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Really? I never found the dragonrot thing that annoying. From what I experienced now can only get dragonrot ONCE so once you use a blood droplet boom, no more rot. Now I might be wrong and sorry if I am but all you have to do is use a droplet after a few get the sickness and your basically set for the rest of the game.
Oh ye balloons and ceramic shards... I pick them up near CONSTANTLY but I always forget they exist the second I have... Has anybody ever used a ceramic shard?
@@Kanha..2000 Dark souls has so much more to play with. Sekiro combat makes me feel like a drank too much coffee and am forced to push 4 buttons like playing the BOP-IT game. The game could have been great for me. You force me to use one weapon the combat ahpuld be fun. I Played Nioh and rhe Ninja Gaiden games. Those are hard and rewarding. Lack of variety sucks.
10 Things I hate in Sekiro: 1.) Terror Status 2.) Terror Status 3.) Terror Status 4.) Terror Status 5.) Terror Status 6.) Terror Status 7.) Terror Status 8.) Terror Status 9.) Terror Status 10.) Chained Ogre on first playthrough
@@iliasgtys1028 At least you can exploit prosthetic tools to 7 spear bosses, but not all players are able to find umbrellas or purple gourd immediately If anything for all the strength and weaknesses of Sekiro which creates distinct differences made me think that Sekiro should've been excluded from Soulsborne games, the distinction between Sekiro to previous souls games is pretty much tackled in and Sekiro felt more like a wierd mix between Tenchu, Onimusha and Ninja Gaiden with it's own tweaks and innovations
@Ananasowy Vlog the problem is that it sold less than expected people just like more the gameplay and thematic of the dark souls so it didn't make sense (economically speaking) to invest more in sekiro
Agree with most of the complaints about mechanics, completely disagree about the storytelling. Sekiro isn't Souls, and the storytelling is decidedly supposed to be different. It's not a deserted world where you piece out what happened, you are a major player in the actual events this time. If this was Dark Souls, it would've been set hundreds of years after the ending, in the ruins of Ashina, with you finding lore hints about the great hero ''Loyal Wolf'' who protected his ''Divine Lord'' until the end and against the mysterious ''Genichiro the Heretic'' and bla bla bla. You are the subject of the lore that will be written someday in Sekiro, and I think it works really well in a way that From Soft hasn't tried before. Also, the sake conversations/ eavesdropping dialogues add tons of depth into the surface level storytelling( as an exemple, if you talk/ listen enough to dialogue with a few characters, the Demon Of Hatred fight has a few really interesting dialogue bits that I won't spoil).
Thats fair but i dont agree. My biggest issue with this game was the world didnt call to me like dark souls. I was a badass samuri on a badass quest doing badass shit. Dark souls was a strange and confusing world i found myself lost in. I felt adrift in a dark and strange world and i wanted to explore and discover the confusing and rich world thay suprised me at every turn. And of course with the men in the pot and the demon of hatred their were some fun and confusing layers to the world but it didnt call me like dark souls. Now you are welcome to disagree, its fine you like sekiro more, but i think its reasonable to say they personally perfer the story telling of dark souls more than sekiro.
@@punkhippe It's totally fair for them to like the dark souls style more. I mean to say it's not fair on Sekiro to be evaluated by the standards of another game( especially accounting for the nostalgia the dark souls evokes in all of us).
The thing is - there IS a ton of stuff that you have to piece together through context. The whole Ashina clan war is just the surface. What about the dragon's return ending? Check out a lore page online. Watch some Vaatividya. There is a TON of deep lore in this game.
I understand what you’re saying but for me the story just felt kinda weak. Kuro just didn’t really feel convincing and his dialogue/actions didn’t really reflect the high stakes of the situation. It just came across as “okay well I have to do this thing” not a “wow this is something that is going to have a lasting impact on not only my family but also the entire land of Ashina for generations.” Instead of perhaps a back and for of “well this guy does have a point, but do the ends justify the means?” For me the dilemma of frampt and kaathe or Gehrman were more convincing. SPOILERS STOP HERE IF YOU HAVENT FINISHED THE GAME. They made me really think. I feel like the endings and their impact is probably more significant to people who grew up with traditional Japanese culture since at its most basic level reverence for the family and emperor/royal family are extremely significant. What do you do when loyalty to family comes into conflict with loyalty to your country? Owl acts legitimately heart broken when you reject the iron code. This hardened Shinobi warrior who doesn’t hesitate to kill drops to his knees. Do you betray your master and honor your family or do you you betray your family and honor your master?
I have to agree with the you are the lore thing nothing quite fucked me up like realizing I'm the reason ashina probably didn't stand a chance of warding off that invasion because all wolf knows and cares about is the iron code and his lord RIP all they best warriors ig
I say less the camera angle but the lock on break from certain bosses. I’ve been left staring at a wall far too many times because the boss flew past me then combo’d me to death while I stood there
@@markszeibert7867 I don't have the exact number, but Elden Ring has considerably more copy and paste bosses than all other FromSoft games since Demon's Souls. But they are all side bosses and the main bosses in the game are mostly unique
@@markszeibert7867 tutorial boss is a generic enemy in early game, literally just a soldier with a greatsword. Boss in one of the first dungeons is common enemy in a late game area. Sometimes you will kill an enemy in an open world area only to find it in a dungeon later on as a boss. Also, there are 7 night Calvary fights...7....let that sink in, same boss over and over.
@@nenadmilovanovic5271 the tutorial boss is just that. A tutorial boss. Its not supposed to kill you. You already lost to the scion, thats how you got to the tutorial cave. And there's over 140 unique enemy types, you didn't think they'd try to use a couple in other places?
I had a pretty simple solution for the dragonrot. I'd usually get hit with rot when I died a bunch of times to a boss. I figured, well I wouldn't exactly want to heal the dragonrot if I was going to keep dying to that boss. So I'd wait to heal the rot until after it was dead. Yeah, I'd stack up a good number of rotten NPCs, but then I healed them all at once. nbd. Never seemed too much of a problem. I didn't even know there was a severe limit on the number you can get until watching this video. Oh, and another thing. If you forget shinobi tools exist at all, you don't have to worry about spirit emblems. Worked for me!
Honestly that is exactly what I did. I didn’t use my droplets for like 4 bosses and probably a hundred deaths. Then remembered and promptly forgot about dragonrot while fighting the next bosses.
I ended my run with well over 500 spirit emblems because I only used tools like the spear and firecrackers on the ape boss, and I always felt like the combat arts were just too inefficient and slow
@@leo-oi8emI always kept around 900 but still hated the feeling of “you have a limited amount”. They could very easily have just made it unlimited but you can only carry a certain amount at a time and that would have made it better. There is no benefit to making it a limited commodity. Mortal Draw and the double overhead strike arts were pretty good to me. Even without any emblems you can punish with a Mortal Draw and deal both types of damage at once.
i just hate it , i mean please tell us first what is dragonrot and how it works.... i died like 5 times and tried defeat the one guy gaurding main door in ashina and then i m suddenly teleported to the temple .i was like what the hell???/
One thing I hate is how the speed of some enemies can mess with the camera; 80% of deaths to Isshin is due to the lock on turning off because he decided to leap over me
@cloudykai You misunderstand, I mean compared to every other Fromsoft game, playing unlocked just feels awkward. Sekiro takes massive steps forwards and his huge windups mean there's a big delay between R1s so playing locked on is damn near required half the time but the speed of some of the harder bosses (namely Sword Saint) means that lock on is easily broken. If you can play without lock on then good for you, I have had no trouble playing unlocked for the Dark Souls games and Bloodborne but personally I think it feels like pulling teeth to play Sekiro unlocked.
my biggest issue was definitely the enemy spam around mini bosses. It doesn't make the boss any harder, it just forces you to go through the tedious task of killing a bunch of regular enemies first. I cheesed lots of the mini bosses on my first playthrough because I didn't want to have to go through killing all those enemies again so I was afraid of dying, sadly that also means you don't end up learning how to fight the mini boss properly.
@@die_cast9420 Maybe if you're really impatient and just run in and fight everyone at once, which is usually a death sentence because you'll be fighting a mini boss and ten or so smaller enemies at once. In that case, yes it is more difficult. Nobody does that unless they hate themselves and want to get stun locked a million times. What most people do is just slowly kill each enemy one by one and then take on the mini boss. That's not difficult at all, the stealth in Sekiro is extremely easy and you'll never struggle to take everyone out before the mini boss. So no it doesn't make it any harder, it just makes it take ten times as long. Which is why lots of people are scared to fight the mini boss the way they are intended, because they don't want to spend another 5-10 minutes killing all those enemies again just for another chance at fighting the boss. It's like Dark Souls 2. In DS2 they spam easy enemies everywhere. The enemies themselves aren't difficult, but the amount of enemies you have to kill to get through the smallest of areas makes it take so much longer than it needed too.
@@die_cast9420 No, they don't intend for you to fight everyone at once. That's what the stealth is for, they expected you to take the enemies out one by one. what I was saying is that by the time you are finished stealth killing all those enemies, you are too afraid of dying because you don't want to do all that again. So a lot of people start running around the boss trying to cheese it rather than actually fighting the boss properly and learning its attack patterns, meaning you never learn how to fight that kind of enemy in the future and the cycle continues. All because of how annoyingly tedious and easy the stealth was. This is what artificial difficulty is. You make an easy task really long and annoying. No one will actually fail the stealth so it doesn't actually become any harder, but the illusion that it was more difficult is there just due to how long it took you. I love Sekiro, but some of these mini bosses and enemy spam is just awful. Watching my friends play the game I noticed that they all struggled on those mini bosses just because they found them annoying and never wanted to learn them. That's not good design, the game should be insisting that you learn to fight the bosses properly, not scare you away from it.
I didn't find it easy at all to consistently dodge his leaping grab. I could dodge it about 70% of the time no problem but he would inevitably catch me with it even though I was using the same timing/positioning to dodge it as when I didn't get grabbed. It seemed almost like he would just lag into me every 4th/5th leap; he even spun around and jumped on me a handful of times in spite of me managing to get almost completely behind him during his telegraph. When I beat him it just felt like luck because it really seemed like no matter what I did, he would occasionally catch me with a random grab-- I feel like grabs in general in this game can be pretty BS as was mentioned in the video, but so far I think the chained ogre is one of the worst offenders in my first playthrough.
Also, for his non leaping grab, I noticed a few times that if I was circling around him and too close when he started the telegraph, he would grab me the instant the danger symbol appeared above my head (without even doing the grab animation), because I was too close to his hand or something.
The issue I have with him is that he feels like a dark souls boss and not a sekiro boss considering how fixated it is on dodging and don’t get me started on the hitbox of the grab
Yea, to me souls games have never been about the story, its interesting once its explained through a youtube video or if you read all the item descriptions (not me) but that's not why I play souls games, sekiro does much better in my opinion but is still not great story telling.
the issue isn't that you can run out of emblems for using the tools, it's that they are limited in general, they're a resource that as he points out gets increasingly more expensive as you go through the game. If you want to nerf the spam of emblem tools like firecrackers then make them use up 1 emblem instead of 2 or 3 and limit the max number you can hold, but not that you can own. I love using the tools for cinematic effects and combos while I play because they're awesome but then the thought of running out of such an integral tool to the gameplay untill you manage to either save up enough money to buy more, or fund them around the map makes me not want to spend any. And if you rely on them to deal with some bosses or attacks (I use crow feathers a lot to deal with some attacks and then the axe to deal with shields) and you run out, it's too tedious to have to grind just to get to try your hand at the challenge the way you personally want.
