Review

Sekiro: Shadows Die Twice Review - Steel Yourself

  • First Released Mar 22, 2019
    released
  • PS4

You see someone that you know and they ask you how you are and you just have to say that you're fine, when you're not really fine, but you just can't get into it because they would never understand.

While Bloodborne tweaked the combat dynamics of Dark Souls to encourage aggression, Sekiro rewrites the rules of engagement. The building blocks of its combat are recognisable, but this only serves to lure Soulsborne veterans into a false sense of security. Sekiro's combat is incredibly demanding, asking you to study your opponent, find the perfect moment to engage, and execute a split-second follow-up that, if done right, will end the battle in a matter of moments--or if done wrong will end you just as fast.

This might sound akin to what every other From Software game asks of you, but Sekiro pushes these demands further than Dark Souls and Bloodborne ever did. Over the years, From Software fans have become accustomed to the language of Soulsborne games; we recognise scenarios and are wise to the tricks, we can identify viable strategies more quickly, and since the skills are transferable, we can execute these strategies with a measure of confidence. But Sekiro challenges this expertise. It invites you to try and then shows you how little you're actually capable of. Sekiro is affirmation that From Software hasn't lost its bite; that its games can make you feel vulnerable and strike fear in a way few others can. It's a heart-pounding, palm-sweating, and nerve-wracking gameplay experience that instills tension the likes of which I haven't felt since first playing Demon's Souls.

Please use a html5 video capable browser to watch videos.
This video has an invalid file format.
00:00:00
Sorry, but you can't access this content!
Please enter your date of birth to view this video

By clicking 'enter', you agree to GameSpot's
Terms of Use and Privacy Policy

Now Playing: Sekiro: Shadows Die Twice Quick Video Review

Souls players predominantly hide behind shields and adopt a hit and run approach to combat, and Bloodborne's attack-focused dynamic was a response to this. Similarly, the crux of Sekiro's combat has its origins in Dark Souls. The Poise stat was used to govern how resistant a player was to being staggered or stun-locked by an attack. Sekiro reworks this into a defensive attribute called Posture and uses it to underpin its engagements. Attacks chip away at Posture and will eventually break through the defense, leaving an enemy open to a Deathblow or to having their health attacked directly, which in turn makes their Posture slower to recover. However, this is a very laborious way to wear enemies down, and they will often defiantly counterattack to deal big damage to you. Instead the goal is to deflect an attack the moment before it hits you, which wears down Posture considerably faster.

For low-level enemies it takes just a few encounters to get into the rhythm of it, but as more foes are introduced, it becomes much trickier. Each one has a variety of attacks that have specific tells and counter timings, so spending the time to learn how they all behave and how you should react is vital. Thematically, this style of combat is also coherent with the subject matter of the game in a way that I really appreciate. Battles are measured--a ballet of back and forth movements, the outcome decided by a deadly flourish--swift and precise, as any contest between swordsmen should be.

However, the true test is when you're faced with Sekiro's boss enemies. Calling these encounters "challenging" would be a severe understatement. The attacks these enemies unleash are deadly, to the point where just a single blow can often be enough to kill you. Their moves can be as erratic as they are diverse, and for some of them parrying is simply not an option. Occasionally a red kanji symbol will briefly appear to signal that an unblockable attack is on its way, and in this situation the options are to either jump, dodge to the side, or hope you can sprint away fast enough. In a single second you'll need to identify the attack and execute the appropriate action to save yourself. Bosses have the most Posture and usually require you to land multiple Deathblows on them before they fall, so attempting to simply chip away only draws the battle out. The longer you spend in the battle, the more mentally taxing it becomes. The stress of repeatedly nailing split-second counters begins to mount and just a single slip-up is all it takes to lose everything. As a consequence, these boss battles feel designed to force you to engage with the enemy, to take the fight to them and hope that you've got what it takes. In the moment it can feel unbearably frustrating to keep banging your head up against the challenge, but that frustration pales in comparison to the sheer exhilaration of finally breaking through. After almost every boss battle I completed, I was so overwhelmed by the adrenaline that I had to put the controller down and give myself the time to settle.

