• Sekiro: Dunkey Dies 489 Times
    28 replies, posted
https://youtu.be/sp7Ofgpfxoc
Sometimes I think this genre of hardcore gaming is only made for youtubers like Dunkey to make funny videos about.
Spoiler warning in the last minute
I'm still in the first hours of the game, and I've just passed the giant snake holy shit, and I have no idea what I'm doing wrong, either I'm ill prepared for most fights or I'm genuinely bad, I never had this much trouble with Dark Souls/BloodBorne.
Having read up a bit on the game, you're probably not genuinely bad. The whole game plays nothing like Dark Souls or Bloodborne and seems specifically designed to challenge the expectations of Soulsborne veterans. None of the cheesing or other strategies that worked in previous From Software games will work in Sekiro. Everyone is essentially starting from ground zero with this game, not just you - and that is by design.
I've played 2 hours and if you play Sekiro like you play Dark Souls or Bloodborne you're gonna fail. It feels like primarily this game is made for the folks who are real good with parrying because the game is built around it. Like the Royalguard Devil May Cry stylebeast crowd.
Well I'm fucked.
Maybe it's just me, but it doesn't really feel anything like parrying in Souls games. To me, it feels a lot more like holding up a shield at the right time for a perfect deflect. I don't think there are any special parry frames that you need to learn for this game.
Whereas Dark Souls/Bloodborne are based on full-frontal combat where underhanded tactics can help you ou; Sekiro is a game about being a Shinobi, so trying to play as dirty as possible is necessary. Hit and run tactics are also part of the play. Another ninja run into says as much "The only rule is to win, no matter how".
Feels a lot like royalguard and mgr revengeance
The genre that creates arbitrary difficulty by providing you with sluggish movement, trash controls, and Sonic tier level of hazards that you can't anticipate? Granted at least this game looks like it fixed the horrible controls of the Souls games.
If you honestly thought DS/DS1/DS2/DS3/BB were hard, sekiro is 50x harder than anything i've faced in any of those games. All soulborne games are incredibly easy once you figure out maps and enemy/trap placement. This game is ball to the walls hard with just how much shit it throws at you, and you're extremely weak for at least half the game.
You do have a huge advantage in Sekiro in stealth though. A lot of situations that would be insane to engage head on can be dealt with using stealth or by luring enemies away, or by selectively taking out the hardest enemy first, etc. It's hard but so far I haven't encountered anything that felt noticably worse than what the rest of the Soulsborne games throws at you.
None of that is true what so ever.
I don't really get this, hazards are easy to anticipate in the souls games if you slow down and pay attention to the environment. Almost every trap has an environmental queue somewhere, even the dragon spewing fire at the bridge in DS1 is hinted at by the fact that the bridge is all charred up.
The game is as much Tenchu as it is anything "soulsbourne".
I agree with this for the most part, but there is no way you would know that dragon would kill you on the bridge on your first playthrough unless you're a psychic or watched someone else play beforehand.
Now that we could rather chalk up to not enough games using environmental queues to telegraph environmental hazards and not punishing failure to react to said queues conditioning many players to run head-first into danger. https://imgur.com/GVORDZb
Well if you're quick enough, you have a few second as he takes off and deduce he's not coming for hugs. But yea, first playthrough of a souls game is absolute die and retry. The dragon really isn't that bad, other areas like blight town can really wear on a new players patience Fuck that elevator
I'll say, I definitely notice on myself that I quite often disregard logical solutions that would work in the real world and environmental cues because I've gotten so used to devs just not fucking bothering. At this point, if things in a game work the way they are supposed to realistically, I'm pretty much blindsided by it.
This fucking (near-end game spoilers) demonis fucking my shit up. The 2nd phase is horseshit. He slams his hand down and you're supposed to be able to grapple to get away but it's literally impossible because the attack comes out before the grapple icon does. And no I'm not talking about when he jumps straight into the air, I'm talking about when he runs away from you and is at a large distance.
what the fuck is that for real?!
This is only true for the first game, 2 and 3 remain annoyingly difficult once you figure things out by just having enemies that are way too damn fast and rely on the player having the reflexes to fight them appropriately.
Non-lasting consequences in video games pretty much trained every player to act first and ask questions later, as dying and retrying has became the norm for learning.
This game is fucking bananas and that snake (aka, GIANT enemy whos also REALLY FAST) is just fucking me up
This reminds me how most of my deaths in Ghost Recon Wildlands perma-death mode have come from having a flat team structure and my friends forget that in a perma-death mode you can't do the regular "bash your head against the wall repeatedly to find the loose brick"-approach. Luckily I've managed to avoid such failures when convincing my friends to let me hold a team-leader role. It's intreaguing how much the lenght of the penalty setback affects play.
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