@@dragonitaslavedon1745 My comment also responds to that, I left the game after getting al the achivements in NG+ 5 and despite using tools fairly often I always had over 900 emblems in the storage. But if someone uses the firecrackers 5 times to kill a normal enemy, that's just bad resource managment. Also emblems are fairly easy to farm, any exp/sen farm can provide you with an extremly high number of them. You also have mibu spheres and the ceremonial tanto if you want more emblems. Tools also become less necessary once the player knows how to propely deflect atacks. Not saying that the emblem system cannot be better because it certainly has it flaws, but spekaing now about the video it seems that Democracy tends to rely too much on tools.
Dragónitas Lávedon then don't overly use the tools,save your resources,actually develop a strategy and think about what you do with these items instead"Oh this tool is good Imma just use this for the rest of the playthrough cuz it's so op",heck they probably made it that way so that people aren't just spamming the most op weapon and breezing through the game ALL the time
@@ultimatepronoob7320 I don't overly use the tools and mostly only use them to 'skip' tedious parts of gameplay like the axe on shields that are otherwise pretty inconsistent to deal with (being unable to lower their health means that if they stop attacking you they recover posture way too fast and make you have to start building their meter all over again from scratch because RNG) My point is that by overly limiting the number of emblems that you are able to have, you're discouraged not only from being creative with your tools to find fun ways to deal with enemies and situations, but also from spending them on the gameplay to save them for usually bosses. Instead of them pushing you to engage gameplay in more varied ways that the regular combat mechanics it feels as if I would be plainly getting more rewards by running past the enemies.
My most enjoyable parts of the game were when bosses were extremely hard. But they were alone... so I could learn how they work and so on. Not wasting my life clearing all enemies and dying all over again
Not all of them. During my time with the chained ogre, this mf with a spear would come attack me if he saw me fighting the ogre. Killing the two guards before wasn't enough ig
At first, I agree. But after playing through the entire game again and again? Nah, I disagree. All the gank boss always have some ways to be dealt with and it's extremely satisfying to do so. You can get a guy to help you at Juzou, and you can even clear out the arena before he even catches up since bandits can't deflect you and it's easy to just steamroll them with attacks. If you kill most of the bandits before you get that guy to help you, you can even gang up on Juzou, which is extremely fun in and of itself.
I always thought Sekiro had way better story telling than dark souls. Having to piece together the main story from tiny scraps of info is just frustrating. At least in Sekiro you can actually understand what is going on.
One thing I think DS does better is making it so that if you care, you'll definitely search around for it and come to your own conclusions. If you don't, you don't have to pay attention at all. This is especially useful on repeat runs because you're likely replaying only for the combat or mechanics and don't care as much about getting the story again.
@@twistedgwazi5727 Lets be honest, no one tries to piece together DS story. We all finish the game not getting shit, we read a bunch of items until we get tired and just go to youtube to get an explanation. It was interesting the first few games, but FS should follow this path now. Actually they should rethink a lot of things people just forgive cause they are fans, but no love lasts forever in gaming.
@@argusy3866 yea i dunno if it's just me but i feel like having to piece the story only by reading item info doesn't make the story better i never cared about the story because i was only given 5 percent of it
@@zarc1145 300 Hours on BB, Idk the story, DS3 300 Hours idk the story, 100 Elden ring Idk the story lol. Sekiro 400 Hours and know pretty much every single detail
Yeah I agree, I also like Sekiro's storytelling way better. Cuz having to piece together story from scraps and reading shit is too tedious for me and discourages me from actually caring about the story
My dragon rot was rather well conserved... Until I met the demon of hatred and I’m pretty sure when I finally beat him every npc that could get dragonrot did
@@olakpasa6486 I beat that boss on my first try and I suck at the game. Just separate the apes, use firecrackers, and kill the female as fast as possible.
@@A_328FL I got really close on my first try then couldn’t get anywhere after that so i ended up doing the Guobyo skip to make the Demon jump into the abyss
Here's the thing.. when I was younger, I used to get that heart pumping adrenaline feeling much more often. Now I'm older, wiser, maybe even a little jaded. After experiencing some high intensity shit enough times it will inevitably lose its edge. But Sekiro? Even now, when I beat the ogre I get that feeling after, that well deserved exhale, the "I did it" thought the realization that your heart was pumping. It's a great feeling that I get less and less now a days. Sekiro gives me that feeling. Just felt like sharing.
bro i felt that on isshin ashina for the shura ending because i was on him for a week and after i finally beat him i couldn't breathe (probably because i literally wasn't breathing the entire time) and my mouth got incredibly dry whilst my heart problem was about to kill me
Same that’s why I wanted to play sekiro. To feel the satisfaction and adrenaline from beating isshin. So far I’m halfway through the game and I’ve beaten all 3 soul games alr.
For anyone struggling with grabs: USE THE UMBRELLA SHIELD! It's capable of deflecting grabs, so not only can you avoid damage and damage the enemies posture, but usually parrying their grab gives you enough time for one or two hits on a vulnerable enemy. Learning this made so many fights much easier.
Clearing the area the first before the Drunkard fight was so tedious, but I think it was there to really teach you how to stealth properly the rest of the game. There are actually only a few areas that require you to kill everyone before the mini-boss. Gachiin's Sugar makes these encounters very trivial.
there's a good stealth approach to that? I just sacrificed the blue robe guy and ran around killing the rest while juzou was busy, next playthrough I'll try to get him to live even the second encounter in hirata (monkey one was easy to stealth) I did find some stealth approaches on yt but for some reason I kept fucking them up so I just lured the lone shadow first to bruteforce him before juzou could save him, then ran around killing the archers
wow I love the sound design for this game... the sword clash and the critical blows sound amazing.... makes the full battle so tense and epic. but then again it is a matter of taste
I personally love the sound and have zero complaint. But also I'm the type of person to NEED to hear game audio and can't replace it with music. When I hear the clashes and then a deathblow on a hard enemy I feel great.
He said to have options to change it for more auditory players, but if they are more about hearing then youd think they could discern between the sounds better? I think the sounds are fine
there's a lot of combat arts that allow you to stun enemies out of grabs. for example: ichimonji: double and praying strikes: exorcism. so if you're willing to lock yourself into certain combat arts grabs certainly do have counters
I find it funny you say that you wish the story was more cryptic like darksouls or bloodborne, but then also say the sculptor was under utilized in the story. You can learn the sculptors whole story from beginning to end from various hints and events in game. I really enjoyed the stealth part in this game, so the mini boss gripe for me was actually a plus to me. I never played any bloodsouls game, but I played a lot of Tenchu. I was always thinking of ways of how to stealth kill every mini boss and how to quickly engage and disengage all the enemies surrounding the boss. It was usually the first thing I tried to do.
i guess u could say they didn't go far enough either way Gwyn was a bigass dude in DS1 and TRC in DS style too, lots of DS characters have bigass loose ends like Fillianoire or w/e tho
It is more a shift in the narrative style imo. And just like the game, not everything is for everyone. in sekiro, the story is more straightforward and the world/side characters is told in a small hints/items/background. in souls, the story is more abstract and the world/side characters shape your story. imo, both works. i liked both ways and enjoy sekiro style as a whole too. I don't feel the need of a nobody start and ended being the savior of something (or just waking up depending on the ending you chose) because all previous soulsbourne already did that. And lots of the not explored stuff (hopefully yet) feel like a DLC potential or even a sequel. Sometimes, people forgot that DS already have 3 game and if you only have the first DS without DLC, you got a random shit like artorias without much explanation. Not to mention you won't even know that artorias has been corrupted. After saying this, I'll just mention that I am hyped about the DLC for sekiro and hoping that it give a lot to the lore.
@@zombieslayer095 The story... was the main narrative though? Like the major events are happening right then. Compared to Souls where the big things happened long ago.
@@justhaidars I personally believe the narrative doesn't work as well because there's just not enough unique items. There's just so little detailed info about your regular enemies and locations the game world got very uninteresting for me around the halfway point forward, i even dropped the game for a while because i just didn't feel attached to what i was doing. Sure, you know enough about the main players but the things that really got me thinking was why are there monkey troops running around? Why are there so many giant deformed men among the enemies you fight? What are these guys anyway? How exactly is the invasion of ashida occuring? Where did they advance from? I don't doubt there are answers to this, but the lack of flavor text from items makes it oh so more difficult to piece togheter. At one point just after i defeated Isshin at the castle the thought hit me: "I don't understand anything that's happening here." and that was enough to make me stop playing for a good while.
@@jemandjemand2362 Lol no theres reasons there are 3 Schimiman Warriors. There's a reason there's 4 headless. You are just another BS gameboy that doesnt understand or have the capacity to look up lore.
i had a mini panic attack when i realized how dragonrot worked. But its really just an added stress factor for story telling purposes and not a debilitating mechanic.
can it actually do anything even? I didn't look it up and I don't think it has actually killed anyone, I just heal it whenever I want to progress some questline and haven't really had any issues with having enough items for it
@@kinggamereon653I looked it up after also losing my shit after hearing that it effected npcs thinking it killed them. It doesn’t, at least that’s what my very basic google search told me.
I had 10 droplets left at the end of my playthrough...but I also used the double resurrect mechanic to my advantage and definitive death was something I avoided like the plague.
@@ldeue4837 same hear. I really wish they let you buy resurrection energy at shrines like you can with spirit emblems. Grinding back the 2nd and 3rd resurrection was a pain on bosses so I usually just let myself die when I could have kept on fighting. If I didn't have to waist 10 minutes grinding them back then I would have actually used a bite down at least once in a fight. But instead I lost 1 of 4 lives and would rather rest then continue fighting because of the incentives
This is not a resounding endorsement. If the player goes from fear to indifference, the mechanic is essentially extraneous and serves only to undermine the game.
As everyone got infected after every boss/miniboss, I would only use them specifically to advance a certain quest line then resign myself to the coughing
@@jonariaofthejonaries1705 Well since you asked... 1. Fade out objects close to the camera instead of moving the camera around said objects. This would resolve almost all camera issues. If you are pushed against a wall, just fade out the wall and pull the camera into the empty space behind it. Then you retain a normal camera distance and angle instead of suddenly having it get pushed right up next to you in a jittery mess that doesn't allow you to see anything. 2. Provide more open space, particularly in boss fights with large/fast moving enemies. This is an imperfect fix since it doesn't actually fix the camera, but just designing areas with the camera limitations in mind would hide many of the camera's problems. If you know that the camera has trouble in enclosed spaces, don't put enclosed spaces in the game, etc.
Compared to other dungeon crawler games the fromsoft camera is actually pretty good imo. In Code Vein for example lock on can completely fuck up the dodging mechanics on some bosses. On top of that there are some fast moving bosses with some bad AI which can start jumping around like crazy all around you so the camera follows with out of control spinning and complete loss of direction.
I’m late but I only disagree with one thing. I loved that they gave the story to us this game. Coming from elden ring as my first from soft game, I liked the putting together of the story line on my own but here I love how sekiro gives you the main plot but in order to learn more about the world itself, the rituals, the great karp, orangutan and Emma, etc, you need to exhaust dialogues. I wouldn’t say the story regressed I think they just wanted to tell a more direct story to the players with sekiro which I can totally respect
Definitely feels like they minimized the usage of Boss Fog for the same reason they gave you a Homeward Idol right away; you’re supposed to be much more careful in Sekiro than in other games, because permanent death is extremely punishing. If you get to the miniboss and find yourself overwhelmed, you have the opportunity to escape because you’re not locked in there with them and you need to assess your situation before every encounter. Sekiro isn’t an RPG; Wolf is and always will be an assassin and playing him as anything else will be to your detriment, which means you need to get the drop on enemies, use all the tools at your disposal, play dirty (dropping aggro on death, leaving the area, luring enemies away for stealth kills), and only fight on your own terms. Playing as a samurai and thinking with your sword and never fleeing will get you killed a *lot,* because while Wolf is an excellent swordsman, he’s no one man army.