Death isn't necessarily the end, however, as Sekiro gives you the option to either submit and die to respawn at a checkpoint, or revive on the spot and continue fighting. This mechanic makes the game just a touch more forgiving by allowing you to recompose yourself and get back in the fight, but it comes at a cost. Each death and each revival has an impact on the world around you. More specifically, it has an impact on the characters you've met on your journey. To explain exactly what that is would be to spoil one of the most interesting parts of Sekiro, so I won't do that, but suffice it to say that death and resurrection has a meaningful consequence beyond just making you lose experience and money.

In battle, your character, Wolf, has his fair share of tricks. He's equipped with a prosthetic arm that is capable of having different sub-weapons grafted to it, and they're essential in giving yourself an edge in combat. There's an axe that, while slow to swing, can break through shields; a spear that allows you attack from further away, and can be used to pull weaker enemies towards you or strip armor; firecrackers which can stun enemies; or a flamethrower that can inflict burn damage.

No Caption Provided

Using these prosthetics comes at a cost, however, as they consume Spirit Tokens. These are scattered around the world and can be purchased using Sen, the in-game currency awarded for killing enemies, but you can only hold a limited quantity of them while in the field. This limitation reinforces the idea that they are to be used as part of a strategy instead of relied on as the primary way to defeat enemies. Using them unnecessarily could mean that they're not available when you need them most. Resources such as scrap, gunpowder, and wax can be found to upgrade your prosthetic arsenal and open up new ways to use them.

Wolf's own shinobi abilities can also be developed by spending experience points gained from killing enemies. Unlike previous From Software titles, there isn't a steady stream of new weaponry; the katana is your mainstay throughout, but new Combat Arts flesh out how the sword can be used, and they have a more active role in skirmishes. Whirlwind Slash, for example, lets you control space, while Ichimonji is a heavy overhead strike that has a long windup but dishes out big posture damage. Again, they're designed as an additional strategic consideration. Only one of these can be equipped at a time, so this forces you to think about what you're taking into battle and be methodical in utilizing it. Shinobi Arts, meanwhile, allow you to access skills such as mid-air deflections, vaulting over enemies to deliver backstabs, and specific counters for deadly special moves that enemies will occasionally execute. These various upgrades aren't diverse enough to support dramatically different playstyles, but they do offer just enough room to find a favourable loadout and then develop its effectiveness.

Wolf also has a suite of Innate Abilities, some of which come into play outside of combat. It's here that Sekiro really distinguishes itself from previous From Software titles by revealing itself to be a stealth action game--one that proudly wears its origins as a spiritual successor to the Tenchu series. Most areas have a heavy enemy presence so the odds are stacked against you. Engaging in open combat will draw attention to your presence, so the smarter strategy is to thin out the opposition by systematically picking them off. In previous From Software games, this would involve an awkward kiting process where you edge closer to a single enemy and use items or ranged attacks to lure it into a safer zone to do battle. However, Sekiro has mechanics to support stealth play more directly. You can use your grappling hook to take to the rooftops and scout out a location, taking a note of enemy placements and watching their patrol patterns. You can skulk around buildings, pressing yourself against surfaces to peek around corners. You can shimmy up walls and hang of ledges to reposition, leap off elevated points to plunge your katana into enemies below, or slither under raised buildings and into grass, creeping towards unsuspecting victims. Innate Abilities such as Suppress Presence will make your footsteps quieter, while the ceramic shard item can be thrown to make noise and manipulate movements to your advantage. Being effective with stealth can allow you to circumvent standard combat encounters entirely, so it's in your best interest to take it slow and steady. Enemy behaviour can be inconsistent, however. Sometimes they'll stare through you as if you're not there, and other times they become hyper aware and capable of perfectly tracking your movements during an alert phase, even when you're behind walls or hiding on roofs. They're not particularly sophisticated, but their lethality means they're not to be taken lightly.

