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Dec 6, 2017
10,985
US


GhostRobo's commentary + gameplay. Shows some stuff that we haven't seen in the other gameplay demos.


Completely different approach to the Ogre mini-boss in this one.

Nice.

This was the jump I was talking about (it's actually from PC Gamer footage and not ENB):

5hvR8UH.gif

The hype levels seeing shit like this just keeps escalating. I absolutely loved the feeling and strategic aspects of being able to bounce off enemy's heads/bodies in Ninja Gaiden.
 

NediarPT88

Member
Oct 29, 2017
15,077
Completely different approach to the Ogre mini-boss in this one.



The hype levels seeing shit like this just keeps escalating. I absolutely loved the feeling and strategic aspects of being able to bounce off enemy's heads/bodies in Ninja Gaiden.

I wonder if that was a bug, looking at the other harder enemies example you aren't supposed to 1shot them when they have 2 life bars.
 

Persagen

Member
Oct 27, 2017
1,585
Dammit, this looks so damn good, but I have tried and failed at every Soulsbourne game to date. I can't think of games I desperately wish would "click" for me more than From's output over the last decade.
 

Servbot24

The Fallen
Oct 25, 2017
43,052
Gameplay looks fantastic. I would just like to get a better idea of the scope and atmosphere of the game.
 
Dec 6, 2017
10,985
US
Gameplay looks fantastic. I would just like to get a better idea of the scope and atmosphere of the game.

All I've personally read so far is that the world is closer to Dark Souls 1 specifically than any of their other titles, so very interconnected and open I guess? Based on the twilight lighting here, winter and the inclusion already in this seemingly early (if not first) stage of something like an Ogre leads me to believe this will definitely get pretty dark knowing From.

If you don't feel like sifting through them, here's a video without commentary where you can clearly hear the soundtrack.

 

Emka

Member
Oct 27, 2017
1,269
So, now we don't only have music during Boss Fight, but also against regular enemies (if they see you).
 

Archimedes10

Member
Oct 27, 2017
33
OMG, boys get hyped! Every single from game has been amazing, been with the series since demons souls. March can't come soon enough!
 

Billy Palmer

Member
Nov 4, 2017
125
London
Bit disappointed to see kiting and invisibility during finishers is still a thing - particularly jars with the new pace and mobility. Otherwise this looks really solid mechanically.

So, now we don't only have music during Boss Fight, but also against regular enemies (if they see you).

There was ambient music when undetected. Looks like they'll be much more music in this one!
 

xyla

Member
Oct 27, 2017
8,384
Germany
Deleted, same post really minus a cool GIF format. Combat looks really great in that video.



Edit: Do we agree that it looks like you can actually jump, then jump off the enemy's head again? Or is that possibly part of a canned move?

Not sure, was wondering the same. There was a moment in ENB video (I think) where it appeared that he either did a double jump or used the ogre head to do a extra jump.

You can double jump up walls (jump on a wall and then jump again) - so it might just be possible with enemies too.
 

psychedelic

Member
Oct 30, 2017
2,317
So what seems to be the strategic reasoning behind allowing you to respawn once when you die? And where do you respawn once you lose both your lives?

I'd also like to know how you progress in the world. Is it level based like Nioh or massive connected areas like Bloodborne? Game looks amazing but I feel like I'm going to suck at it.
 
Dec 6, 2017
10,985
US
So what seems to be the strategic reasoning behind allowing you to respawn once when you die? And where do you respawn once you lose both your lives?

I'd also like to know how you progress in the world. Is it level based like Nioh or massive connected areas like Bloodborne? Game looks amazing but I feel like I'm going to suck at it.

They've done several interviews so far where they've name-dropped specifically the world of Dark Souls 1, not Souls in general, to compare to Sekiro. They compared its 'openness' and interconnected aspects.
 
Oct 25, 2017
14,741
So what seems to be the strategic reasoning behind allowing you to respawn once when you die? And where do you respawn once you lose both your lives?