God sekiro fans will never admit that anything is wrong with sekiro, whenever a creator or critic makes the tiniest implication of not liking something about the game, they feel personally offended and want to inform you how wrong you are at every corner, it’s really just an average souls game, with different mechanics kinda like nioh, there’s plenty to be upset about with this game
I absolutely loathed the targeting system sometimes when I sprint away/run circles on a targeted boss he'd get un-targetee making me miss attacks or how it'll often auto switch to unwanted target when you kill your first target
"extremely rare item" by the time i finished my first playthrough i had like 10 unused ones for some reason the abandoned dungeon mob sold me a new one after every boss i killed
@Creatotron you'll miss out on so much lore if that specific NPC have dragon rot I won't spoil anything but I cried a little at then end of black hat badgers story
It also takes like a billion deaths for Dragon rot to even activate I died plenty of times and in the end Dragon rot only activated like six times through the course of my first play through.
the Enfeebled status was annoying as hell, although seeing old man Sekiro use his sword as a walking stick and reacting with confusion at using his arm was kinda cute
Well at least it was pretty much relevant to one small section of an area in which you could stealth kill most of the enemies anyway. Otherwise it would have a lot more potential to be infuriating.
I have to disagree with you on the storytelling . Yes, I do like how the souls series works. However, that limits the sort of story you can tell. A character driven narrative like sekiro wouldn't work with that sort of storytelling. Similarly, you can't be evil at any point because that wouldn't fit with the character. The more character driven a story is, the less optional you can make the story.
Have you ever considered the fact that maybe your experience of the game was shaped by your choosen style of play? I think people who hate sekiro for the reasons you mentioned are the ones who picked up play style habits from other souls games. Sekiro is awesome because it was designed to work against your Souls Game Muscle memory. Forget what you think you know and just play the game the way it was designed to be played.
@@theuglytruth5556 It's a ninja game, why do people forget that. There is no character building and character archetypes. If from software made a soccer game, will you be looking for bonfires? Ninja's sneak up on people so do that, choosing not to do that is just plain idiotic. If you love espionage games you will realise enemies are placed at very stategic spots in every level. Infact you can clear an area without being seen if you follow specific unspoken paths/routes. To me thats just genious level design. Sekiro's mechanics and level design lends itself better to the espionage genre. The act of not being seen is a game in a game in of itself. If you want an outright battle it gives you that to your hearts content when you fight minibosses and main bosses. You want to mash buttons? Wait till you get to the boss and then die 5000 times.
@@roryluukas2703 Or locking onto enemies you didn't want to... I'm only really noticing this at the mini-boss before Isshin but it's really annoying when the game locks you onto an enemy on the other side of the game world when you mean to lock onto a direct threat in front of you.
I fail to see how making the story more digestible is bad in any way. From your explanation, it’s sounds like it’s just a different way to tell a story, being neither inferior or superior to classic Dark Souls storytelling.
It's kind of like drinking a beer vs a fine cognac. Yes they're both good for different reasons and one isn't really "better" than the other but one definitely has a lot more going on and a lot more depth to its taste. Sekiro isn't a bad story but It's nowhere near as layered as Dark Souls.
Bjorn Bjornson personally I liked having the direct story with a protagonist but it would also have been nice if there were more stories in the background e.g. Robert and Dad, and the Sculptor. I feel the main problem was their just weren’t enough items to write lore on
Sekiro is just addictive, I'm playing for about a month now almost everyday, getting my stats to max and all, but I do think that the story isn't all that great, the gameplay is what makes everything epic
"I can't believe it's not a soulsborne game!" I don't see anyone saying that about Ninja Blade. Sekiro is not a souls game. It's not an RPG. It has RPG elements but it's not. Sekiro is a story driven stealth action game. You are a preset character with a preset duty. Judging by the gameplay, whoever played like that would obviously have these opinions about the game. You have to be more patient and cunning, because unlike Souls games, you can't build your own personal strengths by equipping whatever you want and leveling up stats at your choosing. In this game you're a ninja and you have to survive like one.
Some of these are truly dumb: You will likely never use more then 3 dragon droplets, so 16 in the game is excessive NOT rare Spirit emblems are EXTREMELY common, you get them automatically from killing enemies and should get 999 about half way through the game The "regression in story telling" is BS, a lot of Sekiro's storytelling is based around eavesdropping on conversations, finding the different sake, reading the texts/item descriptions, and piecing everything together. The cut-scenes only explain your character's motivations, as Sekiro is a living person in the world, just because the central story is clear doesn't mean their isn't a boat load of story that you have to search for. TheDeMocracy's argument is basically that everything must be unclear or player's won't want to learn about the world. There is a LOT about Sekiro that isn't made clear and has just as much lore as Bloodborne: The Fountain Head Palace, the Guardian Ape, the Children of the Rejuvenating waters, Lady Butterfly and Owl's Motivations, Orangutan(the sculptor), all theses things are very out of place, not directly explained, and have deep and compelling stories.
Brian Cain also imagine using droplets to cure dragonrot and not their infinitely more useful application: restoring resurrection power during a boss fight
Brian Cain disagree heavily on the spirit emblem thing. The fact of the matter is no matter how many you actually end up with in the end, they’re a limited resource and that means you’re just that much less likely to experiment with them. Also I can tell you first hand that if you do experiment with your different abilities and you do eventually run into trouble with some of these bosses you will abso-fucking-lately run low on them and have to farm. It just wasn’t necessary to make them expendables as opposed to say, estus-like.
@@SuperSecretAgentNein the intent of the dev is for it to be used sparingly and not just spam it all the time, plus it's non-essential so you will be less likely to farm it in the first place (plus the game is pretty generous on giving emblems, even the price later on is still relatively cheaper than any other items you can buy). To be honest I don't even get the hate on limited resources, I don't think having replenishing emblems makes the game any better. What I do hate however is that some combat arts costs emblems and some (le meme best boi double Ichimonji) doesn't. The discrepancy doesn't make sense because it just made the one that doesn't cost emblems the better ones in general, the ones that do only looks cooler but most are just straight garbo which just makes the decision even more confusing.
After spending some time on VaatiVidya, anyone can understand that there is a LOT of sekiro you won't get by simply playing normally and following the story. The thing is, we're given the big image, of a character we don't have full control of but rather "role" play as. The world around the the main premise is still deep and interesting to find out about
Searching the lore of sekiro and linking it with real japanese folklore and historical people and legends is the best thing ever. Sekiro has amazing lore just like souls and bloodborne. There is a bit less but things like finding out why does the giant rope men looks the way he does are amazong
Story wise I believe we have to remember Sekiro was intentionally designed to differ from the Souls games in regards to roleplaying and story. The Souls games are more open ended to provide that element of roleplaying many like, but Sekiro is definitely more focused about telling the story of a shinobi and his quest to rescue and protect his lord. Plus I've been finding plenty of hidden story details that enrich the story for me. Love both styles.
Completely agree, I'm tired of commentaries that take their point of reference from Souls and/or Bloodborne, Sekiro is not these games nor should it have been and hope FromSoftware move forward with more refreshing titles like Sekiro
TL;DR at the bottom This, for me, highlights a huge problem with the term "Souls-like". Sekiro was branded one right away, being a difficult hack-and-slash game with bonfires and the like, made by FromSoftware. However, if you compare it with Souls games, and then something like Metal Gear Rising, it's far closer to the latter. Unfortunately, because of being called a Souls-like, people tend to ignore the unique things that Sekiro does, and view it through the lens of a Souls game. Which then ends up not being what you expected, and naturally having you dislike the game. The problem extends to many other titles from different studios as well. Whenever developers try to put in their own unique vision of gameplay mechanics, characters, storytelling, etc. they might get blasted for not making their game "Souls-like" enough. While it's not very visible, it does stifle creativity and leads to devs emulating the Souls formula over and over, because it's bound to be more successful that way if a developer is making a "Souls-like" game. There needs to be a new term used to describe these kinds of games that untie them from a singular game series and into a broader genre where more room for experimentation and unique mechanics is available. TL;DR Being called a Souls-like makes people think Sekiro is something its not trying to be
It's cool you mentioned learning fights by sound. I've got bad eyes and can't really track movements well so I end up playing sekrio and learning movesets by sounds. Normally the attacks that I mess up on are the unblockable attacks since they all make the same sound and I need to figure out which one is coming.
I think that limited spirit emblems is great. It forces you to be careful when you use prosthetics and to get good and beat a boss before you run out of storage
and even then if you know what you're doing mortal draw + seremonial tanto can still trivialize everything with the limited emblems so you can still cheese things with the emblems you're given but yeah, I enjoy the strategy aspect of having to generally carefully manage the powerful abilities the prosthetics and weapon arts offer
If you can see it coming isn't the point, the point is when you see it coming you need to then stop fighting and run away before running back in again and constantly keep doing that throughout the second phase, it gets dull really fast.
@@Barnesofthenorth You can block the terror scream with umbrella prosthetic and follow it up with force projection for a nice damage and posture. It makes the flow of combat better cause you dont have to run from it.
@@Barnesofthenorth If you use a Pacifying Agent, you can tank through the terror scream and inflict a ton of damage while the boss is channeling the scream, at the cost of your health.
@@ikhsanhasbi657 But that means you have had to upgrade the umbrella prosthetic (something many wont have done) and also picked up FP. It's one thing knowing it after the fact but that's not really how FromSoft should be designing it. It's fine seeing it come from miles away except if you're in mid swing because that means it'll take some of your health without you being able to do anything about it. Stuff like that is just annoying and sends (again) the wrong message in a game that seemingly wants you to be aggressive. If the ape's terror build up didn't directly take health I think it would be fine. As it is though it's BS. I guarantee a lot of players died a few times on their first playthrough working out what was killing them and how. The fact no other enemy had that correlation between Terror and health is bad design imo, putting it in the second phase after a long first phase is straight BS.
For me it’s that the difficulty curve was brutal. I mean it slams you SO hard in the beginning that I almost quit. I would spend three days on one boss. Now I’m chugging through and enjoying it, but now they’ve become much more generous with power ups and save points than in the beginning.
Did you know that you can deflect the terror beam for the Shichimen Warrior? As well as if you slash near the little orbs that he has around him makes them disappear. I also have a solution for headless, don't fight him. In my opinion there's no point because he just drops candy that cost spirit emblems to use when you could just use the normal candy.
@@KhalifaAman-zh2yu the only worthwhile candy imo is the Yashariku spirit fall candy, other than that one you could probably just farm at senpou temple for other candies or buy them
the headless are way overhyped in terms of difficulty anyways, you can get the lilac umbrella or malcontent to trivialize them, even with just confetti, ako and pacifying agents more often than not the headless were just a hack and slash to kill them before they kill me there's usually a lot of space to heal the damage and terror after getting hit and they have massive downtime for dealing a ton of damage
It's funny that many on this list I actually enjoy. I think From wanted to differentiate this game from Souls but fans can't help but compare the two and be disappointed (rot, story, boss fog, etc...)
@@65MaX73 same here im on my 11th playthrough i love this game that much) then i played dark souls 3 and didnt like it as much. it was decent but not on the level of sekiro.