The absence of modern stealth conveniences means you place greater scrutiny on your surroundings, and you'll notice just how thoughtfully they've been constructed

There's a simplicity to Sekiro's stealth mechanics that is refreshing. There's no Detective Mode or on-screen indicators to signify how much noise you're making, and instead you're entirely reliant on your basic senses. The absence of these modern stealth genre conveniences means you place greater scrutiny on your surroundings, and you'll notice just how thoughtfully they've been constructed.

The geography of From Software's game worlds are much lauded, with praise heaped upon the way seemingly disparate locations slowly reveal themselves to be interconnected and part of a cohesive whole. That strength of world design is present in Sekiro, and the fact that it's more immediately visible within these contained locations makes taking the stealth approach even more satisfying. Buildings are placed together to encourage exploration and reconnaissance, with roofs almost touching so that you can leap between them and scope out all angles. They overhang just enough that you can take a running jump and use your grappling hook to swing up and across for better vantage points. Pathways diverge and reconnect, creating that satisfying feeling of venturing into the unknown and then emerging into the familiar. Thick tree branches protruding out from the side of mountains can be grappled to and used to sneak into the heart of an area undetected, or around it entirely. There were more than a few occasions where I spotted a temple in the distance, traced the pathway there back to where I was standing, and followed it to discover a hidden area.

Sekiro takes place in Japan, in a land known as Ashina. As a consequence, it is by and large more grounded in reality than the likes of Lordran or Yarhnam. The location remains both striking and memorable, however. Encircled by an ever-visible snowy mountain range, Ashina is built up of dilapidated temples scattered around, housing mercenary warriors and corrupted monks, among other dangerous foes. Man-made pathways dissolve into perilous valleys, where mountainsides must be scaled to reach remote forests patrolled by club-wielding ogres. Fortified castles tower above abandoned towns seized by an army. Ornate statues fill the homes of royalty, while questionable characters linger in the dungeons below. Without spoiling it, Sekiro also takes the opportunity to delve into the supernatural and pull from Japanese mythology.

No Caption Provided

That juxtaposition of the real and the fantastical is echoed in the story Sekiro tells. It begins simply, with a shinobi that is called into action to save his kidnapped master and uphold his iron oath. But beneath the surface there's more at play--Ashina is a nation on the brink of collapse, its people beset by a mysterious stagnation, and you have the power to decide its fate--familiar themes for From Software. However, the story quickly moves from the realm of warlords driven by ambition to one of mythical bloodlines, demonic monsters, and otherworldly spirits. While the story is undoubtedly told in a more direct fashion than Dark Souls and Bloodborne, there are still numerous nuances to explore, and mysteries to solve, perfect fodder for a rampant community that has built up around From Software's games to mine. Softly muttered lines from Ashina's denizens hint at turmoil from days gone, while item descriptions speak to arcane practices. Talk of far off lands colours in the world around Ashina, while vague mentions of enigmatic figures leaves you questioning what unseen forces are involved in the events that are transpiring.

The unflinching way Sekiro punishes you for missteps and the repetition of trial and error are clearly suited for people of a certain temperament and with a very specific, slightly masochistic taste in games. These are the people that are willing to endure devastating defeats for hours on end and watch as their progress is undone time and time again, just so they can have the intoxicating thrill of overcome a seemingly insurmountable challenge that awaits at the end. In that respect, Sekiro is unmistakably a From Software game--but one unlike any we've had so far. When all is said and done, though, it's the combat that has left the deepest marks on me, for better and for worse.

Atop Ashina Castle I stood before a swordsman. It wasn't my first attempt at the duel; we'd been trading steel for close to six hours, and each time the swordsman ruthlessly cut me down. I became desperate. I started making bad decisions. The losses were really getting to me. But I persevered.

My plan was a familiar one, honed through years of repeated Dark Souls and Bloodborne play: observe, dodge, wait for a slow attack, and use the opening to strike--it never fails. He swung his sword and I was out of range. The recovery on the attack was slow so it was the perfect opportunity to land a blow--I'd done it hundreds of times by that point. Except, this time it was different. As I charged in, he quickly corrected himself and fired an arrow, then chased behind it to close the distance and delivered a crushing blow. I lost my composure and finally snapped.

