There is a lot of weird shit in the game, it's not just samurai dudes.As someone unable to play the game at this time, it's disappointing to hear From tuned down the weird enemies. The Japanese setting is really ripe for that sort of thing with all the unique youkai to reference.
Easiest huh? Lol. That's not particularly comforting given my concerns about the game. Though I'm going to treat it as a YMMV situation as it took me only 2 attempts to take down the general on the horse, but closer to 30 to finally beat Lady Butterfly last night, so she is absolutely the hardest boss I've encountered thus far. As with other Souls games, the difficulty of bosses often varies based on your playstyle and skill set, and I have to say I can already tell bosses with fast-replenishing poise are going to pose a huge challenge to me in this game.Lady Butterfly is literally the easiest boss in the game. Just dodge to left or right then R1 (PS4) repeatedly. You can constantly loop her. The attack move should be the dodge attack animation, not standing attack animation if that makes sense
There is a lot of weird shit in the game, it's not just samurai dudes.
How is it better when you can spam roll with very generous i-frames or block just about everything and call it a day? Recognizing attack types and most suitable answer based on the situation brings a lot of depth.I thought the red icon meant an unblockable attack. Nope. It means that the enemy is going to do one of several QTE events basically: Grab, Sweep, Thrust. You MUST memorize the attack animation, and then your only option is the correct counter:
> If it's a sweep, you must jump
> If it's a grab, you must dodge/run away
> If it's a thrust, well I hope you purchased the thrust counter.
This isn't like Dark Souls where you could approach each scenario any way you liked.
Honestly I'm playing this more like Guitar Hero and doing way better. There's little room for creativity: just play the notes as written.
Deflecting when the attack starts is a surefire way to get hit. Oniwa boss has this 3 attack pattern and there is a good delay on the last strike to throw off your timing.Playing the game more last night, and I feel it completely fails to relay basic information:
The game tells you to deflect "right when an attack is about to hit you". Um... no. You'll be way too late every time. Deflect when the attack STARTS.
The game doesn't tell you that spark colors matter, but it's extremely important. This is basically a rhythm game. An orange spark means you MUST flip from attack to deflect.
If the enemy does a sweep, you MUST jump. It's the only option. You can jump again for some posture damage which is weird but whatever.
I thought the red icon meant an unblockable attack. Nope. It means that the enemy is going to do one of several QTE events basically: Grab, Sweep, Thrust.
Because the movesets are so inconsistent, and there's no way to bait anything out aside from cheese strategies, this definitely feels like the case with any boss you decide to fight the intended way.It feels less rewarding to me, beating boss doesn't make feel like I'm getting better, it makes me feel like I got lucky with the way it played out. It's hard to explain.
don't get me wrong: i'm not begging for a dark souls 4, and I am excited to see what new IP FS comes up with next, hopefully this time with a little more respect for what made their output during the last decade such a joy.
I got the platinum in BB and Demon's and have been playing From games since King's Field. Sekiro is punitive and obtuse in a way that is beyond anything From has put out before and I find it incredibly frustrating and demoralizing.It kinda hurts to read so many people are having issues with the game. it makes me feel like the press button to win games really did take over.
"Too much pain, not enough profit" is pretty apt when describing this game imo.
I didn't enjoy it much. It had some moments and some bosses were fun to get through, but overall the game feels like a chore.
- All prosthetics are almost useless and feel counterintuitive to the flow of the game.
- Just a single weapon who only has a single combo, which means it limits you in your approach
- All items that you can find are pretty useless. There is nothing rewarding to find, which makes exploring unfun and frustrating after a while.
- Reused mini-bosses over and over again after a while, which makes the bosses feel vastly less unique
- 3 or 4 phase bosses are utterly dumb game design - in every game, in particular, if the first is only busywork that adds nothing to the difficulty but drags the boss
- Combat is just not fun. The focus on the parry bar makes the entire combat just not fun. You can beat most enemies by NOT ATTACKING... yay? Why is health even in this game, it's just a prerequisite to stagger them
- Why do you have a stagger bar when it doesn't matter a tall and you get staggered by random hits anyway?
- Mash L1.... brilliant game design... :X
- 0 customization. Not even rings or something.
- All active skills are almost useless. There is one that actually adds something - the somersault, wince you don't have a gap closer whatsoever otherwise.
- ... and so much else.
Enjoy the last area of the game... it's hell. Not difficulty wise, but the way you have to go is very obtuse and some stretches are ultra long with lots of enemies... and obviously nothing of value to find! Well, here are 5 more recycled bosses for you to enjoy, tho.The longer the game goes, the more it drags for me. Just more of the same without adding anything except longer combo strings for you to parry.
Enjoy the last area of the game... it's hell. Not difficulty wise, but the way you have to go is very obtuse and some stretches are ultra long with lots of enemies... and obviously nothing of value to find! Well, here are 5 more recycled bosses for you to enjoy, tho.
I think it's Miyazaki's best game. It just plays so much better than anything they've made before.
