I think Sekiro's very existence, paired with From's reasoning to make it a new IP, means that Tenchu is dead forever. It's a...
SHINOBI EXECUTION
I think Sekiro's very existence, paired with From's reasoning to make it a new IP, means that Tenchu is dead forever. It's a...
SHINOBI EXECUTION
Faster and way more focused on blocking and parrying. You can also jump to avoid attacks.Yes or no, is the combat very souls/borne like? Im not a huge fan of Souls/Borne, but I have the platinum in Bloodborne.
Pre ordered Sekiro back in june last year! Pretty excited, looks fast and tight
Awesome, thanks! Sounds like I'll enjoy it, kind of precisely what I want :)Faster and way more focused on blocking and parrying. You can also jump to avoid attacks.
Absolutely not.I will try to play this game without parrying like I avoided that mechanic in Dark Souls. I'm curious if it's viable.
not gonna work out for you :pI will try to play this game without parrying like I avoided that mechanic in Dark Souls. I'm curious if it's viable.
I saw someone do that to the corrupted monk boss, it worked fine. Don't know about other enemies.I will try to play this game without parrying like I avoided that mechanic in Dark Souls. I'm curious if it's viable.
This is usually how combat flowsAwesome, thanks! Sounds like I'll enjoy it, kind of precisely what I want :)
Enemies have posture and health. When you clash swords you lose posture depending on if it is a normal block or parry or perfect parry. So let's say an enemy hits you and you block, you lose a fair amount of posture, if you parry they lose posture and you take a small amount of posture damage, if you perfect parry they take a big amount. So the goal is to lower their posture and then do a death blow. You can also lower their health but for bosses it's really not that viable. The lower their health is the slower they regain posture.
I really hope the parrying mechanic is more akin to Metal gear solid rising revengeance than Dark souls. I could not parry worth a shit in souls games, but could parry like a god in MGSR:R, which made for spectacular fights (game was designed for that..).
I saw someone do that to the corrupted monk boss, it worked fine. Don't know about other enemies.
You just press L1 to parry, hold it to block.I really hope the parrying mechanic is more akin to Metal gear solid rising revengeance than Dark souls. I could not parry worth a shit in souls games, but could parry like a god in MGSR:R, which made for spectacular fights (game was designed for that..).
Can you link that? I've never seen someone beat that boss without parrying. I did see one guy do a deathblow, seemingly catching him in that shadow form at one point and majorly short cutting the fight, but I can't remember where.I saw someone do that to the corrupted monk boss, it worked fine. Don't know about other enemies.
I don't really know how it works in MGR but in Sekiro it's a perfect block, rather than... whatever you'd call Souls parries.
It's more immediate and seemingly more forgiving, since it's the emphasis of the combat system this time.
Right? Can I start on baby mode pls?
Can you link that? I've never seen someone beat that boss without parrying. I did see one guy do a deathblow, seemingly catching him in that shadow form at one point and majorly short cutting the fight, but I can't remember where.
LovelyNot really some concept art and a lot of talking. They had one of the Bloodborne producers there but it was all in Japanese.
This one was pretty nice.
It's made a lot easier here than souls games or probably even mgr.That's okay! I'm not sure about parrying, but blocking I will use for sure. And I will at least try to parry, but I don't have much faith in my skilsl in that regard. We'll see!
It's made a lot easier here than souls games or probably even mgr.
The thing I don't get about Sekiro is,
How am I supposed to cheese boss fights if I can't summon any help?
Yeah you're gonna have to adjust for the dodging, souls veterans and big streamers are having issues trying to play it like souls haha.That's really good to hear, I love the Souls games, but I played them with sword and shield, without parry, I have to adjust a few thing for Sekiro for sure, but I think it will be a really fun experience.
There are NPCs that you can bring into certain fights but if they die that's it for them.
I think it's clear from a lot of these GIFs that the single player focus has really allowed From to elevate their already-fantastic presentation
Like in the scenes from these boss fights, there's a cinematic showdown vibe in the camerawork and animation flourishes that I don't remember the bosses and enemies in Souls or Bloodborne really having. They were wonderfully-animated too, but stuff like the close camera and angle while locked onto the Hag or the up-close-and-personal nature of that fight stands out. Since bosses don't have to be designed with multiplayer in mind, without having to worry about multiple perspectives or multiple combatants or any other aspects tied to co-op, they can make bosses whose attacks are solely focused towards a single player and is seen from a single perspective
I believe Miyazaki said in an interview that he wanted writers other than himself to work on this project in order to deviate this game from the others because he had a certain writing style and didn't want Sekiro to feel monotnous. He's still working on the overall story as far as I know but the actual writing and diaogue is done by others.So Lobos mentioned that this NPC from the Terra Mantis preview is the only one Miyazaki personally worked on.