I picked myself up off the ground and rushed at him. He began an onslaught of attacks and, after six hours of learning his style and developing the muscle memory, I just started parrying on instinct. Each one of his swings and each arrow he fired was met with a perfectly timed raise of my sword. Every unblockable attack he lunged at me with was sidestepped or hopped immaculately. I watched as his Posture deplete, edging closer to the breaking point, and at the same time I could feel my breathing become more rapid, my thumbs beginning to tremble. I wore him down and delivered a Deathblow, backed away, and did it all over again, and a third time. In that final moment when I pierced through him with my katana, I was completely overcome with emotion. After six gruelling hours of failure, the winning battle lasted just six minutes. I'm not too proud to admit that I cried, and I'd do it all over again.

The orchestration of intense one-on-one boss encounters that truly test your mettle, and slower-paced stealth sections that let you take on battles at your own pace, is masterful. More so than in previous games, From Software has honed in on the inherent tension found in the challenging nature of its games, and uses it to incredible effect. Sekiro marries the developer's unique brand of gameplay with stealth action to deliver an experience that is as challenging as it is gratifying.

Back To Top

The Good

  • Demanding but exhilarating combat
  • Intricately designed environments that reward exploration
  • Satisfying stealth mechanics that encourage you to observe and strategise

The Bad

  • Enemies can be inconsistent in the way they behave during caution and alerted phases
  • Y'know, sometimes it's just cruel

About the Author

Tamoor has completed Dark Souls numerous times and has the Platinum for Bloodborne. He thought he was prepared to die, at this point. He was very wrong. A code was provided for the purpose of this review.
268 Comments  RefreshSorted By 
GameSpot has a zero tolerance policy when it comes to toxic conduct in comments. Any abusive, racist, sexist, threatening, bullying, vulgar, and otherwise objectionable behavior will result in moderation and/or account termination. Please keep your discussion civil.

Avatar image for lonesamurai00
lonesamurai00

1599

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 5

Edited By lonesamurai00

The graphics quality look a heck of a lot better than any of their past games, for sure.

2 • 
Avatar image for skektek
skektek

6530

Forum Posts

0

Wiki Points

0

Followers

Reviews: 5

User Lists: 0

Edited By skektek

@lonesamurai00:

I think Bloodborne looks better.

2 • 
Avatar image for midna
Midna

793

Forum Posts

0

Wiki Points

0

Followers

Reviews: 19

User Lists: 0

@skektek: Bloodborne looked great!! Hoping Sekiro will keep my attention till Bloodborne 2!

Upvote • 
Avatar image for lonesamurai00
lonesamurai00

1599

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 5

Edited By lonesamurai00

@skektek: With your eyes closed really tight I'll bet it looks great, then they open and the awful truth is revealed of both hideous graphics and performance. Funny thing is Sony gamers thought that the PS4 boost mode would help, but it was ineffective and of no use to help its frame pacing and judder issues.

Horrible framerate drops, frame pacing issues, judder, and LOOONG load times are typical in console gaming, especially where third-party games are concerned - that's just the way it is.

Upvote • 
Avatar image for deactivated-611611d19b9ca
deactivated-611611d19b9ca

1369

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 5

@lonesamurai00: Looks the same as Bloodborne.

2 • 
Avatar image for lonesamurai00
lonesamurai00

1599

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 5

Edited By lonesamurai00

@justthetip: Absolutely not, Bloodbourne didn't look nearly this good because there was horrible aliasing and shimmering all over the game. It made the game look really bad, and the performance is worse than the graphics.

Bloodbourne is a pig as graphics and performance goes.

Upvote • 
Avatar image for deactivated-611611d19b9ca
deactivated-611611d19b9ca

1369

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 5

@lonesamurai00: It doesn’t look any better than Bloodborne. I loved Bloodborne and I’m loving Sekiro, but nothing From does ever has the best graphics, which is fine. That’s not what makes their games great. This may run better, but it looks just like Bloodborne as far as graphics.

