Shadows die twice for you?



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A few weeks ago, everyone started talking about difficulty and accessibility. Sekiro: the shadows are dying twice is and we all had a good laugh as Internet burned around us. But we have not heard of how lovers of the Destructoid community have thought of Sekiro and his difficulty.

Sekiro removes many items you might be used to in From Software, but offers things in return. Even though the health of some bosses may be much higher to compensate for the mechanism of Death Blow Shinobi, you also have unlimited endurance and you can even jump or fight. There are many other small changes that can make forget the practice of dedicated readers of FromSoftware.

One of the most essential elements of Sekiro's fight is the deflection of the shots. Rather than trying to use iframes to get around the attacks, Sekiro expect you to stay on your positions and deflect or block attacks to break your opponent's posture. Deflections and markers are generally the high-risk / high reward option in games, so this confidence worried me when I started Sekirobut then I discovered that the window for a successful deviation was actually quite generous. It's far from the rigor of parrying in a game like Street Fighter III: Third strike, or even the counter shot of Transported by blood. And unlike these previous examples, an unsuccessful deviation turns into a block.

Personally, I think the problem was just an idea of ​​the subject of the week. When you entered SekiroMany options are available and even likely to be misused for your convenience, such as sending firecrackers, Ichimonji spammers or even just having meta-knowledge, such as using Ms. Butterfly's negligent attack.

So what does the Destructoid community think about the game and its difficulty? We asked you and here's what some of the members had to say:

Deediddle echoes the feeling of how multiplayer is integrated or lack thereof:

This is made more difficult by being exclusively solo. The lack of a bailout option increases the chances that you will be stuck with Dark souls.

Of course, Pat Bateman17 answered with a mechanic, I had problems with Transported by blood:

Counterpoint: No probability of being invaded and afflicted.

ScionVyse think the defensive options are up to it:

I think it's a lot easier because your defensive options are much stronger than anything you can do in any other game. You can easily keep your enemies away and in individual fights the the only way to really lose is to parry or press the wrong button for attacks that you can not parry.

This only becomes really difficult in multi-enemy fights that can not be attracted because the system is not designed to be truly usable without locking. A bit like the old man Assassin & # 39; s Creed games in this sense.

Kerrik52 compare to Transported by blood:

More difficult to learn, but not as assholish as Bloodborne can be.

Sailor Zebes and lokhe the two also think that it's pretty much the same thing:

I always work through that. But I think it's pretty much on par with the others in terms of difficulty.

NOTow we are a few weeks away from the liberation and the firestorm, I still enjoy Sekiro. Although the equipment is not as varied (with the exception of prosthetic tools), the fight is laser focused. I also totally love the sound of steel that comes from a good fight. What did you think of the latest FromSoft adventure?

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