Same. I put it down for 3 years and just picked it back up. Started a new save and played 8 hours before I was ready to pick up where I left off. One of the best games of all time. The world, movement, and combat is all S tier.
None of their games are RPG’s. >linear story >barely any side activities >you play a single role >all the different endings are the same cutscene with a different color filter >combat options and gear do not matter since you can beat the game naked with a simple sword >game is obviously balanced for STR and DEX builds.
Even Diablo is more of an RPG than this.
In Sekiro they at least stoped pretending and removed the bloat and focused on things that they’re good at.
DeS (ok) ^^^ DS1 (Gothic kino) ^^ Bloodborne (Eldritch kino with improved gameplay) —— DS3 (we don’t want to make DS anymore but it’s free money) ^^^^^^^^^^ Sekiro (Here’s a game that we meant to make all this time) ER (here’s a rehash of every game we’ve made so far, with 0 passion but a lot of marketing)
I'm an OCD achievement whore and I've bought and 100% this game on PC, Xbox and PS4. I wish I had some sort of motivation to replay it again but there's no point. Maybe in a few years once my memories of it fade I'll do another play thru
after i got killed more than 50 times against lady butterfly and started to learn how to counter her attacks she was my first boss and didn't have any life upgrades yet
What if we made Dark Souls but >One weapon with no vatiations >Shitty attacks that tracks the player and vice versa >Shitty hitboxes especially for grabs >Shit contextual input logic(example: game gives you enemy step only as a counter to select few attacks rather than it being an ability you can consistently use) >With a grapling hook that has less uses than any of the other action games with hookshot mechanics such as Bayonetta or DMC or Hi Fi Rush
Sekiro is also the game that started input reading in Souls games. Nothing redeemable about it besides the story(lol).
I hope the sequel fixes several of the points you mention. I would also add that for a shinobi game there aren't many mysteries. There are no secret areas.
Combat arts should be rotable during combat too. Just like shinobi tools.
Yes because tracking is especially bad in Sekiro even compared to Souls games. When you attack game locks you to enemy without a single care of your movement or positioning, feels very weightless with no momentum. Think of it like AC6's melee which also has a huge tracking. Also Sekiro's combat system basically has no positioning which is another problem in nu Action games.
this and now ac6 have proven I think that from is at their best when they're allowed to use what they learned from making the souls games to do literally anything other than a souls game. Sekiro and AC6 both blow Elden Ring completely out of the water in terms of quality even if the latter has the greater scale.
When I fought Centipede Giraffe and it literally had a single attack string that you just play ddr l1 simon says to and that was the entire fight. One. Single. String.
At that point I realized it was peak Fromsoft, that they could shit out any pile of simons say garbage they want and the casuals would still eat it up.
The basics of combat are simple. The complexity rises in proportion to how much the player wants to explore, which is going to be difficult if the player is not willing to do so. If you don't want to fight two shinobi or two samurai at the same time, you'll never know how much is in it for you.
2 weeks ago
Anonymous
And at its most cherrypicked in regards to a single enemy that you have to pull multiple of, Seziro accomplishes the basic idea of making the player do something besides Simon says. Fromsoft does it again, a monument to the eternal fanboy flame where no matter how absurd it is, they will still respond to you with drivel.
2 weeks ago
Anonymous
I did not understand the first part of your message which at least seems to try to form a counter-argument. If you can put your ideas in order maybe we can discuss with positive results for both of us.
2 weeks ago
Anonymous
Of course you don't, you don't know what real action gameplay is.
2 weeks ago
Anonymous
Alternately, here is the first chapter of Ninja Gaiden, where every room is a fight like this and there is no cherry picking going on. This is standard gameplay of a real action game, and of me playing the game. The basic mob, the firwst one you meet in Ninja Gaiden, is more advanced and asks more of the player than anything in Seziro.
2 weeks ago
Anonymous
Isn't Ninja Gaiden's block system the same as Tenchu (1999) and Sekiro? You remove the time factor and they are the same.
2 weeks ago
Anonymous
2 weeks ago
Anonymous
Yes, I like Ninja Gaiden too.
