Index – Tech – The case of a half-wolf wolf with continuous death



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What does it take for someone to play a game for the sole purpose of stepping up the game?

I asked myself years ago when I was already in the third race of the first Dark Souls in Undead Burg.

Since then Dark Souls has been one of my favorite games and I have been able to discuss with someone for a long time the fact that their difficulty is mystified but it is no coincidence that every day a journalist writes a little hard to play " xy genre Dark Souls.

De Software closed Dark Souls for three years, but as it turned out, the concept was not thrown out of the window, just twisted and moved to Japan. This is how the Sekiro: Shadows Die Twice was born, which is difficult than the previous studio games, but is as happy with every little success as before.

The owl and the wolf

So far, the Japanese studios have been based on games from From Software, which has been similar to the Western world – just think of the castles of Anor Londo or the Gothic buildings of Yharnam – but Sekiro guides the player to sixteenth-century Japan, including the Ashin. At that time, more than a hundred years ago, there was total chaos.

Japan finally managed to unite Oda Nobunaga, but in the game, at the end of the Sengoku era, a warrior Asshin Ashina put his hand on Ashina. During the bloody coup, a lost Sinobi, named Owl, receives an orphaned child named Wolf as his son on the battlefield, and later we learn the story through him.

The whole thing is believable so far, because the developer has been quite generous in Japanese mythology, but this is one of the coolest words, and the creatures that just made a good game. More importantly, for Sekiro, we can say goodbye to try to infer from the description of the various objects and the completely incoherent text of the characters clearly outraged that what happens in the game.

On the one hand, it's disappointing because Dark Souls was something exciting somewhere, because it was possible to create thousands of theories about the story, but, on the other hand, it works very well because at last there is a well-traceable narrative. This, of course, means narrowing the history of history, which has limited opportunities for exploration, but because of the highly interconnected world, can be lost for hours without going through history.

In addition, the game has four finishes and each one requires a different one, so that the player has enough freedom at the end to get where he wants to go. Because of one of the finishes, even veteran fans of Dark Souls can crumble a tearful tear because there are so many things that are not related to each other that I have no idea how anyone came to it.

The bloodiest rhythm game

I've been playing Sekire at Gamescom for the last year, so I knew what to expect, but it was a complete surprise that this game helped the player with relatively detailed pop-up explanations. This is completely new to the darkness of the Dark Souls trilogy, but it should be added that if you've never played FromSoft, it will be as useful as

a chronic depression struggling to be happy.

As a big fan of the studio, I pushed these messages with confidence, but it soon happened that the Dark Souls past is not only a blessing, but a curse as well. Sekiro's combat system is far more dynamic than anything else since the software released so far, mainly to attack attacks at a good pace, and backfires, perhaps even more aggressive gameplay than Bloodborne.

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Photo: Activision / Sekiro: the shadows die twice

At first all my nerves protested against this: what was working on Dark Souls resulted in continuous death on Sekiro, which I could not get used to for hours. You can rarely wait here and play your opponents slowly, and you have to advance even during the defense. But if one finally enters it, then the sword becomes terribly pleasant, and

  • on the one hand, there will be any duel of dance like a game of very violent rhythm,
  • on the other hand, it turns out that the proportion of Sekiro is surprisingly easy.

The combat system needs good reflexes, but the energy meter used so far for attacks and evasion has disappeared, so you can hit everyone with little exaggeration until you feel ashamed. For special attacks, the game is warned by a large red kanji, so you have to pay attention to which of the three must be prepared, the subsequent attacks after the attacks and the backfire will result in immediate death, so if you play well your letters, in many cases you do not have to fight at all.

Of course it's not that everyone is master at Sekiro in a few hours: by the end of the day I could not give up completely from the panic block, which is problematic because this game is about breaking the defense, and timing of the incomplete time will destroy it. strip. Whatever it is, we will be completely helpless for a while. However, of course, it's worth persevering because there is still little better feeling than when you kill a great host after three hours of mating.

Alone against the world

From this point of view, Sekiro is like FromSoft's previous games, especially since Lady Butterfly is a loose-finger exercise compared to some of the larger later foes, but there are also very important differences in non-combat gameplay compared to the series Dark Souls.

One of the most important is that there is no multiplayer mode in Sekiró, so

  • we do not have to fear other players attacking us,
  • But if we can not kill a hostile, we can not summon anyone to help, we have to bang our heads against the wall until it breaks.

It also does not include armor, weapons, and the simplicity of the various attributes. For this reason, it is not really possible for our opponents to be overdeveloped, nor can we trust a man to find the strongest weapon in the game – he has to get accustomed to the fact that Wolf is a very compact character in this field.

It's weird and makes the game harder in some ways, but of course the Sekiro fighting system only works that way, and if anyone is willing to learn to operate it will probably suck less than in previous games.

Ninja on the roof

Of course, we will not run out of development, Wolf has many active and passive skills that can be unlocked from experience points and this time we can collect all kinds of raw materials that can be grown along with the medication. This latter meat is an important part of the game, just because it is equipped with a hook

finally, walls, branches and roofs can be conquered.

This opens up new horizons in the discovery: all clues are designed to maximize shackle usage, and is usually a great help in the heat of the fight to get out of any unstable situation.

There are many useful additions to the moving prosthesis, from surikenvetö to the flamethrower to the whistle, but they seem to be very king at first glance, and although there are still more real versions, plus some special cases, only the suriken really makes sense to they.

For example, the flamethrower is useful for red-eyed ogres because they are afraid of fire, whistling and wild animals can be deceived, but these beings are so easy to know and kill that I generally find it unnecessary to have fun with art artificial.

Shadows die twice

It is also an important difference that this time do not throw away our difficult money to be sewn in place of our death; There is a lot of help here to find bags that resemble the souls of Dark Souls, who maintain their value even in the event of death, but we can buy them from our existing money for many merchants.

This is why Wolf is able to resurrect for reasons that are well explained in history, this time not only by the resurrection of the Buddha statues falling to the ground, but also by the flaming swords.

in particular, means that you can stand where you were doing.

This sounds like a terribly strong first one, but it can not be used all the time, so it's really just a "Free to get out" card that once saves you if you made a fool of yourself. Let's say I took the problem many times, but quickly realized that it would not be able to kill me alone in this world.

It took me about forty hours to spin Sekiro: Shadows Die Twice – at least five of which I spent in the last superpower – which is not a tremendous amount, moreover can be completed in much less time, so I would not say madness for long.

The trick, of course, is what other FromSoft games were like: there are a lot of competing opponents to be hunted down and the New Game Plus mode has returned, which makes sense for the four types of finishes and developments.

This time you can go for NG + 7 but if you still find it difficult to play – or you just want reporters who are whining for the easy way to feel worse – then there are some practices to do even harder can do the Sekiro. Of course, for most people, even the mild difficulty level will probably be a big challenge, but this game was so successful that it's worth at least once.

Thank you for reading!

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