I'd also like to know how you progress in the world. Is it level based like Nioh or massive connected areas like Bloodborne? Game looks amazing but I feel like I'm going to suck at it.
It's an interconnected world, like Bloodborne, but more specifically like Dark Souls 1, with a bit more non-linearity and giving you choice on how you want to progress. Bloodborne was connected, but the main path was pretty linear with some branching optional areas. The idea is that, by being able to create your own route throughout the world, you'll be able to have access to different ninja tools, which will impact the way you play and explore the world.

About reviving, do you mean from the developer's perspective or from ours? For the player, the most common strategy will be to let enemies turn their back on your corpse, revive and backstab the same enemy that just killed you.

For the devs, Miyazaki stated that the reasoning behind creating the mechanic in the first place came from the combat and the figure of the Ninja. They wanted their protagonist to always be on the verge of death, the fights were a constant clashing of swords, with both trying to get that one decisive blow. They did that a little too well, however, and that resulted in people dying a lot. Since you have stealth mechanics and whatnot, that ended up hurting the game's pace, since you were always sneaking around redoing encounters over and over again, so they just decided to create the revive mechanic.

If you die without any lives left, you'll go back to the previous statue.
 

ASilentProtagonist

Unshakable Resolve
Member
Oct 25, 2017
5,849
It's a interconnected world, and you can do it in whatever order you please. Secret/hidden areas are here too of course (shinobi doors), and Miyazaki said there is a side of this world that only Sekiro can traverse that others are not aware of...
 

convo

Member
Oct 25, 2017
7,365
The return of "this door can't be opened from this side" is gonna continue the fun of trying to find your way around the world. Don't think we've seen footage of any of the hidden doors that lead somewhere else yet just this place in particular.
 
Oct 25, 2017
3,064
Im not 100% sold on the revive. I feel like there should be more risk/reward there. Even if the penalty is small, I absolutely think there should be one for using revive and failing. Maybe it should cost some of those spirit tokens. There just doesn't seem to ever be a reason why you wouldnt try again if you have the chance. That's the only aspect I don't like about this, it looks far to easy to gain a second chance, and no reason why you wouldnt use it. So hopefully they do balance that further.
 

psychedelic

Member
Oct 30, 2017
2,317
About reviving, do you mean from the developer's perspective or from ours? For the player, the most common strategy will be to let enemies turn their back on your corpse, revive and backstab the same enemy that just killed you.

For the devs, Miyazaki stated that the reasoning behind creating the mechanic in the first place came from the combat and the figure of the Ninja. They wanted their protagonist to always be on the verge of death, the fights were a constant clashing of swords, with both trying to get that one decisive blow. They did that a little too well, however, and that resulted in people dying a lot. Since you have stealth mechanics and whatnot, that ended up hurting the game's pace, since you were always sneaking around redoing encounters over and over again, so they just decided to create the revive mechanic.

If you die without any lives left, you'll go back to the previous statue.

It makes a lot more sense to me now, thanks for the detailed answer.

I like how you're able to jump in the game, it should add another layer of strategy in combat which sets it apart from Souls games. Traversal reminds me of Tenchu and I imagine discovering secret areas is going to be a lot of fun.
 

Epilogue

Alt account
Banned
Aug 20, 2018
266
I'm really looking forward to this game. Never picked up Souls or Bloodborne due to the color scheme. Was just too dark for my taste.
 

Alric

Member
Oct 27, 2017
1,944
The gameplay looks so amazing. I'm not gonna lie though, I still hope they add decals for blood effects. Seeing all that blood spray around but none of it sticking to the ground or the character is kinda sad.
 

Deleted member 13628

User requested account closure
Banned
Oct 27, 2017
1,098
Meh. I was neutral on this but after seeing the gameplay I will pass. It just looks like BB/DS3 but without most of the things that make those games so engaging, plus worse art style and overall more "video gamey" with all those tutorial messages and giant green markers.
 
Dec 6, 2017
10,985
US
The gameplay looks so amazing. I'm not gonna lie though, I still hope they add decals for blood effects. Seeing all that blood spray around but none of it sticking to the ground or the character is kinda sad.