2 weeks ago
Anonymous
>Ninja Gaiden's block system the same as Tenchu (1999) and Sekiro >I like Ninja Gaiden too.
2 weeks ago
Anonymous
Ok, can you define the difference between the three, removing the time response factor from Sekiro?
2 weeks ago
Anonymous
2 weeks ago
Anonymous
[...]
Poser moment.
Answer my question. I want to learn.
2 weeks ago
Anonymous
Isn't Ninja Gaiden's block system the same as Tenchu (1999) and Sekiro? You remove the time factor and they are the same.
Poser moment.
2 weeks ago
Anonymous
Sekiro is a game played on reaction.
Ninja Gaiden Black is better than vanilla because they gutted your ability to do that.
The level design of Sekiro is the weakest of any modern from game. It's also nearly infinitely better than Ninja Gaiden.
There's always tradeoffs. I really dislike that Sekiro makes you play in the enemy's groove, you can't make your own. You have to play around deflect/mikiri/jump. Your offense is minor and only really necessary to lower poise recovery of the enemy but you're still essentially just playing to their drumbeat.
2 weeks ago
Anonymous
Ninja Gaiden's level design is better than Seziro's, level design is more than how pretty environments are. NG is not only interconnected, but the level design that goes into each room you fight in dramatically changes fights, from having walls vs not, to having low ceilings, to how tight the space is - all of it changes the fights and is part of level design, especially because not only do YOU the player use the environment, but so do the enemies who can bounce off the walls to attack you.
Not only that, but what people think is good level design often times isn't. If your game is a action masterpiece, there is no reason to bog it down in exploration or other time wastes, what happens is that the player simply wishes they were back for what they came for - fighting. Seziro's level design is incompetent, most of the areas look too similar to each other, the traversal is nothing more than QTE grapple spots, it is far more linear than what Souls fans tell themselves their series is, the exploration is limited and in general lack lustre. The areas are not tailed for the fights either, often times enemies are put in spots you can abuse them, or simply fall off from high places by themselves because the environmental team and the AI team seem to be working in different countries.
Given your reductive thinking about Simon Says gameplay, that NG webm is still literally just Simon Says by your own retarded logic of having to push buttons in relation to what enemies on screen are doing. Kindly go fuck off now.
Wrong, there was an endless amount of different options I had in any action I took in that webm. It looks like there is one path to a ninja dog who knows nothing, but at every point I could have winds path, held block a bit longer, attacked more or less, rolled in one direction or another to gain or remove distance, wall attacked, etc. You don't know because you don't play the game, NG isn't a test with only correct answers, its a test where you look for a possible correct answer of many. Which is what makes it real combat instead of braindead simon says.
2 weeks ago
Anonymous
Given your reductive thinking about Simon Says gameplay, that NG webm is still literally just Simon Says by your own retarded logic of having to push buttons in relation to what enemies on screen are doing. Kindly go fuck off now.
Simon says mikiri counter, simon says l1, simon says jump, simon says r1. Trash game.
Classic bait, but complexity of player reaction is much higher than souls/other action games
In the end, it looks like sword dance between two men, unlike rollspam in souls that doesn't makes any sense(especially in Elden Ring)
Souls combat was done as MonHun copy, in a way it never was important until like DS2 and later when games started to heavily push humanoid boss movesets(Artorias is to blame)
In reality even souls has more depth to its combat because it offers a safe method (blocking), a riskier but rewarding option (rolling), an even riskier option (spacing), more risky than than (parry), and absolute mastery where one learns simply where to stand or run to in order to avoid attacks and get free attacks in. Seziro simply takes rolling and split it into various simon says actions that are all the same to each other, but with different button presses. It eliminated many of the possibilities I listed before because of the massive increase to tracking and outright gutting of things like real parries that take skill or making blocking useless. Souls combat is dogshit, and Seziro is the concentrated souls gameplay that is more souls than souls. There is a reason real character action game players don't play or highly rate Seziro, but notice how soulsfags love it? Which is strange because Seziro fans love to shitalk souls while claiming superiority, but in reality the only people who enjoy it are said fromfags. Which makes sense since Seziro is simon says, its the "souls is nothing but roll spam", except this time not a strawman, the game really did become only spam [simon says].