1 1 This is the best advice in the game! Many times when you die against a boss is hesitation ....... sometimes we hesitate on what we want to do but end up the timing is too late and get kill.
I wish that that some weapons such as the spear , poison sword, and the axe were usable as an alternative to the sword, rather than a prosthetic arm tool that uses spirit emblems. The Ninjutsu category felt very undeveloped. I remember getting the achievement for collecting all Ninjutsu and thought "really, only 3?" I thought there should have been more to collect as well as an upgrade tree for the abilities. Once I found out that Genjutsu was a thing in the story, I was hoping that Sekiro could unlock Genjutsu abilities to use on enemies. I understand why there was no invasion mode brought in, but I believe not including a separate pvp arena mode was a miss.
Dragon Rot felt like a waste because it didn’t affect me. Just use a Dragon Tear once before each new area. The Death Blow sound complaint is silly. The fact that the camera isn’t on this list is hilarious. It’s the one truly objective thing that sucks for everyone.
That's because every single enemy gives you more sen for buying spirit emblems than it would cost to kill that enemy with spirit emblems alone. I really don't understand how you could run out of those things.
@@TheOldMan-75 first playthrough it was massive problem for me. But that's prob cause I never played dark souls so the learning curve was quite steeped. Spent several days on some bosses. Second playthrough I never had below 900
@@agonsfitness7308 Yeah, this game is probably pretty tough for non-dark souls players but even then it's pretty easy to just go to an idol with a couple of enemies nearby and just farm them for 20 minutes to get a bunch of zen. That might not be fun but it's certainly not difficult to do.
@@TheOldMan-75 never played a souls game before. But even I can figure out how to defeat enemies. Although the deflect mechanic was a bit harder for me because I just end up guarding
RisingMooon The amount isn’t the the problem, just that they’re limited in the first place, and no matter what, a lot of people will be discouraged from using them because of that
Joe morgan the problem is that the game doesn’t choose a type of storytelling to stick to, the obvious storytelling isn’t compelling enough because it lacks detail in the characters, and the bread crumb story well sekiros world just isn’t as interesting as it could be, I love the game but I feel the story lacks focus.
He complained about grabs and says it feels like frame perfect timing, lol...this guy would get absolutely molested in fighting games against competent opponents, as you actually do have to react in around 15 frames to break grabs =)
@@oldschoolgamerjim6714 that's just barely above the competitive gaming* levels of reaction time (in a vacuum environment), which is around 200-220 ms... And yes, i am surprised people can actually pull off guard counters in games like street fighter (it's ok in stuff like tekken though, visual aids help a ton) *Competitive =/= e-sports, perhaps i should've said "anything that isn't casual play"... But that doesn't really roll off tbe tongue.
Tbh I like the storytelling in Sekiro a lot more. I've played through Dark Souls one and three idk how many times, and I still don't know what's going on lol. With Sekiro, I'm immediately put into the story, I know what's going on, and I care about what happens. I never felt that with Dark Souls :/
Gothamite this game is hard to be good at. If you’re good at it then good for you but many aren’t. The timing is too precise. Not everyone is even capable of reacting that fast.
Grabs are shitty in this game simply because their hit boxes are god awful. If the hit box was more narrow I wouldn’t mind it, but when you are directly behind a boss but get grabbed and seemingly warp through their ass or get stunned by an attack like isshins thrust-pull attack when you are attacking his back or side is BS. It’s really only a problem because the rest of the combat in the game is so tight and well done that getting vacuumed into an enemy grab just feels shitty
@@unsweeteneddoll It's not that precise though you get like half a second or 30 frames there's plenty of room to time things correctly you just have yo practice a bit.
Honestly, regarding Dragonrot, I didn’t mind it much. I only used three Dragon Tears during my first playthrough. Ordinarily, the only time I died a lot in quick succession was the harder boss fights, and at that point losing a bit of sen and xp wasn’t a big deal.
Oddly for me I didn't mind it as it didn't effect me, you can easily just wait until you need to do something for their quest then use 1, I did all the quests on my first playthrough with like 8-10 tears spare as I just didn't use them when people got rotted I waited until it was actually stopping me doing something I wanted to do. This sadly then made the whole mechanic entirely worthless which just left me with skill point farming as the downside to dying.
@@Barnesofthenorth Yeah, when I was trying a boss and Dragonrot appeared, I didn't cure it. Because why? You can use it after the boss (I don't think they can actually die) and the unseen aid is mostly useless at that point because you probably already lost most of the money and XP. I think, they could add that the Sculptor can not help you with prosthetics anymore or that you can't buy anything from infected merchants. But I think, since the sculptor has to get infected during the start of the game, this would have been too punishing for new players.
Dragon rot does basically nothing, it doesn’t even kill Mocs, and it’s really easy to amass a bunch of droplets. Its only purpose is for story reasons, otherwise it’s entirely forgettable.
Dragonrot is an utter failure imo. I can't say I hate it because it hasn't enough impact to hate. At the start (for an hour or two) you worry what impact Dragonrot is having. But once you realize and once you have Blood Droplets the whole thing becomes paper thin. I just got into the habit of saving the Blood Droplets for big bosses where I feared I might die a few times. Popped a Droplet afterwards and moved on. The fact you keep getting warnings during this becomes a bit of a joke. Also the NPC side stories just aren't as deep or as interesting imo compared to Dark Souls and Bloodborne. There was no point I feared, oh no how will that vendor's story ever end.
The emblems are extremely plentiful even if you use them regularly. Dragonrot was fine. The tears weren’t that rare. It would be cool if you could counter-grab them instead of just dodging.
Grabs have different dodge hitboxes and you just have to learn them with trial and error. Each grab in the game is different and that's what makes them tricky, but once you figure them out, you'll never get grabbed by them again. the only exception imo is the raging ogre second fight. I have seen instances where the ogre literally animation clip to me, but this was the only boss in the game that was inconsistent for me personally.
the snake eyes grab is total bs yes, you can learn to counter it multiple ways, that's not the issue and once you learn it it doesn't make the fight worse but the visuals vs the actual hitbox is insanely disconnected making it a shitty grab nonetheless even if it has consistent answers
Same lmao, first ever Soulslike game I've ever played and the first thing I did was spend every bit of Sen I got on emblems so it's never been a problem and those sword clashing sound be hitting different
You’ve got a million game companies telling fairly direct stories, to have ONE company that makes the stories basically optional content, ONE company that gave their worlds an interesting sense of mystery, that you could piece together if you want, yeah it’s kind of sad when they go for something more standard.
I see your point for a lot of these, but the spirit emblem one is kinda silly. Nearly every enemy drops them, and they drop them pretty often. You can pop a mibu balloon and farm them if you really need to. If you find that you are running out, that is the game telling you to stop using your prosthetics and combat arts as a crutch, and git gud at the base combat system of deflect and retaliate. Another thing about dragon rot, after you cure it, you have a pretty big window of deaths before it starts spreading again. I am not a particularly good player, and died often, and only had to cure it a few times. It's really fairly forgiving
I think the story telling in sekiro did a better job than souls or bloodborne because it gave me a little more info through talking instead of me trying to go out and find useless items just to look at the description or look up lore videos. I felt a little more invested in the story rather than disconnected and finding someone on RUclips break it down Barney style. Gives more meaning to my actions.
In fact, IMO a lot of the criticism he had about the terror status is solved by simply sprinting. Putting aside the headless which is another matter, both the Shichimen warrior attacks and the headless monkey scream are extremely easy to avoid if you keep sprinting during the fight.
i hate grabs too... not Emmas though hers is easy to doge but the guardian apes jump roll and the headless ass grab the headless one not so much because its hard to dodge but more because i always remember a line from the wiki when he tries it and start laughing the line: Lore Theory: If the Headless executes a successful grab, it is possible it pulls out Sekiro's "shirikodama" - a mythical ball said to contain a person's soul, which is located inside the anus. pee maybe stored in the balls but your soul is in your anus
My pick would be the camera. Whenever I'm locked on to a target and come closer to a wall, I just lose the lock-on and the camera starts spazzing out. And then I am forced to sprint away from the boss, creating some distance, then turn around and lock on again. This frustrated me quite a bit I gotta say.
The second guardian ape fight can be absolutely horrible regarding camera angel. It feels like the arena is insanely small and whenever I try to get away from the two monkeys smashing my head in, I run into a wall and get killed anyway.
How to easily beat shichimen warrior: purple umbrela + projective force. You dont even need a sword. For headless just use the malcontent finger to stun him
But the genius of it is that owl is specifically using the spirit to hinder your sight. After I realized that, it made me appreciate the design of owl even more
i have to disagree on one point. While i love learning about the lore through secret bosses, item descriptions and optional dialogues, i do not want the story to be told the same way. I just want to play a game and it's already pretty hard as it is. So when i get to the end of the game, i want to know why i'm doing this or else the fight becomes meaningless. I had the same problem with dark souls 3 who, while enjoyable, didn't seemed to have a story. To me it was a big mess of levels, monsters and bosses who had nothing linking them together and i had to watch Vaati's video to understand how deep the story was, and i was sad that i missed so much (the same can be said about ds2). So it's quite enjoyable that Sekiro came back to more classical way of storytelling and not at all a problem.
Bro gonna be honest, sekiro lost me way more than souls ever did. Like souls and bloodborne, while not straightforward, gave me a general idea of what was happening just from idly thumbing through descriptions and looking around. Sekiros use of cutscenes to try to string together a coherent story with fromsoft staple "random conglomerate of areas" ended up confusing me more than anything. Beat the game last night and I dont know who kuro is to the ashina family, why the fuck grandpa climbed out of his son, there was no foreshadowing for the second mortal blade nor its apparent power of ressurection(?) So as a straightforward story it failed on so many fronts
@@ivanlagayacrus1891 The Black Mortal Blade and it's power of resurrection is foreshadowed by the Black Scroll which can be found outside of Isshin's tower after defeating the Corrupted Monk in Mibu Village.
I kinda liked that most minibosses are without boss fog in the world. It fits the death system, giving you the choice if you run and reset or risk your sen and xp after getting killed once by a miniboss. Also figuring out ways to open with a deathblow to skip the whole phase 1 was nice. Agreed on too many re-used minibosses though
But that also adds to the argument. If people can either run out or have so many that it doesn't matter, why not refill it automatically so everyone gets the same experience without having to farm?
Eduardo Pratti farming is part of this game, it has been to some extent in all souls games. in bloodborne it was meant to force you to use fewer vials and focus on the rally mechanic, in this game is meant to prevent over reliance on the prosthetic tool. If someone has gotten to 1,000 emblems, he is not struggling with deflecting or stealth. And so the dev doesn’t care if he spams firecrackers
@@pratti I think they should've made it a resource like the ashen estus flask, hell they even give you different types of gourds, why not a spirit gourd instead?