2 • 
Avatar image for lonesamurai00
lonesamurai00

1599

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 5

Edited By lonesamurai00

@justthetip: Look I'm not trying to disrespect Bloodbourne or anything, and I know Sony gamers love their platform and their games, but this is just the appreciation you may feel as a Sony gamer talking, believe me I understand that. Everyone seems to know the game had its share of graphics and performance problems except for..... gamers like yourself shall we say. These kinds of graphics and performance are common in third-party gamess on consoles - it shouldn't come as a surprise that Bloodbourne looked and performed worse. Sekiro is a major improvement.

Upvote • 
Avatar image for lorddaggeroff
lorddaggeroff

2433

Forum Posts

0

Wiki Points

0

Followers

Reviews: 45

User Lists: 0

Edited By lorddaggeroff

Why should I get this over dark souls trilogy, because the dlc for sekiro will not be available in completeness until around (2020 April) so either the developer goes back into the development stage until they have realised the actual price of the game, if it's going to cost 150$ for a complete dlc included (final fantasy 15 nightmare, destiny nightmare) experience (then I say screw buying it because even if I got a copy for free it's just a insult to have to wait a additional year for a complete package rather having to buy two entirely different copies.)

Thank goodness resistant evil 2 dlc came out asap after the launch, so yeah in theory it's a complete game.

(So screw sekiro, screw antham, and screw call of duty franchises, since that style of game productions only reasonable towards the indi community given they need that time and additional funding.)

Hitman and final fantasy are notorious for that type of development.

Upvote • 
Avatar image for giustoe
giustoe

39

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By giustoe

@lorddaggeroff: I suggest you keep playing resistant evil 2. Or try Antham, Maybe you will like it more. :D

Upvote • 
Avatar image for lorddaggeroff
lorddaggeroff

2433

Forum Posts

0

Wiki Points

0

Followers

Reviews: 45

User Lists: 0

@giustoe: I enjoyed resident evil, it's like persona 5, the levels are all 2d rendered, it's definitely resource management friendly.

https://youtu.be/tttGkZkJb6I

Love how they recreated it.

Antham isn't a game it's something else.

Upvote • 
Avatar image for mogan
mogan

18885

Forum Posts

0

Wiki Points

0

Followers

Reviews: 6

User Lists: 0

Edited By mogan  Moderator  Online

@lorddaggeroff: You're correct; Antham isn't a game.

Upvote • 
Avatar image for deactivated-611611d19b9ca
deactivated-611611d19b9ca

1369

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 5

@lorddaggeroff: This is the dumbest thing I’ve read today.

5 • 
Avatar image for lorddaggeroff
lorddaggeroff

2433

Forum Posts

0

Wiki Points

0

Followers

Reviews: 45

User Lists: 0

@justthetip: Don't belittle your self you have enough problems as it is.

Upvote • 
Avatar image for sparkbark
sparkbark

16

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 5

@lorddaggeroff: oh shut up you big tart. you are talking complete and utter bollocks.

6 • 
Avatar image for lowkey254
lowkey254

6031

Forum Posts

0

Wiki Points

0

Followers

Reviews: 15

User Lists: 0

@lorddaggeroff: Sekiro isn’t a service game. I don’t understand your hate towards it nor what your hate is based off of.

4 • 
Avatar image for lorddaggeroff
lorddaggeroff

2433

Forum Posts

0

Wiki Points

0

Followers

Reviews: 45

User Lists: 0

Edited By lorddaggeroff

@lowkey254: Yeah looks at Google, and then looks at the lowest key on the key board M.

Upvote • 
Avatar image for Bread_or_Decide
Bread_or_Decide

29761

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

@lorddaggeroff: You’re mad theres no day one dlc? Lol, wut

5 • 
Avatar image for lorddaggeroff
lorddaggeroff

2433

Forum Posts

0

Wiki Points

0

Followers

Reviews: 45

User Lists: 0

@Bread_or_Decide: Nah not really as I realised Google will be hosting all the dlc.