This isn't true, nearly every attack in Sekiro has multiple ways of dealing with it, the thing is that the risk and rewards of each method isn't fixed, but variable depending on the attack. It's not like in Souls where the risk of dodge versus parry is relatively fixed, in Sekiro there's very few i-frames for dodge making it usually the riskier option, but against some attacks it's actually safer and easier to dodge. Take for example Sword Saint / Old Man Isshin's Ashina Cross. You can back away and use spacing to avoid the attack, you can stand there blocking, you can wait for him to strike and parry both blows, you can dodge forward or to the side to avoid it, or you can charge forward while he's still charging the attack to force him into a cancel strike. If you do the cancel strike there are additional options, the most straightforward is to parry his first strike and jump over the second, but you can get behind him instead of jumping.
The interesting thing about Ashina Cross is that parrying is the riskier option despite having more i-frames, because if you dodge to the left the i-frames don't matter because his strike misses entirely. In fact I'd say Sekiro has the best dodges of the entire Soulsborne set of games precisely because if you do it right a lot of the time attacks don't even connect with your hitbox, making the i-frames irrelevant. You can just mindless parry, jump, and mikiri the whole game, but you don't have to, there are in fact a number of additional options and a lot of the time the alternate options are more rewarding.
This bro really over here bitching out about a mini-boss.
Like no shit bitch, all you have to do is tap parry to beat Centipede Giraffe. That's not the entire game, move on ho.
I literally finished it 20 minutes ago, this is the only fromsoft game I've ever played and is definitively one of the greatest videogames ever made and a fucking masterpiece
when I got to the third phase on my winning attempt I screamed out loud GIVE ME LIGHTING COCKSUCKER and then made 3 lighting reversals back to back to back, this bossfight reaches levels of kino I never thought possible
When clang when clingclang. It's more complicated than that but CLANG. Fountainhead was quite the special area but i realized it was the clang while outside of the game when i started hearing clingclang clang clingclang while i wasn't even playing it.
Then i realized it had basic improvised combo making like in DMC but clang and it was cling and cling it's the only one that's polished without any frayed threads coming loose if you see what i mean. Then CLANG also CLINGCLANG i CLING CLANG CLANGCLANG
After I beat Lady B who previously clapped my ass so hard I didn't play for a month. It's probably the 3rd or 4th 'souls' for me but I really enjoyed it.
When I saw the kind of effort the devs must have made designing all the different fights you can have to make a great experience for katana fetishists.
Here's a story >be me, gay >try out Sekiro combat mod for Skyrim >it's neat >play Jedi Survivor or w/e the fuck it was, I don't even care to google the name of the first game >not bad >know that it's a rip-off of Sekiro >get Sekiro >beat the game even though some bosses take 4-5 hours of attempts >becomes my favorite game of all time >speed run that shit for the additional endings with my new found skills >Elden Ring releases...mediocre >Bloodborne isn't on PC...DS3 is overpriced >get Nioh 2, clear all content >pretty good, but Sekiro is better >player DS3 out of boredom, some bosses are cool, but Sekiro is better >get Bloodborne on PS+ and play it on PC >it's better than DS3 and ER, but Sekiro is better
I should've known from the start. It's honestly the perfect video game and actually captures the essence of the golden age of gaming. Everything is excellent. The combat, the graphics, the animations, the story, the setting, etc. The closest thing it has to a flaw is that you need to grind Divine Confetti if you suck.
Demon of hatred is a shit boss, the false monk is a cunt, perfect deflects shouldn't build up your posture and headless is the worst designed boss of all time but besides that it's actually perfect
Demon of Hatred isn't bad, Snake-Eyes are worse
False Monk isn't hard? You can also cheese it super easy
I hate the Headless, but they're optional, so whatever
I thought perfect deflects didn't impact posture?
you mean rice shota? I actually thought he was the best part of the narrative. I hated sekiro and thought he was so damn uninteresting and boring. the plottwist with the parasites was meh. I loved the set pieces so much and they were truly mind blowing but the individual writing is still very much Zanzibart tier with nobody explaining their motivations or what they really want in a clear and easy manner that would make them feel natural. ACVI is so much better at that.
at least they're both absolutely amazing games and much, much greater than Elden ring.