I believe Miyazaki said in an interview that he wanted writers other than himself to work on this project in order to deviate this game from the others because he had a certain writing style and didn't want Sekiro to feel monotnous. He's still working on the overall story as far as I know but the actual writing and diaogue is done by others.
It really did feel that way too when I saw the item descriptions from ENBs stream. Could be confirmation bias but the writing felt more straight to the point and detached from some of the mysticsm found in bloodborne for example.
Nah, I noticed that too. Souls descriptions feel more weird in a certain way.I believe Miyazaki said in an interview that he wanted writers other than himself to work on this project in order to deviate this game from the others because he had a certain writing style and didn't want Sekiro to feel monotnous. He's still working on the overall story as far as I know but the actual writing and diaogue is done by others.
It really did feel that way too when I saw the item descriptions from ENBs stream. Could be confirmation bias but the writing felt more straight to the point and detached from some of the mysticsm found in bloodborne for example.
That's a Berserk reference hiding in a barrel, if anything :POh yeah I'm fully caught up with that. It's nice to see him directly represented in the game in this way and I'm sure the man is plotting something with this one even if it's just a small NPC, or is it?
Yeah, that has actually kind of been disappointment from what I've seen. I liked the poetic prose that seemed like it was from texts that existed in the world. The item descriptions in Sekiro seem very straight-forward, like reading a textbook entry for an itemI believe Miyazaki said in an interview that he wanted writers other than himself to work on this project in order to deviate this game from the others because he had a certain writing style and didn't want Sekiro to feel monotnous. He's still working on the overall story as far as I know but the actual writing and diaogue is done by others.
It really did feel that way too when I saw the item descriptions from ENBs stream. Could be confirmation bias but the writing felt more straight to the point and detached from some of the mysticsm found in bloodborne for example.
I guess purple/cryptic prose would be the better term. It felt like you reading writing from the worlds themselves
They're deffo cryptic but most of them have nothing "poetic" about them. That's what caught me off guard.I guess purple/cryptic prose would be the better term. It felt like you reading writing from the worlds themselves
I believe Miyazaki said in an interview that he wanted writers other than himself to work on this project in order to deviate this game from the others because he had a certain writing style and didn't want Sekiro to feel monotnous. He's still working on the overall story as far as I know but the actual writing and diaogue is done by others.
It really did feel that way too when I saw the item descriptions from ENBs stream. Could be confirmation bias but the writing felt more straight to the point and detached from some of the mysticsm found in bloodborne for example.
Yeah, that has actually kind of been disappointment from what I've seen. I liked the poetic prose that seemed like it was from texts that existed in the world. The item descriptions in Sekiro seem very straight-forward, like reading a textbook entry for an item
Sekiro started as a new Tenchu and then evolved into what it is now. It's one of the reasons I'm so excited.So I decided to look up Tenchu out of curiosity and wow people weren't kidding about its influence on this. Sekiro looks about as much like Tenchu as it does Soulsborne.
Tenchu was one of my most played games on PS1. I remember doing round off flips off of roof tops over and over to style behind enemies before I'd go in for the kill. No Ninja stealth game since then has topped it for me. Also, these guys were something else.So I decided to look up Tenchu out of curiosity and wow people weren't kidding about its influence on this. Sekiro looks about as much like Tenchu as it does Soulsborne.
It's viable but inefficient. I saw a preview of the scythe boss and a guy tried playing like it was Souls. He barely did posture damage and it took him about 8 minutes.I will try to play this game without parrying like I avoided that mechanic in Dark Souls. I'm curious if it's viable.
I agree this was very noticeable and the one thing thats disappointed me so far. Im sure the story will be good since Miyakazi had a hand in the overall plot, but the item descriptions so far definitely lack that esoteric flair evident in miyazaki's writing. Everything is very straightforward.
This is probably the healthier way to look at it I agree.I look at it like this.
Miyazaki has to sign off on everything; if he didnt like it, it wouldnt be in the game.
I believe health affects how quickly enemies regenerate posture. So the more health damage you do, the less consistently you have to stay on the offensive.One thing I haven't understood so far is what the health bars are even for in boss fights really? He drains the first health bar completely there but...it doesn't do anything, does it? He still has to do the posture critical attack ultimately to get anywhere?
I believe health affects how quickly enemies regenerate posture. So the more health damage you do, the less consistently you have to stay on the offensive.
Yep like Elodes said, it slows down posture regen.One thing I haven't understood so far is what the health bars are even for in boss fights really? He drains the first health bar completely there but...it doesn't do anything, does it? He still has to do the posture critical attack ultimately to get anywhere?