Upvote • 
Avatar image for dmblum1799
dmblum1799

1643

Forum Posts

0

Wiki Points

0

Followers

Reviews: 13

User Lists: 0

I've beaten all the Souls games and BB many times (my play time on DS on Steam is flat out embarassing). But I really never bothered to learn parrying! I believe I shall pay for my sins...

5 • 
Avatar image for gustavob
GustavoB

308

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 5

Edited By GustavoB

@dmblum1799: same here.

Parrying is annoying, especially when you get old and your reflexes are not the same anymore. Maybe this one is not for me.

2 • 
Avatar image for TheBruuz
TheBruuz

216

Forum Posts

0

Wiki Points

0

Followers

Reviews: 16

User Lists: 0

@gustavob: 45 here and still parrying like a pro! ;P

2 • 
Avatar image for doremonhg9x
doremonhg9x

444

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

@gustavob: Parrying is high risk high reward. It has always been that way. Plus the animation and the sounds you make when you successfully parry something is very satisfying

3 • 
Avatar image for ChrisAnetkaC
ChrisAnetkaC

726

Forum Posts

0

Wiki Points

0

Followers

Reviews: 341

User Lists: 0

@gustavob: Reflexes is one thing, heart is quite another. It can't take as much stress anymore as years accumulate and playing this one, like any other From games, is as stressful as it can get if you approach it with a mindset to destroy it. I would say go for it and get as much as you can out of it, laughing all the way, I know I will, just not anytime soon as paying full price for a game I know I'll never finish is not something I consider advisable, even if I respect the creators. I'll pretend I'm looking at another Super Mario or Yoshi as I play.

Upvote • 
Avatar image for zaselim
zaselim

89

Forum Posts

0

Wiki Points

0

Followers

Reviews: 3

User Lists: 0

How's everyone doing?

I havent watched any of the game play videos or reviews and i wanna know is it like souls/bloodborne type of game or like DMC/GOW/Tenchu typle of game?

Upvote • 
Avatar image for imajinn
imajinn

1060

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 5

@zaselim: Feels like Tenchu with soul elements

2 • 
Avatar image for Gelugon_baat
Gelugon_baat

24247

Forum Posts

0

Wiki Points

0

Followers

Reviews: 656

User Lists: 4

Edited By Gelugon_baat

Is there any theory going around that it is set in the same world as the Souls games?

This looks like it's set in feudal Japan, but there are so many things that are off about it that I don't think that this is an alternate history setting like Nioh is.

Upvote • 
Avatar image for hansond_jaysond_lee
Hansond_Jaysond_Lee

197

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

in other words, "it's a FromSoft game".
and you know what you're gonna get.

btw, can we get Demon's Souls remastered now, FromSoft?
it's been a decade already.

5 • 
Avatar image for Abdulrahman1981
Abdulrahman1981

502

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

@hansond_jaysond_lee: get it on PS3, it doesn’t need to be remastered, its graphics is excellent even after 10 years

Upvote • 
Avatar image for lowkey254
lowkey254

6031

Forum Posts

0

Wiki Points

0

Followers

Reviews: 15

User Lists: 0

@Abdulrahman1981: everyone doesn’t have a PS3, nor should they have to buy one just to play certain games. Off topic: I’m hoping the PS5 has bc from all previous PSs

2 • 
Avatar image for ticktockman1979
ticktockman1979

175

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 5

Edited By ticktockman1979

@lowkey254: “nor should they have to buy one to play certain games.”

Errr, what? Since when was console exclusivity not a thing?

Upvote • 
Avatar image for lowkey254
lowkey254

6031

Forum Posts

0

Wiki Points

0

Followers

Reviews: 15

User Lists: 0

Edited By lowkey254

@ticktockman1979: it should all be on the same ecosystem, the current PS standard is wrong. Are you suggesting that All PS games should be exclusive from one system to the next?