>much, much greater than Elden ring.
Which is really weird? Like, why didn't they focus on the main story in that game? Also, why is the only story in the game a fucking side quest (Ranni)?
I honestly don't understand Miyazaki was thinking with ER.
When I finished the purification ending. Tears came flowing down my face and I clapped like I was an American. It immediately come to my mind that there is no way they can topped this.
NG+ when I steamroll the bosses and it's not entirely because I'm OP or anything, it's just that I have that muscle memory for all the bosses and it's all skill.
25 hours in. I wanted to give up but if you keep going you begin to understand why it's a masterpiece
Same. I put it down for 3 years and just picked it back up. Started a new save and played 8 hours before I was ready to pick up where I left off. One of the best games of all time. The world, movement, and combat is all S tier.
this isn't Otogi or Chromehounds or Last Raven, but it's clear you've never played any of these, newfag
Holy based
>miss
>miss
>miss
Either you suck or the game sucks.
I want to go back, Neroimus war was fucking fantastic
right, so which part of the tutorial mission filtered you exactly?
>le Fromsoft was always good opinion
Only Armored Core was any good before. they made Demon's Souls.
Otogi was fucking lame. I played through both.
>Last Raven
fucking based
for me it's this though
Peak From action/combat
Worst From RPG
None of their games are RPG’s.
>linear story
>barely any side activities
>you play a single role
>all the different endings are the same cutscene with a different color filter
>combat options and gear do not matter since you can beat the game naked with a simple sword
>game is obviously balanced for STR and DEX builds.
Even Diablo is more of an RPG than this.
In Sekiro they at least stoped pretending and removed the bloat and focused on things that they’re good at.
Agree with all of that but
>all the different endings are the same cutscene with a different color filter
555-come-on-now
>you destroy the world
>you don’t destroy the world
Elden ring added
>you kinda destroy the world
>you leave
It's not a RPG game. There is not even stat distribution. I don't get you fags obsession on calling every game they made post-DarkSoul a RPG.
>not AC1
never
unless you mean peak shit, which is somewhere around DaS 1 and 2
When I played it which will be several months from now after I'm done playing all the games in an amazing year for gaming.
FROM peaked at DS1, and then they peaked again at Sekiro
DeS (ok) ^^^ DS1 (Gothic kino) ^^ Bloodborne (Eldritch kino with improved gameplay) —— DS3 (we don’t want to make DS anymore but it’s free money) ^^^^^^^^^^ Sekiro (Here’s a game that we meant to make all this time) ER (here’s a rehash of every game we’ve made so far, with 0 passion but a lot of marketing)
When I played it.
I got filtered on the final boss on the hard ending
During my second playthrough when it clicked. Playing the resurrection mod now. Having a blast getting ass handed to me all over again.
I'm an OCD achievement whore and I've bought and 100% this game on PC, Xbox and PS4. I wish I had some sort of motivation to replay it again but there's no point. Maybe in a few years once my memories of it fade I'll do another play thru
Mods
Gameplay trailers where I learned it was parrysouls. As a parryfag the sound of swords clashing is music to my ears.
when i had to buy a tv with lower input lag so I could finish the game
I always liked it but after Elden Ring I realised it was their magnum opus.
when did you realize this is just a really shitty version of tenchu? when did you realize tenchu is actually where demon souls came from?
When I got to Lady Butterfly
>shitty japanese spiderman
no
30 seconds in
after i got killed more than 50 times against lady butterfly and started to learn how to counter her attacks she was my first boss and didn't have any life upgrades yet
That's not ER
that's right, it's not elden ring; OP's pic clearly shows Sekiro
Correct
Exactly
The anime should be about the Tokugawa Administration trying to takedown Asura Wolf.
>directed by Yoshiaki Kawajiri
That would be something else.
The first time I landed a parry. Its too satisfying, I was hooked from the first enemy.