This and it would've been awesome if they would've included dismemberment like decapitations, limbs etc. especially since Tenchu had this going already back to its very first game. With all those finishers going on, it only makes sense to me.

On the other hand, those Samurai flick blood fountains look really good at least.
 
Oct 25, 2017
11,427
Meh. I was neutral on this but after seeing the gameplay I will pass. It just looks like BB/DS3 but without most of the things that make those games so engaging, plus worse art style and overall more "video gamey" with all those tutorial messages and giant green markers.

Traversal and combat feel so different from Soulsborne and better too in my opinion, though this admittedly is based on only 15 minutes of play.

Best 15 minutes at Gamescom though. Hands down.
 
Oct 25, 2017
14,741
Im not 100% sold on the revive. I feel like there should be more risk/reward there. Even if the penalty is small, I absolutely think there should be one for using revive and failing. Maybe it should cost some of those spirit tokens. There just doesn't seem to ever be a reason why you wouldnt try again if you have the chance. That's the only aspect I don't like about this, it looks far to easy to gain a second chance, and no reason why you wouldnt use it. So hopefully they do balance that further.
I need to pay more attention to this, but I think only the second circle gets restored when you revive at a "bonfire", right? So yeah, no reason not to use the first one, but you may want to preserve the second if you're retrying a boss fight, for example, and you're not even close to killing the boss. Why waste 2 revives on your first try instead of just using it once until you get the hang of it and use the second when you feel like you can win?

You could just go back and kill a few enemies to restore your first revive circle instead of rushing to the boss, though.

Meh. I was neutral on this but after seeing the gameplay I will pass. It just looks like BB/DS3 but without most of the things that make those games so engaging, plus worse art style and overall more "video gamey" with all those tutorial messages and giant green markers.

I feel like some of this stuff is for demo purposes only, but yeah, I hope I can turn off a lot of that. And individually, too, because I do want to see the grappling points when I'm in the middle of combat, but I don't need the stealth indicators.
 
Oct 26, 2017
1,138
Still very very excited for this and I'm sad that people seem to have a really negative view of how different is it from Soulsborne. We just got 5 Soulsborne games in a row, can't we just try something a little different?

But you still have people complaining it's too much like Souls/BB. It seems that unless From completely deviated from 3rd person melee combat the comparisons will be inevitable.
 
Dec 6, 2017
10,985
US
Regarding the grappling indicators, I just re-watched a video keeping in mind to check each time he grapples and thankfully it seems like there are actually clear indicators at least in this stage.

There are clear little 'gargoyles' (no idea what they really are) on roof tops that serve as points of attachments and the only real other element I see are trees.

In short, it seems that with a little practice it'll be viable to just turn those ugly-as-fuck green markers off. At least I hope I'm right, I'd really prefer not to have to see those constantly.
 
Oct 25, 2017
14,741
But you still have people complaining it's too much like Souls/BB. It seems that unless From completely deviated from 3rd person melee combat the comparisons will be inevitable.
Funny thing is that they did, with Déraciné, but most people don't care about that game at all.

I get not caring as much, since it's a PSVR exclusive, and I myself don't own or plan to buy one, but I'm at least following news and interviews on it.

Seriously, check the subreddit: https://www.reddit.com/r/Deracine/

48 subscribers.

It's tragic.

Regarding the grappling indicators, I just re-watched a video keeping in mind to check each time he grapples and thankfully it seems like there are actually clear indicators at least in this stage.

There are clear little 'gargoyles' (no idea what they really are) on roof tops that serve as points of attachments and the only real other element I see are trees.

In short, it seems that with a little practice it'll be viable to just turn those ugly-as-fuck green markers off. At least I hope I'm right, I'd really prefer not to have to see those constantly.
Did you notice anything for the contextual ones on enemies? Considering they only appear after certain attacks, I doubt there will be any indication on the actual model. Unless they all follow this pattern of "after the enemy misses a ground slam attack".
 