After reaching ng+ and maxing out my prosthetic upgrades save for the last 2 lazulite ones, I had no use for the gold I accumulated as I progressed through my second playthrough. I threw all of my gold at spirit emblems and had 999 before I reached midgame. With the plentiful coin purses you get, you've essentially banked any money you need for any merchant good or upgrade from that alone. I topped off my spirit emblems every time I rested
In the most respectful way possible DeMod here’s a counter argument to your dragon rot section. The existence and mechanics of dragon rot are deeply tied into the story of the game, how dragon rot works is it siphons life force from living things around you to extend your own effectively making you immortal. Hence why when sekiro dies he is brought back by the Dragons heritage but the people he’s met along the way procure dragon rot, the two are directly linked. As far as for story significance dragon rot pretty much is the reason Kuro wishes to sever his immortality as well as is reluctant to give the Ashina the power of his blood. He feels this way because his immortality and the immortality of anyone he gives his power directly hurts the innocent people of japan. I get where you’re coming about dragon rot being annoying from a gameplay perspective but if you’re annoyed that you can’t continue quest lines then you should be aware of the story significance and how the solution you offered about dragon rot making enemies stronger doesn’t exactly work. And personally from a gameplay perspective I didn’t have much issue with dragon rot and curing it at the right times during my first play through and I probably died more times than most. Alright I’m done rambling now, don’t usually leave comments but I felt compelled to give hopefully respectful feedback.
I'm with you. It's a gameplay inconvenience for the sake of story significance. Feeling the effect of you're resurrections on the world around you gives it greater impact. It'd be difficult to outright get rid of it, but I do think they could tweak it. Cheers for the in-depth comment!
theDeModcracy yeah I thought actually thinking about my response rather than being like “REeee I disagree” would be much more well received 😂. Definitely enjoyed the video regardless as well! I enjoy having a dialogue about my fav games.
@@theDeModcracy You bring up if gameplay is worth sacrificing for story. I think Ian at least makes a very good point in that your solution to making Dragonrot more palatable from a gameplay perspective completely erases it's narrative significance. Secondly, I personally think FromSoft struck a good balance between effect and annoyance with Dragonrot; it seems most people agree that, even on their first playthrough, they didn't feel overburdened by dragonrot and the NPCs it effects, but almost everybody got the narrative importance of it. For those reasons, I think I am totally fine with the dragonrot mechanic as is, and find it WAY better than reducing your total HP upon death a la DS2 (that's the main reason I never played DS2 for more than a few hours, it was far too punishing upon death with little lore/narrative value to justify it).
The problem it strikes me is that gameplay and story shouldn't be two separate things when done right. Dragonrot is a story explanation for what is happening and its consequences. But it's something FromSoft made up. Not having an issue with it because of an easy work around (save Blood Droplets for after boss fights) is actually a problem in terms of game design imo. If it has no meaning then that's a problem. If that simple work around and seeing how shallow the mechanic is breaks the illusion then it fails and begs the question, what's the point. It creates a disconnect between gameplay and story. A better way of going about it is giving dragonrot real consequences. Balanced right they could have actually had NPCs die and side stories closed off. Maybe even forcing the player into one of the more negative endings (at worse the Shura ending). And my guess is that was their original plan. People might have complained that in a game where you'll die a lot there's a mechanic that punishes you. But it's not a negative it's a positive imo because it give valid (and unique) reasons to replay the game and get better. It makes more sense in terms of story and Sekiro's motivation (if not fixed a world of Shura endings isn't a happy one) while being consistent in terms of tying to gameplay. I genuinely think dragonrot is a failure of design. Which isn't a bad thing because Sekiro feels like Demon Souls and FromSoft experimenting with different ideas. Not all will work out. But being able to at least try those experiments is a really cool thing that we should encourage. Long post, sorry.
even if you react to the unblockable symbol on most attempts you can get away without even using pacifying agents still, granted it makes you take a bit of chip damage
I really liked Sekiro’s storyline, it really fits the theme of an honorable shinobi serving to those most close to him. This journey isn’t about yourself, it’s about other people like your Lord, your Father, Emma, the Sculptor, the Iron Code. It’s not like Dark Souls where the theme is extremely personal and you find yourself alone in your conquest, save for a few characters like the Firekeeper but she only serves you because she is forced to, and you’re not close to her to begin with. But we’re told the Owl is Wolf’s dad, Emma and the Lord you serve have personal history with you, even the enemies has history with you. Because of the more intimate characters you get a more intimate story. Unlike Dark Souls where you’re a lone soul trying to piece together what’s left of the world, therefore you have to piece together what’s left of the lore and history.
I like that he adds a comment that gives an example how to fix the items on the list. It's something that I find a lot of similar types of videos leave out and it changes the video from just complaining to legitimate criticism that makes sense and offers a better idea. It inspires excellent mods and has a much better feel overall for the video
FromSoft be like: This isn’t a Soulsborne. and RUclipsrs be like: THIS GAME ISNT LIKE DARK SOULS I DONT LIKE THE DIFFERENCES BETWEEN THIS GAME AND DARK SOULS
I like that some bosses and mini bosses are repeated, this game and every other souls game require a lot of pattern recognition so its nice to not always have to focus on learning the patterns. They are also almost like reminders of how much you improve. Like genichiro at the start, middle, and end.
I never had a problem with the teleporting attack, he’s always slow enough when he teleports that it feels like a free attack combo. I was glad every time he started to teleport
Well, the water headless is just so much easier than the regular ones. In fact, the lone one is easier than most minibosses. The other one is a little annoying because it's hard to keep attention on both, but if you go quickly enough, you can finish the spirit one in just a couple of flurries, and then the other one is even easier than the Ashina counterpart.
1/ You could block grab with Umbrella, like you don't even need to time it right, just deploy it when you see the symbol, then projected force back for big damage. 2/ Yeah terror is pretty stupid, but most moves that deals terror are plenty avoidable. Headless moves are easier than most enemies to deflect. The only real fuckery is the Shichimen warrior but they are meant for end game where you should already get the Lilac Umbrella. 3/ Dragon Drops are not rare and I only used like 3 in my first playthrough. Trust me I used to dread the concept before playing it but when I'm playing it is a non-issue. Dragon Rots spread randomly on NPCs as you die and not just affect everyone. Yes if you die more NPCs get infected but the only time you needs to cure Dragon Rot is when Dragon Rot happens to infect the NPCs whose sidequests you are working on at the moment. If you already did their sidequest, they can cough for all you care. Your suggestion of making the game harder when you die a lot is like the bank charging you penalty fees for not having money in your account, it's du- 4/ Yeah it's pretty disappointing, but it's hard to make many useful items without breaking Sekiro's super intricate combat system. Also, fuck you, ceramic shards are useful, just because you don't know how/want to play stealth doesn't mean it's bad. Sekiro's punishing difficulty makes stealth in this game very rewarding. 5/ This one I agree, although I think the reason for it is that you have something to spend your excess sen before facing the boss so that if you die, you won't lose half of you money into nothing. Increasing the price as you progress is fucking stupid, though. 6/ This is a non-issue for the majorities of gamers, hell only 30% of people who plays Sekiro manages to beat Isshin, but since this video is called 10 things you hate so I digress. 7/ Fromsoft offer the same amount of sound customisation for this game like other games, but I digress, but then again it's delusionally to actually believe that Fromsoft would implement something as and minor as that. 8/ Lol you just babbling on at this point, and at the end, you are not even sure you actually hate it. Feels like you just put it in just to make it 10 things 9/ This is the worst type of complaint that a gamer can make. It ultimately boils down to "Bwah, gimme more shits!" Game developers are not fucking genies, they have budgets, time constraints, and limit resources. Now, this is different than for example EA, you can tell the difference between intentionally cutting contents to sell as DLC and utilising every single asset to the max to make a complete experience. If Fromsoft really wants to sell you DLC, they wouldn't make 2 versions of a boss in the first place. They would make one and put it away then starting making DLCs. 10/ Once again, you completely ignore that stealth is also part of the gameplay, and 95% of mini-bosses either have convenient check-point or can be stealthed through. Hell, most mini-bosses can be deathblowed the first bar away, and adds could be easily killed and puppetted. Except for the first Drunkard and Shinobi Hunter fight, yeah those are pretty fucking bad. But overall, don't blame the game for your own short-comings, else you have to acknowledge those claim this game is too hard, too. And now it's my turn to complain about the game. 1/ The games are very inconsistent in terms of giving you information. The hallmark of good games design is that when it introduces a new mechanics, it should immediately give you an incentive to test it out. For example, putting the axe right before the two shield dudes. Great design. Putting a note for Lightning Reversal before Genichiro. Great Design. Putting the Bell Dude very far away from the Spear that can easily be deathblowed. Not great design. And I bet that you didn't know that the Umbrella can block grab, too, or how you can use the Spear on Headless Ape, or how you can Mist Raven the lightning without taking any damage, or the many many other properties of the Umbrella (that shit is up there with the Fire Cracker, man), or that you should stay the fuck away from the Shichimen Warrior instead of headbutting against it in the early game and get frustrated. And it's proven to be clearly detrimental to the game's enjoyment as you can see with my dude over here, oblivious to the Grab counter that already is in the game, all because the game doesn't tell you that. 2/ The quick item cycling system is clunky as shit, especially with Sekiro where you can already pause the game. I'm happy with just 3 slots with the 3 D-pad buttons. 3/ Ninjutsu could only be performed with backstab deathblow. I should be able to do it too with Air and Corner Assassination, too. As you can see, I'm a pretty stealth-oriented player. 4/ Why only 1 Combat art at a time? You have Block+Attack, why not make Block+Prothestic and Block+Interact a different Art. 5/ The camera is that Lone Shadow fight in the well. It's the only fight in the game where I cheesed, cause I felt like the game is also cheesing me with that bullshit camera.
When you think about the best mini-boss fights, you'll probably realize that they're the ones where the mini-boss is alone, or where the crowd is super easy and fast to clear. Armored Warrior is just epic and so good that it should be available on Reflection of Strength.
Most of these points are just comparing Sekiro to the Soulsborne games. As the devs has already pointed out multiple times, Sekiro is not a Soulsborne game.
@@Jimbo292 if they say it isnt then it isnt. Being a souls game means the story and lore will be told a certain way. Spiderman and arkham share alot of similarities but you wouldnt call spiderman an arkham game
I think the fact that items you use in a boss fight aren't replenished after dying REALLY hurt the Game's ability to remain fun despite the difficulty.
@@prajit1096 You don't. Which is why it's so much more crushing on initial playthroughs lol. Though to be honest, I kinda wish I could feel that same feeling again, the game is a bit too easy now.
I hate it on Ng+. I basically died a few times against genichiro, enough to infect the sculptor but no one else. Because I didn't die at all until the guardian ape after that I had to wait for half the game just to die enough times to get a blood sample and cure it! It's like: I already know how it works, I don't need to play the tutorial mission again just to be able to cure it! I had 16 of the stone used to cure it but couldn't use them!
mojotheaverage I feel it. Although I just don’t even pay attention to it after Ng+. It doesn’t need to be cured to do a run through. I’m on Ng+12 at the moment and I have WAAAAAAAY too many. I could cure the whole world of disease at this point.
I disagree I actually like to know what's going on in the story there needs to be a balance between speculation and lore learned through cutscenes and interaction through the worlds npcs and environment the first time I played dark souls I had no idea what was going on and couldn't make sense of item description so I had to reach out to the community to realize what I just played
God same, bloodborne I feel was the most egregious in that aspect I feel. I had so little idea what the hell why things were happening and what some things meant
Arrell Magister I feel like whether or not you understand Bloodbornes story depends on whether or not you’ve read Lovecraft or other cosmic horror authors. Many of the areas in Bloodborn (DLC especially) are pretty much ripped straight out of Lovecraft short stories. So if you’ve read the stories it’s kind of based on, understanding Bloodborne is... well, not easy, but certainly possible. If you haven’t read Lovecraft or lots of cosmic horror though, then you’re kind of shit out of luck
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Videos are always well worth the wait
Really? I never found the dragonrot thing that annoying. From what I experienced now can only get dragonrot ONCE so once you use a blood droplet boom, no more rot. Now I might be wrong and sorry if I am but all you have to do is use a droplet after a few get the sickness and your basically set for the rest of the game.