What if we made Dark Souls but
>One weapon with no vatiations
>Shitty attacks that tracks the player and vice versa
>Shitty hitboxes especially for grabs
>Shit contextual input logic(example: game gives you enemy step only as a counter to select few attacks rather than it being an ability you can consistently use)
>With a grapling hook that has less uses than any of the other action games with hookshot mechanics such as Bayonetta or DMC or Hi Fi Rush
Sekiro is also the game that started input reading in Souls games. Nothing redeemable about it besides the story(lol).
I hope the sequel fixes several of the points you mention. I would also add that for a shinobi game there aren't many mysteries. There are no secret areas.
Combat arts should be rotable during combat too. Just like shinobi tools.
>Shitty attacks that tracks the player
>he likes when enemies are so braindead when they can’t adjust their attacks based on the slightest movement
Yes because tracking is especially bad in Sekiro even compared to Souls games. When you attack game locks you to enemy without a single care of your movement or positioning, feels very weightless with no momentum. Think of it like AC6's melee which also has a huge tracking. Also Sekiro's combat system basically has no positioning which is another problem in nu Action games.
When they released Elden ring and it was worse in every way
this and now ac6 have proven I think that from is at their best when they're allowed to use what they learned from making the souls games to do literally anything other than a souls game. Sekiro and AC6 both blow Elden Ring completely out of the water in terms of quality even if the latter has the greater scale.
nah, it's been beaten
Unironically this week, when I decided to do NG+ a few times to get all endings and achievements, plus gauntlets, but this time charmless.
The game forcing you to parry really makes you understand the combat system a lot better.
When I fought Centipede Giraffe and it literally had a single attack string that you just play ddr l1 simon says to and that was the entire fight. One. Single. String.
At that point I realized it was peak Fromsoft, that they could shit out any pile of simons say garbage they want and the casuals would still eat it up.
>simons say
You again?
What else could more accurately describe Simon Seziro's """""combat""""".
How do you play Simon Says?
Simon says mikiri counter, simon says l1, simon says jump, simon says r1. Trash game.
Skill issue
>counterargument is the ultimate cherry fighted trash mob fight
>not even him playing
Lol.
Lmao.
>Simon says O, Simon says R1, Simon says O Simon says R1
Wow, it’s so much better to only have to press 2 buttons!
The basics of combat are simple. The complexity rises in proportion to how much the player wants to explore, which is going to be difficult if the player is not willing to do so. If you don't want to fight two shinobi or two samurai at the same time, you'll never know how much is in it for you.
And at its most cherrypicked in regards to a single enemy that you have to pull multiple of, Seziro accomplishes the basic idea of making the player do something besides Simon says. Fromsoft does it again, a monument to the eternal fanboy flame where no matter how absurd it is, they will still respond to you with drivel.
I did not understand the first part of your message which at least seems to try to form a counter-argument. If you can put your ideas in order maybe we can discuss with positive results for both of us.
Of course you don't, you don't know what real action gameplay is.
Alternately, here is the first chapter of Ninja Gaiden, where every room is a fight like this and there is no cherry picking going on. This is standard gameplay of a real action game, and of me playing the game. The basic mob, the firwst one you meet in Ninja Gaiden, is more advanced and asks more of the player than anything in Seziro.
Isn't Ninja Gaiden's block system the same as Tenchu (1999) and Sekiro? You remove the time factor and they are the same.
Yes, I like Ninja Gaiden too.
>Ninja Gaiden's block system the same as Tenchu (1999) and Sekiro
>I like Ninja Gaiden too.
Ok, can you define the difference between the three, removing the time response factor from Sekiro?
Answer my question. I want to learn.
Poser moment.
Sekiro is a game played on reaction.
Ninja Gaiden Black is better than vanilla because they gutted your ability to do that.
The level design of Sekiro is the weakest of any modern from game. It's also nearly infinitely better than Ninja Gaiden.
There's always tradeoffs. I really dislike that Sekiro makes you play in the enemy's groove, you can't make your own. You have to play around deflect/mikiri/jump. Your offense is minor and only really necessary to lower poise recovery of the enemy but you're still essentially just playing to their drumbeat.
Ninja Gaiden's level design is better than Seziro's, level design is more than how pretty environments are. NG is not only interconnected, but the level design that goes into each room you fight in dramatically changes fights, from having walls vs not, to having low ceilings, to how tight the space is - all of it changes the fights and is part of level design, especially because not only do YOU the player use the environment, but so do the enemies who can bounce off the walls to attack you.
