?
because it's dumb. why would searching for the dragons origin lead to the future? if anything it would lead to the past, maybe even to the divine age. more likely though it would just be not!China with chink myths sprinkled about.
It could happen after the shura ending, where wolf isn't still satisfied with killing that by some shenanigans he gets sent to the future.
>sequel set on the first games bad end
name 5
Demons Souls was 80% linear gauntlets of levels
And it was still better than Dark Souls
so whats the problem with gauntlets than?
This, Sekiro is such a good boss rush that they even released an update with Gauntlet mode with 3 bosses revised as superbosses (Genichiro, Owl, Isshin)
It still developed with meaningful shortcuts and intricate level design when it was good. When it wasn't it was indeed shit, see Stonefang
No
There's not really that many shortcuts in the levels. Do shortcuts alone makes levels good?
>calls ds2 levels bad
what? they're the best in the series on par with des
bop it
bop it
bop it twist it pull it
>It's linear!
moron.
>beat sekiro when it first came out four years ago and never touched it again
>replayed it last month
>beat last boss first try
I was amazed at how deep into my mind he hammered his moveset
same. almost through the game now and a few bosses took a few tries but once I feel them out for one or two deaths they don't even touch me.
I'm on my first playthrough and got up to Isshin (skipped owl father cus I have shit to do) but my progress has stagnated. People say the game clicks after Genichiro but I feel like I've just been scraping by even though I've gotten through most of the bosses in less than ten attempts which is good for me. But against fast swordsman type enemies I still suck ass, I can't parry quick enough and I hesitate. How do I unlearn my bad habits that I've been using as a crutch like spamming block and relying on dodge like it's dark souls? Or am I just doomed to suck because I have poor reflexes and get stressed over a video game
just tactically spam block and return with a few R1's. Do the qte move when they come up. This shit is easy.
Does the game actually have input delay? I feel like I spent the whole game parrying to late. When I press the button early my parry usually works
morons love spamming this stupid fricking bait. have a nice day
>I hesitate
Hesitation is defeat, anon
Because Sekiro is a narrative driven action game.
why do all weeb games insist that the main character wear a dress?
Humiliation ritual for Americans.
Linearity isn't bad.
Dark Souls 2 was shit on for being just a good game as a follow up to an excellent game. Seriously, DaS 2 was good, but it wasn't great. People forget just how fricking civil the discourse of DaS 2 was, it wasn't until some soft english youtube essay soiboi decided that he needed to defend DaS 2 as if it were being unfairly maligned that the discourse started being hostile.
I remember what Ganker was like when 2 came out, people were saying things like "I'd rather play 1" "not as good" and "rather be playing it than most other games, but it's not great." Oh look at it getting tOrN aPaRt BY fAnS.
The level design was objectively shit
Not saying it isn't enjoyable or ok, but the level design was one of the utterly shit elements
Sekiro has also bad level design, which is a massive let down. They had a grapple and did fricking nothing with it, barely used for combat too
I play Sekiro charmless bellless but instead of spamming L1 I always try to time it. That way I don't have to learn the fights perfectly, but I still get the enjoyment of perfect parrying.
>but instead of spamming L1 I always try to time it
That's how everyone who's able to get past genichiro plays. You spam and you get destroyed. A little bit of panic spamming is fine, but it's all anyone does they'll constantly get their posture broken.
Because the combat and especially the bosses were good, unlike DS2.
being linear is okay if you have the best combat system ever in any video game imo. I dont even only mean Dance Dance Revolution but also ambushes and the stuff thats available to you in unconventional ways. Boss fights are actually "scary" and the mini bosses feel like actual "duels". The most kino FROM game from a gameplay perspective for sure.
Being linear is okay in general. Being too open ends up sacrificing level design and often results in tons of copy paste.
>being linear is okay if you have the best combat system ever in any video game imo
Elden Ring isn't linear tho
Like I said ITT, It's not that I don't like the combat but it's overhyped, it couldn't implement prosthetic tools in the same way Bloodborne implemented trick weapon attacks or Elden Ring implenented ashes, and I remain of this idea.
Besides Spirit Emblems, which absolutely aren't an issue and anybidy who says differently is a shitter, tools still feel like overglorified enemy related gimmicks a lot of times.
A toolset even more focused and merged with more versatility would have been better and elevated what they were going for.
Are you just making up narratives in your head now? Aside from the fact that the level design in Sekiro and DS2 are nothing alike, people clowned on DS2 levels for not making any internal sense, with elevators up bringing you from a swamp castle to a lava cave and when you load the whole map at once in an editor, a lot of shit actually overlaps into the same areas. Sekiro's map is internally consistent or (mostly) detached, like for hirata and the divine realm.
The other thing people complain about in DS2 is how floaty and shit the combat feels. In sekiro it's tight and feels great.
Simon says press r1
What's the point of Raven when Umbrella is just better. Pure bloat tbh. They could have made it a combat art with a very strong follow up at least