Headless appears 3 times, not two. The one under water is the third.
Oh ye balloons and ceramic shards... I pick them up near CONSTANTLY but I always forget they exist the second I have...
Has anybody ever used a ceramic shard?
What do I hate about Sekiro?
Depends on what's kicking my ass at the moment.
True but you usually love it when you finally kick its ass
Both dark souls 3 and sekiro are punishing but i like sekiro more due to the combat mechanics
so true lmao
@@Kanha..2000 Dark souls has so much more to play with. Sekiro combat makes me feel like a drank too much coffee and am forced to push 4 buttons like playing the BOP-IT game. The game could have been great for me. You force me to use one weapon the combat ahpuld be fun. I Played Nioh and rhe Ninja Gaiden games. Those are hard and rewarding. Lack of variety sucks.
Lady butterfly
10 Things I hate in Sekiro:
1.) Terror Status
2.) Terror Status
3.) Terror Status
4.) Terror Status
5.) Terror Status
6.) Terror Status
7.) Terror Status
8.) Terror Status
9.) Terror Status
10.) Chained Ogre on first playthrough
7 spear bosses 😂😂
Filip Zdarilek lol just get phoenix lilac umbrella for terror. Rip ogre first playthrough
@@iliasgtys1028 I had to use the ledge s to kill that one near the cliff
@@iliasgtys1028 At least you can exploit prosthetic tools to 7 spear bosses, but not all players are able to find umbrellas or purple gourd immediately
If anything for all the strength and weaknesses of Sekiro which creates distinct differences made me think that Sekiro should've been excluded from Soulsborne games, the distinction between Sekiro to previous souls games is pretty much tackled in and Sekiro felt more like a wierd mix between Tenchu, Onimusha and Ninja Gaiden with it's own tweaks and innovations
@@jared7126 against headless you can't always use Phoenix Umbrella and they kill you from terror in 3 hits
"inevitable tomoe dlc"
*cries*
mane why did it have to end like this
😞
I still have hope please fromsoft
We got a boss rush mode so...
@Ananasowy Vlog the problem is that it sold less than expected people just like more the gameplay and thematic of the dark souls so it didn't make sense (economically speaking) to invest more in sekiro
“Extremely rare item”
Me popping dragon tears to proc my second resurrection on the regular: *Huh?*
proc?
@@lazar0146 maybe protect i thought it meant procrastinate
@@lazar0146 It's short for procedure.
@@lazar0146 proc stands for procedure, but it essentially means activate
Relatable i have 13 tears so far lol
Agree with most of the complaints about mechanics, completely disagree about the storytelling. Sekiro isn't Souls, and the storytelling is decidedly supposed to be different. It's not a deserted world where you piece out what happened, you are a major player in the actual events this time. If this was Dark Souls, it would've been set hundreds of years after the ending, in the ruins of Ashina, with you finding lore hints about the great hero ''Loyal Wolf'' who protected his ''Divine Lord'' until the end and against the mysterious ''Genichiro the Heretic'' and bla bla bla. You are the subject of the lore that will be written someday in Sekiro, and I think it works really well in a way that From Soft hasn't tried before.
Also, the sake conversations/ eavesdropping dialogues add tons of depth into the surface level storytelling( as an exemple, if you talk/ listen enough to dialogue with a few characters, the Demon Of Hatred fight has a few really interesting dialogue bits that I won't spoil).
Thats fair but i dont agree. My biggest issue with this game was the world didnt call to me like dark souls. I was a badass samuri on a badass quest doing badass shit. Dark souls was a strange and confusing world i found myself lost in. I felt adrift in a dark and strange world and i wanted to explore and discover the confusing and rich world thay suprised me at every turn. And of course with the men in the pot and the demon of hatred their were some fun and confusing layers to the world but it didnt call me like dark souls. Now you are welcome to disagree, its fine you like sekiro more, but i think its reasonable to say they personally perfer the story telling of dark souls more than sekiro.
@@punkhippe It's totally fair for them to like the dark souls style more. I mean to say it's not fair on Sekiro to be evaluated by the standards of another game( especially accounting for the nostalgia the dark souls evokes in all of us).
The thing is - there IS a ton of stuff that you have to piece together through context. The whole Ashina clan war is just the surface. What about the dragon's return ending? Check out a lore page online. Watch some Vaatividya. There is a TON of deep lore in this game.
I understand what you’re saying but for me the story just felt kinda weak. Kuro just didn’t really feel convincing and his dialogue/actions didn’t really reflect the high stakes of the situation. It just came across as “okay well I have to do this thing” not a “wow this is something that is going to have a lasting impact on not only my family but also the entire land of Ashina for generations.” Instead of perhaps a back and for of “well this guy does have a point, but do the ends justify the means?” For me the dilemma of frampt and kaathe or Gehrman were more convincing. SPOILERS STOP HERE IF YOU HAVENT FINISHED THE GAME. They made me really think. I feel like the endings and their impact is probably more significant to people who grew up with traditional Japanese culture since at its most basic level reverence for the family and emperor/royal family are extremely significant. What do you do when loyalty to family comes into conflict with loyalty to your country? Owl acts legitimately heart broken when you reject the iron code. This hardened Shinobi warrior who doesn’t hesitate to kill drops to his knees. Do you betray your master and honor your family or do you you betray your family and honor your master?
I have to agree with the you are the lore thing nothing quite fucked me up like realizing I'm the reason ashina probably didn't stand a chance of warding off that invasion because all wolf knows and cares about is the iron code and his lord RIP all they best warriors ig
Sekiro's hardest boss of all...the camera angle.
Sebastian Isakovic nah chained ogre
no.......it’s the dogs
@@Cheesecakeproductions1 which can be one shotted by a shiruken
mist noble
I say less the camera angle but the lock on break from certain bosses. I’ve been left staring at a wall far too many times because the boss flew past me then combo’d me to death while I stood there
"30% of Sekiro bosses are repeats. That's too much"
Elden Ring with 90%: "Hold my beer"
Is it really that bad?
@@markszeibert7867 I don't have the exact number, but Elden Ring has considerably more copy and paste bosses than all other FromSoft games since Demon's Souls. But they are all side bosses and the main bosses in the game are mostly unique
Sekiro should be more like 70%-80%
@@markszeibert7867 tutorial boss is a generic enemy in early game, literally just a soldier with a greatsword. Boss in one of the first dungeons is common enemy in a late game area. Sometimes you will kill an enemy in an open world area only to find it in a dungeon later on as a boss. Also, there are 7 night Calvary fights...7....let that sink in, same boss over and over.
@@nenadmilovanovic5271 the tutorial boss is just that. A tutorial boss. Its not supposed to kill you. You already lost to the scion, thats how you got to the tutorial cave. And there's over 140 unique enemy types, you didn't think they'd try to use a couple in other places?
I had a pretty simple solution for the dragonrot. I'd usually get hit with rot when I died a bunch of times to a boss. I figured, well I wouldn't exactly want to heal the dragonrot if I was going to keep dying to that boss. So I'd wait to heal the rot until after it was dead. Yeah, I'd stack up a good number of rotten NPCs, but then I healed them all at once. nbd. Never seemed too much of a problem. I didn't even know there was a severe limit on the number you can get until watching this video.
Oh, and another thing. If you forget shinobi tools exist at all, you don't have to worry about spirit emblems. Worked for me!
Honestly that is exactly what I did. I didn’t use my droplets for like 4 bosses and probably a hundred deaths. Then remembered and promptly forgot about dragonrot while fighting the next bosses.
Everytime you use a droplet the person you brought it form restocks it
I ended my run with well over 500 spirit emblems because I only used tools like the spear and firecrackers on the ape boss, and I always felt like the combat arts were just too inefficient and slow
What a terrible solution, lmao
@@leo-oi8emI always kept around 900 but still hated the feeling of “you have a limited amount”. They could very easily have just made it unlimited but you can only carry a certain amount at a time and that would have made it better. There is no benefit to making it a limited commodity.
Mortal Draw and the double overhead strike arts were pretty good to me. Even without any emblems you can punish with a Mortal Draw and deal both types of damage at once.
dragonrot was probably more of a story element than a gameplay mechanic.
It's probably showing the cost of immortality. It also contributed why kuro wants to sever his immortality
yeah it’s thematically significant more than heavily impacting your experience playing
i just hate it , i mean please tell us first what is dragonrot and how it works.... i died like 5 times and tried defeat the one guy gaurding main door in ashina and then i m suddenly teleported to the temple .i was like what the hell???/
@@rupayaanchatterjee9800 you only get teleported the first time you die, never again. So don't talk bs
@@irgendana25 ok well idk what’s so bs about it? Also that wasn’t his main problem. Maybe if you actually read the whole thing you would understand
One thing I hate is how the speed of some enemies can mess with the camera; 80% of deaths to Isshin is due to the lock on turning off because he decided to leap over me
yah its just legitimately broken
Yeah I had a lot of problems on issuing with that
That sometimes happens with me against lady butterfly but all u have to do is literally turn quicky and lock (just tweak ur sensitivity)
Not to mention the game feels really bad unlocked, it just feels wrong unlike the others where I have no trouble playing unlocked.
@cloudykai You misunderstand, I mean compared to every other Fromsoft game, playing unlocked just feels awkward. Sekiro takes massive steps forwards and his huge windups mean there's a big delay between R1s so playing locked on is damn near required half the time but the speed of some of the harder bosses (namely Sword Saint) means that lock on is easily broken.
If you can play without lock on then good for you, I have had no trouble playing unlocked for the Dark Souls games and Bloodborne but personally I think it feels like pulling teeth to play Sekiro unlocked.
my biggest issue was definitely the enemy spam around mini bosses. It doesn't make the boss any harder, it just forces you to go through the tedious task of killing a bunch of regular enemies first. I cheesed lots of the mini bosses on my first playthrough because I didn't want to have to go through killing all those enemies again so I was afraid of dying, sadly that also means you don't end up learning how to fight the mini boss properly.
It makes you go through tedious tasks that are difficult and annoying? So it makes it harder?
@@die_cast9420 Maybe if you're really impatient and just run in and fight everyone at once, which is usually a death sentence because you'll be fighting a mini boss and ten or so smaller enemies at once. In that case, yes it is more difficult.
Nobody does that unless they hate themselves and want to get stun locked a million times. What most people do is just slowly kill each enemy one by one and then take on the mini boss. That's not difficult at all, the stealth in Sekiro is extremely easy and you'll never struggle to take everyone out before the mini boss. So no it doesn't make it any harder, it just makes it take ten times as long. Which is why lots of people are scared to fight the mini boss the way they are intended, because they don't want to spend another 5-10 minutes killing all those enemies again just for another chance at fighting the boss.
It's like Dark Souls 2. In DS2 they spam easy enemies everywhere. The enemies themselves aren't difficult, but the amount of enemies you have to kill to get through the smallest of areas makes it take so much longer than it needed too.
@@sourlessfix9109 so it's only more difficult if you play the boss the way it's intended? Hmm I wonder why that might be
@@die_cast9420 No, they don't intend for you to fight everyone at once. That's what the stealth is for, they expected you to take the enemies out one by one. what I was saying is that by the time you are finished stealth killing all those enemies, you are too afraid of dying because you don't want to do all that again. So a lot of people start running around the boss trying to cheese it rather than actually fighting the boss properly and learning its attack patterns, meaning you never learn how to fight that kind of enemy in the future and the cycle continues. All because of how annoyingly tedious and easy the stealth was.