Not only that, but what people think is good level design often times isn't. If your game is a action masterpiece, there is no reason to bog it down in exploration or other time wastes, what happens is that the player simply wishes they were back for what they came for - fighting. Seziro's level design is incompetent, most of the areas look too similar to each other, the traversal is nothing more than QTE grapple spots, it is far more linear than what Souls fans tell themselves their series is, the exploration is limited and in general lack lustre. The areas are not tailed for the fights either, often times enemies are put in spots you can abuse them, or simply fall off from high places by themselves because the environmental team and the AI team seem to be working in different countries.
Wrong, there was an endless amount of different options I had in any action I took in that webm. It looks like there is one path to a ninja dog who knows nothing, but at every point I could have winds path, held block a bit longer, attacked more or less, rolled in one direction or another to gain or remove distance, wall attacked, etc. You don't know because you don't play the game, NG isn't a test with only correct answers, its a test where you look for a possible correct answer of many. Which is what makes it real combat instead of braindead simon says.
Given your reductive thinking about Simon Says gameplay, that NG webm is still literally just Simon Says by your own retarded logic of having to push buttons in relation to what enemies on screen are doing. Kindly go fuck off now.
Classic bait, but complexity of player reaction is much higher than souls/other action games
In the end, it looks like sword dance between two men, unlike rollspam in souls that doesn't makes any sense(especially in Elden Ring)
Souls combat was done as MonHun copy, in a way it never was important until like DS2 and later when games started to heavily push humanoid boss movesets(Artorias is to blame)
In reality even souls has more depth to its combat because it offers a safe method (blocking), a riskier but rewarding option (rolling), an even riskier option (spacing), more risky than than (parry), and absolute mastery where one learns simply where to stand or run to in order to avoid attacks and get free attacks in. Seziro simply takes rolling and split it into various simon says actions that are all the same to each other, but with different button presses. It eliminated many of the possibilities I listed before because of the massive increase to tracking and outright gutting of things like real parries that take skill or making blocking useless. Souls combat is dogshit, and Seziro is the concentrated souls gameplay that is more souls than souls. There is a reason real character action game players don't play or highly rate Seziro, but notice how soulsfags love it? Which is strange because Seziro fans love to shitalk souls while claiming superiority, but in reality the only people who enjoy it are said fromfags. Which makes sense since Seziro is simon says, its the "souls is nothing but roll spam", except this time not a strawman, the game really did become only spam [simon says].
This isn't true, nearly every attack in Sekiro has multiple ways of dealing with it, the thing is that the risk and rewards of each method isn't fixed, but variable depending on the attack. It's not like in Souls where the risk of dodge versus parry is relatively fixed, in Sekiro there's very few i-frames for dodge making it usually the riskier option, but against some attacks it's actually safer and easier to dodge. Take for example Sword Saint / Old Man Isshin's Ashina Cross. You can back away and use spacing to avoid the attack, you can stand there blocking, you can wait for him to strike and parry both blows, you can dodge forward or to the side to avoid it, or you can charge forward while he's still charging the attack to force him into a cancel strike. If you do the cancel strike there are additional options, the most straightforward is to parry his first strike and jump over the second, but you can get behind him instead of jumping.
The interesting thing about Ashina Cross is that parrying is the riskier option despite having more i-frames, because if you dodge to the left the i-frames don't matter because his strike misses entirely. In fact I'd say Sekiro has the best dodges of the entire Soulsborne set of games precisely because if you do it right a lot of the time attacks don't even connect with your hitbox, making the i-frames irrelevant. You can just mindless parry, jump, and mikiri the whole game, but you don't have to, there are in fact a number of additional options and a lot of the time the alternate options are more rewarding.
This bro really over here bitching out about a mini-boss.
Like no shit bitch, all you have to do is tap parry to beat Centipede Giraffe. That's not the entire game, move on ho.
That’s not Eternal Ring
When i fought 2nd genichiro
>When did you realize that it was peak From?