Upvote • 
Avatar image for doremonhg9x
doremonhg9x

444

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

@lowkey254: Yes it's wrong, but there's not a lot they can do about it due to how the PS3 and 2 was made. Maybe the PS5 will enable BC of all previous system. Maybe not. Who knows

Upvote • 
Avatar image for ChrisAnetkaC
ChrisAnetkaC

726

Forum Posts

0

Wiki Points

0

Followers

Reviews: 341

User Lists: 0

@Abdulrahman1981: Suppose he doesn't have a PS3? What then? There is hope it will be remade for PS4 or PS5 though.

2 • 
Avatar image for Bread_or_Decide
Bread_or_Decide

29761

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

@hansond_jaysond_lee: If only because many have never played demon’s souls.

3 • 
Avatar image for Gelugon_baat
Gelugon_baat

24247

Forum Posts

0

Wiki Points

0

Followers

Reviews: 656

User Lists: 4

@hansond_jaysond_lee: That would be Sony's call - but Sony might get into trouble with Bandai Namco if this happens.

Upvote • 
Avatar image for JustPlainLucas
JustPlainLucas

80441

Forum Posts

0

Wiki Points

0

Followers

Reviews: 226

User Lists: 0

I'm holding off on this game. I just feel right now, I don't have the time nor the temperment to deal with this game. If it takes six hours of trial and error to beat one boss... yeah, not going to put up with that. And this is coming from someone who loves Souls games. Like I said, it's just not the right time for me to play this game.

3 • 
Avatar image for aross2004
aross2004

7618

Forum Posts

0

Wiki Points

0

Followers

Reviews: 4

User Lists: 0

@JustPlainLucas: 6 hours to beat one boss? You really shouldn't believe all the ridiculous shit you read online...

Upvote • 
Avatar image for JustPlainLucas
JustPlainLucas

80441

Forum Posts

0

Wiki Points

0

Followers

Reviews: 226

User Lists: 0

Edited By JustPlainLucas

@aross2004: It wouldn't surprise me if it took several hours for me to beat the boss the reviewer was talking about. I'm not that great when it comes to Souls games, although I do love playing them. There have been a few instances where it took me several hours of attempting a boss to finally pass it. Regardless, I'm just not good at Souls-like games like I used to be and I can already see myself wasting a lot of time on this game.

Upvote • 
Avatar image for 02050muh
02050muh

802

Forum Posts

0

Wiki Points

0

Followers

Reviews: 4

User Lists: 0

Edited By 02050muh

i thought this game is on PC also??

Upvote • 
Avatar image for chillingnaire
Chillingnaire

302

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

@02050muh: it is.

Upvote • 
Avatar image for deactivated-611611d19b9ca
deactivated-611611d19b9ca

1369

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 5

Negative: “Enemies can be inconsistent in the way they behave during caution and alerted phases.”

Wait... that’s a negative? You mean they behave realistically and you can’t just memorize a pattern to easily get the jump on them?

2 • 
Avatar image for xantufrog
xantufrog

17875

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 5

xantufrog  Moderator

@justthetip: I don't think that's what he means. I took it as the AI fails to actually engage in the correct patterns sometimes in those circumstances. Not like a dynamic "ooh look how tricksy it is" way

Upvote • 
Avatar image for deactivated-5e83c14458072
deactivated-5e83c14458072

2727

Forum Posts

0

Wiki Points

0

Followers

Reviews: 7

User Lists: 0

@justthetip: Imagine bosses not having patterns. That would not be fun.

Upvote • 
Avatar image for doremonhg9x
doremonhg9x

444

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

@Arkhalipso: Still plenty fun to me. If they have really clear cue for when they're going to do anything and have precise hitbox, then I'm fine with just memorizing the skillset, not the pattern.

2 • 
Avatar image for lowkey254
lowkey254

6031

Forum Posts

0

Wiki Points

0

Followers

Reviews: 15

User Lists: 0

Edited By lowkey254

@Arkhalipso: bosses don’t behave the same as normal enemies. What I mean is they wouldn’t behave differently during cautious or alerted phases because they don’t have those phases.

Upvote • 
Avatar image for destroyall
DestroyAll

22

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 5

Edited By DestroyAll

Y'know, sometimes you’re just a noob.

5 •