This is what artificial difficulty is. You make an easy task really long and annoying. No one will actually fail the stealth so it doesn't actually become any harder, but the illusion that it was more difficult is there just due to how long it took you.
I love Sekiro, but some of these mini bosses and enemy spam is just awful. Watching my friends play the game I noticed that they all struggled on those mini bosses just because they found them annoying and never wanted to learn them. That's not good design, the game should be insisting that you learn to fight the bosses properly, not scare you away from it.
the enemy placement makes sense and the tedious task forces u to learn the mechanics so you dont die to the boss as often
I find it crazy that so many people hated chained ogre. I thought his moves were so slow and easy to get away from if you just run around
Casuals getting hit by the slowmo wwe moves
I didn't find it easy at all to consistently dodge his leaping grab. I could dodge it about 70% of the time no problem but he would inevitably catch me with it even though I was using the same timing/positioning to dodge it as when I didn't get grabbed. It seemed almost like he would just lag into me every 4th/5th leap; he even spun around and jumped on me a handful of times in spite of me managing to get almost completely behind him during his telegraph. When I beat him it just felt like luck because it really seemed like no matter what I did, he would occasionally catch me with a random grab-- I feel like grabs in general in this game can be pretty BS as was mentioned in the video, but so far I think the chained ogre is one of the worst offenders in my first playthrough.
Also, for his non leaping grab, I noticed a few times that if I was circling around him and too close when he started the telegraph, he would grab me the instant the danger symbol appeared above my head (without even doing the grab animation), because I was too close to his hand or something.
The issue I have with him is that he feels like a dark souls boss and not a sekiro boss considering how fixated it is on dodging and don’t get me started on the hitbox of the grab
It took me like 5 tries so it wasn’t so bad. Just attack twice, dodge to the left twice the whole fight and it’s dead.
I agree on most points, but i think it would be weird to miss Sekiro's story. Its far more personal than the souls storylines
The MC of the game actually has an identity, not a purple deformed undead in an insane, twisted world.
Fam Bug the master of chambers?
Yea, to me souls games have never been about the story, its interesting once its explained through a youtube video or if you read all the item descriptions (not me) but that's not why I play souls games, sekiro does much better in my opinion but is still not great story telling.
Lachlan McLaren It’s still not great. I’d rather have a lore based story then one that half asses a story/lore
It's a generic samurai story mixed with the usual corruption of the soulsborne games not exactly a revolution
I mean, if your way of playing is to spam firecrackers every second is normal to run out of emblems, it's an indirect nerf
the issue isn't that you can run out of emblems for using the tools, it's that they are limited in general, they're a resource that as he points out gets increasingly more expensive as you go through the game. If you want to nerf the spam of emblem tools like firecrackers then make them use up 1 emblem instead of 2 or 3 and limit the max number you can hold, but not that you can own. I love using the tools for cinematic effects and combos while I play because they're awesome but then the thought of running out of such an integral tool to the gameplay untill you manage to either save up enough money to buy more, or fund them around the map makes me not want to spend any. And if you rely on them to deal with some bosses or attacks (I use crow feathers a lot to deal with some attacks and then the axe to deal with shields) and you run out, it's too tedious to have to grind just to get to try your hand at the challenge the way you personally want.
@@dragonitaslavedon1745 My comment also responds to that, I left the game after getting al the achivements in NG+ 5 and despite using tools fairly often I always had over 900 emblems in the storage.
But if someone uses the firecrackers 5 times to kill a normal enemy, that's just bad resource managment.
Also emblems are fairly easy to farm, any exp/sen farm can provide you with an extremly high number of them. You also have mibu spheres and the ceremonial tanto if you want more emblems.
Tools also become less necessary once the player knows how to propely deflect atacks.
Not saying that the emblem system cannot be better because it certainly has it flaws, but spekaing now about the video it seems that Democracy tends to rely too much on tools.
I farm Mibu Village for the sprit emblems.
Dragónitas Lávedon then don't overly use the tools,save your resources,actually develop a strategy and think about what you do with these items instead"Oh this tool is good Imma just use this for the rest of the playthrough cuz it's so op",heck they probably made it that way so that people aren't just spamming the most op weapon and breezing through the game ALL the time
@@ultimatepronoob7320 I don't overly use the tools and mostly only use them to 'skip' tedious parts of gameplay like the axe on shields that are otherwise pretty inconsistent to deal with (being unable to lower their health means that if they stop attacking you they recover posture way too fast and make you have to start building their meter all over again from scratch because RNG)
My point is that by overly limiting the number of emblems that you are able to have, you're discouraged not only from being creative with your tools to find fun ways to deal with enemies and situations, but also from spending them on the gameplay to save them for usually bosses.
Instead of them pushing you to engage gameplay in more varied ways that the regular combat mechanics it feels as if I would be plainly getting more rewards by running past the enemies.
My most enjoyable parts of the game were when bosses were extremely hard. But they were alone... so I could learn how they work and so on. Not wasting my life clearing all enemies and dying all over again
agreed, additional minor enemies in boss encounters are the absolute worst
Not all of them. During my time with the chained ogre, this mf with a spear would come attack me if he saw me fighting the ogre. Killing the two guards before wasn't enough ig
Everytime I had to fight a juzou type boss I died a little inside
@@boolboi2296 that drunkard yuzo before lady butterfly. I think he took me more tries then lady butterfly with all those enemies.
At first, I agree. But after playing through the entire game again and again? Nah, I disagree. All the gank boss always have some ways to be dealt with and it's extremely satisfying to do so.
You can get a guy to help you at Juzou, and you can even clear out the arena before he even catches up since bandits can't deflect you and it's easy to just steamroll them with attacks.
If you kill most of the bandits before you get that guy to help you, you can even gang up on Juzou, which is extremely fun in and of itself.
I always thought Sekiro had way better story telling than dark souls. Having to piece together the main story from tiny scraps of info is just frustrating. At least in Sekiro you can actually understand what is going on.
One thing I think DS does better is making it so that if you care, you'll definitely search around for it and come to your own conclusions. If you don't, you don't have to pay attention at all. This is especially useful on repeat runs because you're likely replaying only for the combat or mechanics and don't care as much about getting the story again.
@@twistedgwazi5727 Lets be honest, no one tries to piece together DS story. We all finish the game not getting shit, we read a bunch of items until we get tired and just go to youtube to get an explanation. It was interesting the first few games, but FS should follow this path now. Actually they should rethink a lot of things people just forgive cause they are fans, but no love lasts forever in gaming.
@@argusy3866 yea i dunno if it's just me but i feel like having to piece the story only by reading item info doesn't make the story better i never cared about the story because i was only given 5 percent of it
@@zarc1145 300 Hours on BB, Idk the story, DS3 300 Hours idk the story, 100 Elden ring Idk the story lol. Sekiro 400 Hours and know pretty much every single detail
Yeah I agree, I also like Sekiro's storytelling way better. Cuz having to piece together story from scraps and reading shit is too tedious for me and discourages me from actually caring about the story
My dragon rot was rather well conserved...
Until I met the demon of hatred and I’m pretty sure when I finally beat him every npc that could get dragonrot did
Happend the same but with the seconds encounter with the headless monkey
@@olakpasa6486 I beat that boss on my first try and I suck at the game. Just separate the apes, use firecrackers, and kill the female as fast as possible.
@@olakpasa6486 Same for me, but with like, almost every single boss.
I beat him first time fighting him after first death
@@A_328FL I got really close on my first try then couldn’t get anywhere after that so i ended up doing the Guobyo skip to make the Demon jump into the abyss
Here's the thing.. when I was younger, I used to get that heart pumping adrenaline feeling much more often. Now I'm older, wiser, maybe even a little jaded. After experiencing some high intensity shit enough times it will inevitably lose its edge. But Sekiro? Even now, when I beat the ogre I get that feeling after, that well deserved exhale, the "I did it" thought the realization that your heart was pumping. It's a great feeling that I get less and less now a days. Sekiro gives me that feeling. Just felt like sharing.
Same bro. Took on the ape first try as my heart was racing bad and when I saw him get up I had to take a few minutes to breathe lol
bro i felt that on isshin ashina for the shura ending because i was on him for a week and after i finally beat him i couldn't breathe (probably because i literally wasn't breathing the entire time) and my mouth got incredibly dry whilst my heart problem was about to kill me
fr dude, exactly this
Completely agree, this game reignited my enjoyment of games
Same that’s why I wanted to play sekiro. To feel the satisfaction and adrenaline from beating isshin. So far I’m halfway through the game and I’ve beaten all 3 soul games alr.
For anyone struggling with grabs: USE THE UMBRELLA SHIELD! It's capable of deflecting grabs, so not only can you avoid damage and damage the enemies posture, but usually parrying their grab gives you enough time for one or two hits on a vulnerable enemy. Learning this made so many fights much easier.
No fucking way
ANOTHER BIG W FOR UMBRELLA SHIELD ENJOYERS
Clearing the area the first before the Drunkard fight was so tedious, but I think it was there to really teach you how to stealth properly the rest of the game. There are actually only a few areas that require you to kill everyone before the mini-boss. Gachiin's Sugar makes these encounters very trivial.
there's a good stealth approach to that? I just sacrificed the blue robe guy and ran around killing the rest while juzou was busy, next playthrough I'll try to get him to live
even the second encounter in hirata (monkey one was easy to stealth) I did find some stealth approaches on yt but for some reason I kept fucking them up so I just lured the lone shadow first to bruteforce him before juzou could save him, then ran around killing the archers
Finished the game with 14 spare dragon tears, dragonrot was barely a problem at all
It's really not a problem, but it feels like a problem when you're new. Plus it doesn't add anything interesting to the game.
@@bronzeager1298 It was barely a problem for me in the second half of my first playthrough.
After so many deaths you either git gud and die less or you keep dying and learn to live with just 1 sen and 1 exp. It isn't such a bad thing.
@@AlexSKelly-up7lf or just use it after every major boss fight, then explore to unlock npc quest
Totally agree. First playthrough and 6 dragon tears left, and I died a lot...
wow I love the sound design for this game... the sword clash and the critical blows sound amazing.... makes the full battle so tense and epic. but then again it is a matter of taste
I personally love the sound and have zero complaint. But also I'm the type of person to NEED to hear game audio and can't replace it with music. When I hear the clashes and then a deathblow on a hard enemy I feel great.
He said to have options to change it for more auditory players, but if they are more about hearing then youd think they could discern between the sounds better? I think the sounds are fine
He just needed something to complain because he didnt have the list ready
there's a lot of combat arts that allow you to stun enemies out of grabs. for example: ichimonji: double and praying strikes: exorcism. so if you're willing to lock yourself into certain combat arts grabs certainly do have counters
Just jump backwards works with all but like 2 grabs
I find it funny you say that you wish the story was more cryptic like darksouls or bloodborne, but then also say the sculptor was under utilized in the story. You can learn the sculptors whole story from beginning to end from various hints and events in game.
I really enjoyed the stealth part in this game, so the mini boss gripe for me was actually a plus to me. I never played any bloodsouls game, but I played a lot of Tenchu. I was always thinking of ways of how to stealth kill every mini boss and how to quickly engage and disengage all the enemies surrounding the boss. It was usually the first thing I tried to do.
i guess u could say they didn't go far enough either way
Gwyn was a bigass dude in DS1 and TRC in DS style too, lots of DS characters have bigass loose ends like Fillianoire or w/e tho
He didn't say the sculptor was under-utilized, he said it was a potential up for discussion.