The more I play it, the lower my opinion gets. This game is just bad design all around.
- Shallow combat with no options. It's also primarily designed for 1v1 with no crowd control options, but then it pits you up against multiple enemies fairly regularly.
- Worst camera I've ever used in game. It's especially bad in tight areas, always during boss fights, and will get you killed regularly because it just decided to remove your lock on and spin the camera towards the wall behind you while the enemy is rushing in.
- Irritating, cheap enemy placement. This is especially true in places like the gun fort. How about that enemy that just falls out of the sky off camera? The enemy placement in many areas makes stealth not an option unless you want to pick one off, run away, and come back when it's calm again.
- Mini-bosses require perfection for the most part... and for a prolonged period of time... simply too much posture. I find the bosses to be easier and much more tolerable. Genichiro was actually a good boss. Largely though, the boss design in this game is god awful.
- Confusing level design and a lack of direction. Every Souls game I've played has that "you missed a small hole in the wall in this random area, good luck trying to figure out how to progress" moment. This game has more than one of those.
- Exploration yields no real positives as there's nothing to find and is only necessary when trying to find where to go.
I was never a big fan of the Souls titles; they're decent. I think Nioh puts them all to shame. I was hoping this title would be a step in the right direction, but this is easily their worst title, and I'm glad it didn't end up being an abortion of a Tenchu game.
As far as positives go, it looks better and has a good AA solution. The traversal is solid as well, though climbing certainly needs work.
The more I play it, the lower my opinion gets. This game is just bad design all around.
- Shallow combat with no options. It's also primarily designed for 1v1 with no crowd control options, but then it pits you up against multiple enemies fairly regularly.
- Worst camera I've ever used in game. It's especially bad in tight areas, always during boss fights, and will get you killed regularly because it just decided to remove your lock on and spin the camera towards the wall behind you while the enemy is rushing in.
- Irritating, cheap enemy placement. This is especially true in places like the gun fort. How about that enemy that just falls out of the sky off camera? The enemy placement in many areas makes stealth not an option unless you want to pick one off, run away, and come back when it's calm again.
- Mini-bosses require perfection for the most part... and for a prolonged period of time... simply too much posture. I find the bosses to be easier and much more tolerable. Genichiro was actually a good boss. Largely though, the boss design in this game is god awful.
- Confusing level design and a lack of direction. Every Souls game I've played has that "you missed a small hole in the wall in this random area, good luck trying to figure out how to progress" moment. This game has more than one of those.
- Exploration yields no real positives as there's nothing to find and is only necessary when trying to find where to go.
I was never a big fan of the Souls titles; they're decent. I think Nioh puts them all to shame. I was hoping this title would be a step in the right direction, but this is easily their worst title, and I'm glad it didn't end up being an abortion of a Tenchu game.
As far as positives go, it looks better and has a good AA solution. The traversal is solid as well, though climbing certainly needs work.
The more I play it, the lower my opinion gets. This game is just bad design all around.
- Shallow combat with no options. It's also primarily designed for 1v1 with no crowd control options, but then it pits you up against multiple enemies fairly regularly.
.
I got the platinum in BB and Demon's and have been playing From games since King's Field. Sekiro is punitive and obtuse in a way that is beyond anything From has put out before and I find it incredibly frustrating and demoralizing.
Additionally, people have other demands on their time, so a game that wants you to stick with it for double-digits of hours over weeks/months to make minimal progress is not a small ask.
Many of these aren't true at all. No crowd control? No positives to exploration? Worst camera ever in game?The more I play it, the lower my opinion gets. This game is just bad design all around.
- Shallow combat with no options. It's also primarily designed for 1v1 with no crowd control options, but then it pits you up against multiple enemies fairly regularly.
- Worst camera I've ever used in game. It's especially bad in tight areas, always during boss fights, and will get you killed regularly because it just decided to remove your lock on and spin the camera towards the wall behind you while the enemy is rushing in.
- Irritating, cheap enemy placement. This is especially true in places like the gun fort. How about that enemy that just falls out of the sky off camera? The enemy placement in many areas makes stealth not an option unless you want to pick one off, run away, and come back when it's calm again.
- Mini-bosses require perfection for the most part... and for a prolonged period of time... simply too much posture. I find the bosses to be easier and much more tolerable. Genichiro was actually a good boss. Largely though, the boss design in this game is god awful.
- Confusing level design and a lack of direction. Every Souls game I've played has that "you missed a small hole in the wall in this random area, good luck trying to figure out how to progress" moment. This game has more than one of those.
- Exploration yields no real positives as there's nothing to find and is only necessary when trying to find where to go.
I was never a big fan of the Souls titles; they're decent. I think Nioh puts them all to shame. I was hoping this title would be a step in the right direction, but this is easily their worst title, and I'm glad it didn't end up being an abortion of a Tenchu game.
As far as positives go, it looks better and has a good AA solution. The traversal is solid as well, though climbing certainly needs work.