In 2019 when it released, then Elden Ring came out and proved me wrong.
peak slop
Shut the fuck up.
I literally finished it 20 minutes ago, this is the only fromsoft game I've ever played and is definitively one of the greatest videogames ever made and a fucking masterpiece
Well... done... Sekiro...
when I got to the third phase on my winning attempt I screamed out loud GIVE ME LIGHTING COCKSUCKER and then made 3 lighting reversals back to back to back, this bossfight reaches levels of kino I never thought possible
Try out AC6 .
ER is Open World bloat unless you like to to travel a lot, but not everyone has that autism.
When I played it.
When clang when clingclang. It's more complicated than that but CLANG. Fountainhead was quite the special area but i realized it was the clang while outside of the game when i started hearing clingclang clang clingclang while i wasn't even playing it.
Then i realized it had basic improvised combo making like in DMC but clang and it was cling and cling it's the only one that's polished without any frayed threads coming loose if you see what i mean. Then CLANG also CLINGCLANG i CLING CLANG CLANGCLANG
After I beat Lady B who previously clapped my ass so hard I didn't play for a month. It's probably the 3rd or 4th 'souls' for me but I really enjoyed it.
The game already caught me by the balls when I had the first CLING CLANG. The parry just gives me dopamine hits.
Right after the final killing blow on Lady Butterfly in japanese subtitles
When I saw the kind of effort the devs must have made designing all the different fights you can have to make a great experience for katana fetishists.
zamn
When I had fun platinuming it. BB was always fun.
Here's a story
>be me, gay
>try out Sekiro combat mod for Skyrim
>it's neat
>play Jedi Survivor or w/e the fuck it was, I don't even care to google the name of the first game
>not bad
>know that it's a rip-off of Sekiro
>get Sekiro
>beat the game even though some bosses take 4-5 hours of attempts
>becomes my favorite game of all time
>speed run that shit for the additional endings with my new found skills
>Elden Ring releases...mediocre
>Bloodborne isn't on PC...DS3 is overpriced
>get Nioh 2, clear all content
>pretty good, but Sekiro is better
>player DS3 out of boredom, some bosses are cool, but Sekiro is better
>get Bloodborne on PS+ and play it on PC
>it's better than DS3 and ER, but Sekiro is better
I should've known from the start. It's honestly the perfect video game and actually captures the essence of the golden age of gaming. Everything is excellent. The combat, the graphics, the animations, the story, the setting, etc. The closest thing it has to a flaw is that you need to grind Divine Confetti if you suck.
Demon of hatred is a shit boss, the false monk is a cunt, perfect deflects shouldn't build up your posture and headless is the worst designed boss of all time but besides that it's actually perfect
Demon of Hatred isn't bad, Snake-Eyes are worse
False Monk isn't hard? You can also cheese it super easy
I hate the Headless, but they're optional, so whatever
I thought perfect deflects didn't impact posture?
Perfect deflects build posture but never break it. Keep you on your toe generally
Ichimonji trivializes posture management for the most part
Huh, I guess I used Ichimonji too much to notice that.
Isshin's fight.
I realized it but then ACVI came out and now I have a new peak. Maybe Sekiro should've had a decent story
T. is mad because Rice e-boi didn't beg for your dick like Ayre.
you mean rice shota? I actually thought he was the best part of the narrative. I hated sekiro and thought he was so damn uninteresting and boring. the plottwist with the parasites was meh. I loved the set pieces so much and they were truly mind blowing but the individual writing is still very much Zanzibart tier with nobody explaining their motivations or what they really want in a clear and easy manner that would make them feel natural. ACVI is so much better at that.
at least they're both absolutely amazing games and much, much greater than Elden ring.
>much, much greater than Elden ring.
Which is really weird? Like, why didn't they focus on the main story in that game? Also, why is the only story in the game a fucking side quest (Ranni)?
I honestly don't understand Miyazaki was thinking with ER.
When I finished the purification ending. Tears came flowing down my face and I clapped like I was an American. It immediately come to my mind that there is no way they can topped this.
When I first played it.
NG+ when I steamroll the bosses and it's not entirely because I'm OP or anything, it's just that I have that muscle memory for all the bosses and it's all skill.