Dec 6, 2017
10,985
US
Funny thing is that they did, with Déraciné, but most people don't care about that game at all.

I get not caring as much, since it's a PSVR exclusive, and I myself don't own or plan to buy one, but I'm at least following news and interviews on it.

Seriously, check the subreddit: https://www.reddit.com/r/Deracine/

48 subscribers.

It's tragic.

Had you asked a question, you would've answered it yourself right there in the bolded haha...

I'd love to give From my money and/or at least attention for doing something new and possibly exciting but I mean goddamn, that hardware is as far off my radar as a Virtual Boy back in the day so I just tuned out 100%.
 
Oct 25, 2017
14,741
I mean, the game still exists, even if I won't play it.

Giving From shit for making similar games when their two currently announced games are a VR adventure where you play as a fairy interacting with children and an action adventure title with light stealth, a fixed protagonist, new combat system and taking place in Sengoku Japan is just weird.
 
Dec 6, 2017
10,985
US
Did you notice anything for the contextual ones on enemies? Considering they only appear after certain attacks, I doubt there will be any indication on the actual model. Unless they all follow this pattern of "after the enemy misses a ground slam attack".

I...did not really think of that part, no, so I doubt it. Then again I do believe it could be learned like parrying in Bloodborne for example? I assume this will follow a rather strict rule as in when enemy is stunned etc.?

I'm hoping it's as simple as I tried to paint it because I hate those fucking indicators is all.
 

Dphex

Member
Oct 27, 2017
12,811
Cologne, Germany
I mean, the game still exists, even if I won't play it.

Giving From shit for making similar games when their two currently announced games are a VR adventure where you play as a fairy interacting with children and an action adventure title with light stealth, a fixed protagonist, new combat system and taking place in Sengoku Japan is just weird.

agreed

also baffling that some people make counterthreads to this game like "who is more exited for x or y than Sekiro" or are still insisting that it is just the same again.
Nioh 2 and this can perfectly co exist and there is no need in saying "meh" for one or another. (Besides that no one even knows how similar Nioh 2 will be to the first one because there was nothing shown at all so far)

if the people don´t like Sekiro, fine, don´t play it and dream further of an eventually never happening BB2 or DS4.

but shouting from every rooftop that you can´t see the differences between Souls and Sekiro comes over as ignorant and dismissive at this point and seems like completely missing the provided information so far.
 

Monster Zero

Member
Nov 5, 2017
5,612
Southern California
Enemies don't drop anything like souls or blood echoes at all, and the parry system is nothing like Bloodborne or Souls; it's more like Street Fighter 3 or Metal Gear Rising.

The only big things that carry Souls DNA are the interconnected world and some HUD elements, but that's pretty much it. Even the "visceral attack" system is more like the new God of War than Souls/Bloodborne critical/visceral attacks, and tons of games have intetconnected world design too.

The whole tempo and style of the combat is way different from Souls if only because of there being no stamina mechanic at all. That hugely alters the player's priorities and what they're capable of.

True story.
 
Oct 26, 2017
8,992
This and it would've been awesome if they would've included dismemberment like decapitations, limbs etc. especially since Tenchu had this going already back to its very first game. With all those finishers going on, it only makes sense to me.

On the other hand, those Samurai flick blood fountains look really good at least.

Thissssssss. It really really needs decapitations. Let us chop heads off and arms, I mean look at the movies it's based on.... I would say it's a must. And yes, some of the blood actually staying on the ground.
 

Dphex

Member
Oct 27, 2017
12,811
Cologne, Germany
Thissssssss. It really really needs decapitations. Let us chop heads off and arms, I mean look at the movies it's based on.... I would say it's a must. And yes, some of the blood actually staying on the ground.

maybe later on there are demon style enemies where the limbs fly off and they grow some tentacles or centipedes instead. Something like that was in the leaks about this game before the reveal, so it might be happening. would certainly be cool stuff.

agreed on the blood to the ground, there should be really more on the ground when the blood sprays in those big fountains .-)