The gameplay of Sekiro should be studied by any seeking to create a well-formed game with skill-based mechanics. The absolute beauty of Sekiro's combat system is showcased vastly through countless different types of enemies which your counters will always be useful for.

Allow me to give an example. Special types of attacks from (human) enemies in this game will produce a red kanji symbol that looks like this. Now when one of these appears, you know two things. One, the attack cannot be guard countered. If you attempt to do so (Hold down L1, causing you to block) you will be unable to block this type of attack, and instead will take damage and most likely be staggered. And Two, this attack can be "Mikiri countered" through a skill you can obtain in-game. The Mikiri counter is genius and the system of creating rewarding gameplay is so very wonderfully simple. The game places a type of attack which you must react to with specific intent. Failure to react to this attack will cause the game to punish you. Successful reaction (press the dodge button at the exact proper time) results in a counter which will either allow you to kill the enemy, or deal a high amount of posture damage which greatly raises your chance of winning the battle.

Sekiro has so many features like this and, to me, this solidifies it as the best Souls game, no, the best FromSoft game so far (including the 2022 release Elden Ring). Funny enough, Elden Ring actually doesn't carry this system, much like the games after Bloodborne don't include the rally system (Elden Ring does through a rune obtained late in the game though). The problem with fighting enemies in most Souls games is that there is no proper way to counter them. Your choices are usually to dodge their attacks with a quick roll or raise a shield and take stamina damage instead. The problem to me is that this doesn't give off the satisfying feeling that the combat in Sekiro DOES give me. When I beat a boss like Genichiro or O'Rin of the Water, I feel as if this victory was because of my success in learning a multitude of mechanics the game developers wanted me to learn. Having numerous ways to evade damage (parrying, dodging, countering, jumping, and breaking the opponent's posture) felt like a much fuller, more developed system as compared to even Elden Ring which came out AFTER this game. At the beginning of this game, you'll likely feel that the game is just too challenging. As you progress, you start to adapt your playstyle to fit the way the game intends for you to play and this creates an extremely satisfying environment through game design. Trying to play this game without parrying would be ridiculous. Playing other Souls games without parrying is negligible and likely the preferred playstyle of most players.

A massive improvement in Sekiro is that it feels like every enemy has been designed to be overcome through these mechanics. In Dark Souls 3 and Elden Ring particularly, it often feels like bosses are playing a completely different game than you are because you're so much slower than them. In Sekiro, it feels like, while difficult, you're playing on a similar level to your opponents. I fell that those who played this game and didn't enjoy it were most likely unwilling to adapt to the game.

Lesson: hesitation is defeat.

Reviewed on Jan 13, 2023


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