Enjoy the last area of the game... it's hell. Not difficulty wise, but the way you have to go is very obtuse and some stretches are ultra long with lots of enemies... and obviously nothing of value to find! Well, here are 5 more recycled bosses for you to enjoy, tho.
Agreed.I whole heatedly disagree but each to their own. The game is downright amazing, level design, combat, setting. it's just brilliant.
I mean, a big part of the problem is that this game is just like the Souls games in that you can't fight multiple enemies at once and the only real option is to stun or retreat. The game mostly just exacerbates the failing of the mechanics by constantly putting the player in situations with 4 or more enemies. The game is mostly unsure of what it wants to be. Is it a stealth game or a game about parrying? And while it tries to be both, it never really concentrates on either and the result is that they both end up feeling disjointed.The second I read this part, I stopped reading your entire post. The fact that the shinobi firecracker is there for crowd control, makes me wonder. You can easily fight multiple enemies at once, if you learn how to parry and retreat.
The problem remains that you can still cheese pretty much every fight in the game though. The AI's still very straightforward when it comes to ranges and you can easily bait it. It's not a fun way to play, but it's far more effective and consistent than trying to play it the intended way.That being said. From software games are a super personal thing; your experience is yours, and I think Sekiro, despite all of the great things about it, will divide some players along certain lines of expectation: where most of the latest From offerings are RPGs, Sekiro is decidedly an action game. It's DNA is the same, the way it will make you feel is overwhelmingly similar, but it is undeniably different, and where other games offer depth through skill points, or by increasing invincibility frames on a roll, Sekiro has a way that it wants to be played and it's not going to capitulate. It has a laser focus on the combat, to a point where, so far in my playthrough, the typical "From" lol-worthy traps and other things don't exist here. Pathing is relatively safe until you turn a corner, and there's a new skill check waiting in front of you.
The problem remains that you can still cheese pretty much every fight in the game though. The AI's still very straightforward when it comes to ranges and you can easily bait it. It's not a fun way to play, but it's far more effective and consistent than trying to play it the intended way.
Ultimately it's a balance issue. I feel like the game should be balanced around parries but should also be rewarding for timing parries in better windows. Closer to frame perfect parries should deal more posture damage (free hit maybe?) and you get something out of it (a huge spark or visual indicator of this would be helpful as well). As combat is you get very little feedback for your performance other than it was okay or it was bad or you got hit. There's only marginal upside and a lot of downside. As it stands, most of the fights are rote memorization and rely more on speedrunning-like reflexes than any indication of what I'd call skill. I couldn't suss out patterns in the way patterns clearly existed for all bosses in the Souls series.I do think it's unfortunate that Sekiro doesn't take the same level of directness with its combat as it does with other things. Like, I have probably killed a boss or two doing "the wrong thing," and I don't even know what that is, because, well, the game let me do it, and I wasn't penalized for it. I learned how to do a lot of the more complicated things through hint windows during a load. There have been at least three times now where I said "Wait, you can do that?!" while staring at a hint text. And you're right, there are plenty of times where it would seem that doing the "skillful" approach is overly punished, while doing the cheesier strats is safe and effective (if time-consuming and distinctly unfun). It can lead a player to wonder, right, "how *do* you want me to play this?"
Perhaps From can do some work on balance changes that can make the skillful play more rewarding, and the less skillful play, well, less so.
Ultimately it's a balance issue. I feel like the game should be balanced around parries but should also be rewarding for timing parries in better windows. Closer to frame perfect parries should deal more posture damage (free hit maybe?) and you get something out of it (a huge spark or visual indicator of this would be helpful as well). As combat is you get very little feedback for your performance other than it was okay or it was bad or you got hit. There's only marginal upside and a lot of downside. As it stands, most of the fights are rote memorization and rely more on speedrunning-like reflexes than any indication of what I'd call skill. I couldn't suss out patterns in the way patterns clearly existed for all bosses in the Souls series.
I got the platinum in BB and Demon's and have been playing From games since King's Field. Sekiro is punitive and obtuse in a way that is beyond anything From has put out before and I find it incredibly frustrating and demoralizing.
Additionally, people have other demands on their time, so a game that wants you to stick with it for double-digits of hours over weeks/months to make minimal progress is not a small ask.
The more I play it, the lower my opinion gets. This game is just bad design all around.
- Shallow combat with no options. It's also primarily designed for 1v1 with no crowd control options, but then it pits you up against multiple enemies fairly regularly.
- Worst camera I've ever used in game. It's especially bad in tight areas, always during boss fights, and will get you killed regularly because it just decided to remove your lock on and spin the camera towards the wall behind you while the enemy is rushing in.
- Irritating, cheap enemy placement.
- Mini-bosses require perfection for the most part... and for a prolonged period of time...
- Exploration yields no real positives as there's nothing to find and is only necessary when trying to find where to go.
stuck at the spear dude...and he is a miniboss
haven't had enough time to master the combat. So far my brain hasn't been able to handle the combat. The guy you can practice with doesn't even come close to actual enemy encounters. I wish he was better at actually teaching you how to engage people who actually have speed.