It is more a shift in the narrative style imo. And just like the game, not everything is for everyone.
in sekiro, the story is more straightforward and the world/side characters is told in a small hints/items/background.
in souls, the story is more abstract and the world/side characters shape your story.
imo, both works. i liked both ways and enjoy sekiro style as a whole too. I don't feel the need of a nobody start and ended being the savior of something (or just waking up depending on the ending you chose) because all previous soulsbourne already did that. And lots of the not explored stuff (hopefully yet) feel like a DLC potential or even a sequel.
Sometimes, people forgot that DS already have 3 game and if you only have the first DS without DLC, you got a random shit like artorias without much explanation. Not to mention you won't even know that artorias has been corrupted. After saying this, I'll just mention that I am hyped about the DLC for sekiro and hoping that it give a lot to the lore.
@@zombieslayer095 The story... was the main narrative though? Like the major events are happening right then. Compared to Souls where the big things happened long ago.
@@justhaidars I personally believe the narrative doesn't work as well because there's just not enough unique items. There's just so little detailed info about your regular enemies and locations the game world got very uninteresting for me around the halfway point forward, i even dropped the game for a while because i just didn't feel attached to what i was doing.
Sure, you know enough about the main players but the things that really got me thinking was why are there monkey troops running around? Why are there so many giant deformed men among the enemies you fight? What are these guys anyway? How exactly is the invasion of ashida occuring? Where did they advance from?
I don't doubt there are answers to this, but the lack of flavor text from items makes it oh so more difficult to piece togheter. At one point just after i defeated Isshin at the castle the thought hit me: "I don't understand anything that's happening here." and that was enough to make me stop playing for a good while.
Deflection and the sound it makes is my favorite part of the game without a doubt I would turn that up to 13 if that was an optiom
It's pretty satisfying.
Yeaaaaah. The kaching it makes is so good. 😂 only underwhelmed by the death blow sound which could've been a bit quieter.
@@MdYeasin-mx2zg idk, I love the deathblow sound so much.
I love the fact they re-use a lot o bosses, since it is a way to show you how the ability from learning makes them easier
yet another learning bebbeling BS fanboy.
@@jemandjemand2362 Lol no theres reasons there are 3 Schimiman Warriors. There's a reason there's 4 headless. You are just another BS gameboy that doesnt understand or have the capacity to look up lore.
Died to Juzou like 50 times around the first encounter. I'm proud to say I destroyed him the next.
i had a mini panic attack when i realized how dragonrot worked. But its really just an added stress factor for story telling purposes and not a debilitating mechanic.
can it actually do anything even? I didn't look it up and I don't think it has actually killed anyone, I just heal it whenever I want to progress some questline and haven't really had any issues with having enough items for it
@@kinggamereon653I looked it up after also losing my shit after hearing that it effected npcs thinking it killed them. It doesn’t, at least that’s what my very basic google search told me.
I see
Frankly, I never worried about the dragon rot. I always had 3+ of the item needed to cure rot.
Even when I was dying over and over and over again, I still had spare cure items.
I had 10 droplets left at the end of my playthrough...but I also used the double resurrect mechanic to my advantage and definitive death was something I avoided like the plague.
@@ldeue4837 same hear. I really wish they let you buy resurrection energy at shrines like you can with spirit emblems. Grinding back the 2nd and 3rd resurrection was a pain on bosses so I usually just let myself die when I could have kept on fighting. If I didn't have to waist 10 minutes grinding them back then I would have actually used a bite down at least once in a fight. But instead I lost 1 of 4 lives and would rather rest then continue fighting because of the incentives
This is not a resounding endorsement. If the player goes from fear to indifference, the mechanic is essentially extraneous and serves only to undermine the game.
As everyone got infected after every boss/miniboss, I would only use them specifically to advance a certain quest line then resign myself to the coughing
So, you listed 10 things to hate in Sekiro but did not mentioned The Infamous From Software Camera?
Name a fix
@@jonariaofthejonaries1705 Well since you asked...
1. Fade out objects close to the camera instead of moving the camera around said objects. This would resolve almost all camera issues. If you are pushed against a wall, just fade out the wall and pull the camera into the empty space behind it. Then you retain a normal camera distance and angle instead of suddenly having it get pushed right up next to you in a jittery mess that doesn't allow you to see anything.
2. Provide more open space, particularly in boss fights with large/fast moving enemies. This is an imperfect fix since it doesn't actually fix the camera, but just designing areas with the camera limitations in mind would hide many of the camera's problems. If you know that the camera has trouble in enclosed spaces, don't put enclosed spaces in the game, etc.
I think the camera is like that to make things harder, not a glitch.
@@matthewlewis8678 Well, if that's the case, then it's a bullshit way to add difficulty to the game.
Compared to other dungeon crawler games the fromsoft camera is actually pretty good imo. In Code Vein for example lock on can completely fuck up the dodging mechanics on some bosses. On top of that there are some fast moving bosses with some bad AI which can start jumping around like crazy all around you so the camera follows with out of control spinning and complete loss of direction.
I’m late but I only disagree with one thing. I loved that they gave the story to us this game. Coming from elden ring as my first from soft game, I liked the putting together of the story line on my own but here I love how sekiro gives you the main plot but in order to learn more about the world itself, the rituals, the great karp, orangutan and Emma, etc, you need to exhaust dialogues. I wouldn’t say the story regressed I think they just wanted to tell a more direct story to the players with sekiro which I can totally respect
1:57 says he hates grabs and dodges into a wall trying to avoid a grab
Definitely feels like they minimized the usage of Boss Fog for the same reason they gave you a Homeward Idol right away; you’re supposed to be much more careful in Sekiro than in other games, because permanent death is extremely punishing.
If you get to the miniboss and find yourself overwhelmed, you have the opportunity to escape because you’re not locked in there with them and you need to assess your situation before every encounter.
Sekiro isn’t an RPG; Wolf is and always will be an assassin and playing him as anything else will be to your detriment, which means you need to get the drop on enemies, use all the tools at your disposal, play dirty (dropping aggro on death, leaving the area, luring enemies away for stealth kills), and only fight on your own terms.
Playing as a samurai and thinking with your sword and never fleeing will get you killed a *lot,* because while Wolf is an excellent swordsman, he’s no one man army.
THIS
This is the exact reason I can’t stand this game. Well said
Imagine how much the guy from ghost of Tsushima would hate this guy
Cringe
God sekiro fans will never admit that anything is wrong with sekiro, whenever a creator or critic makes the tiniest implication of not liking something about the game, they feel personally offended and want to inform you how wrong you are at every corner, it’s really just an average souls game, with different mechanics kinda like nioh, there’s plenty to be upset about with this game
Sekiro: Bosses Die Twice
Genichiro dies 6 times
This comment is so damn true lol
sometimes more than twice
@@rayvincyful1 are you counting tutorial also?
Sekiro: Bosses Reused twice (or in the case of lone shadow, hundreds)
The minibosses were undoubtedly my biggest gripe. Especially gank fights. You pretty much hit the nail on the head with that one.
I absolutely loathed the targeting system
sometimes when I sprint away/run circles on a targeted boss he'd get un-targetee making me miss attacks
or how it'll often auto switch to unwanted target when you kill your first target
i’m pretty sure you can turn off the auto lock on after killing an enemy, that shit fucked me up as well
"extremely rare item" by the time i finished my first playthrough i had like 10 unused ones
for some reason the abandoned dungeon mob sold me a new one after every boss i killed
Yhea I heard there is some kind of restock mechanic on that one shop. Even tho I was told he gains a new one each time you use one.
@Creatotron you'll miss out on so much lore if that specific NPC have dragon rot
I won't spoil anything but I cried a little at then end of black hat badgers story
It also takes like a billion deaths for Dragon rot to even activate I died plenty of times and in the end Dragon rot only activated like six times through the course of my first play through.
There is certainly more than enough of that stuff to use one after every single boss so I don't see the issue.
@@ncrvet8180 lucky you. I get dragonrot like everytime I get true death
the Enfeebled status was annoying as hell, although seeing old man Sekiro use his sword as a walking stick and reacting with confusion at using his arm was kinda cute
@Hayden Rhead Yeah it worked in that one section at least.
I liked the specific death blow
Yeah, I don't think the disabling of resurrections was necessary.
Well at least it was pretty much relevant to one small section of an area in which you could stealth kill most of the enemies anyway. Otherwise it would have a lot more potential to be infuriating.
@@akiraigarashi2874 or you can use shurikens, the nobles are very weak
I have to disagree with you on the storytelling . Yes, I do like how the souls series works. However, that limits the sort of story you can tell. A character driven narrative like sekiro wouldn't work with that sort of storytelling. Similarly, you can't be evil at any point because that wouldn't fit with the character. The more character driven a story is, the less optional you can make the story.
Have you ever considered the fact that maybe your experience of the game was shaped by your choosen style of play? I think people who hate sekiro for the reasons you mentioned are the ones who picked up play style habits from other souls games. Sekiro is awesome because it was designed to work against your Souls Game Muscle memory. Forget what you think you know and just play the game the way it was designed to be played.
Sekiro is designed to be played in a very specific way.. no freedom on playstyles is an extra minus on my book
@@theuglytruth5556 It's a ninja game, why do people forget that. There is no character building and character archetypes. If from software made a soccer game, will you be looking for bonfires? Ninja's sneak up on people so do that, choosing not to do that is just plain idiotic. If you love espionage games you will realise enemies are placed at very stategic spots in every level. Infact you can clear an area without being seen if you follow specific unspoken paths/routes. To me thats just genious level design. Sekiro's mechanics and level design lends itself better to the espionage genre. The act of not being seen is a game in a game in of itself. If you want an outright battle it gives you that to your hearts content when you fight minibosses and main bosses. You want to mash buttons? Wait till you get to the boss and then die 5000 times.
@@zapdelivery5169 terror is still bullshit
@@haydenrhead7692 You're meant to use items to get resistance against terror, not charge in blindly
@@haydenrhead7692 Without context.. You know what's bullshit, your face
Lockon? the camera? getting stuck on level geometry?
Or not being able to lock onto enemies behind you lol!
@@roryluukas2703
Omfg..... The pain 😫
Since souls this shit still not fixed
rory luukas turn the camera around.
@@roryluukas2703 Or locking onto enemies you didn't want to... I'm only really noticing this at the mini-boss before Isshin but it's really annoying when the game locks you onto an enemy on the other side of the game world when you mean to lock onto a direct threat in front of you.
srobinson124 Features srobinson...Features.
I fail to see how making the story more digestible is bad in any way. From your explanation, it’s sounds like it’s just a different way to tell a story, being neither inferior or superior to classic Dark Souls storytelling.
It's kind of like drinking a beer vs a fine cognac. Yes they're both good for different reasons and one isn't really "better" than the other but one definitely has a lot more going on and a lot more depth to its taste. Sekiro isn't a bad story but It's nowhere near as layered as Dark Souls.
@@lupin2589 Thing is Sekiro is not dark soul, so this comparison shouldn't even be a thing.
it's amazing because the devs themselves said that sekiro is strictly not a souls game, but apparently it's still not a clear enough message
@@bakaloid2940 Listening to what devs have to say, what madness is this ?
Bjorn Bjornson personally I liked having the direct story with a protagonist but it would also have been nice if there were more stories in the background e.g. Robert and Dad, and the Sculptor.
I feel the main problem was their just weren’t enough items to write lore on
Sekiro is just addictive, I'm playing for about a month now almost everyday, getting my stats to max and all, but I do think that the story isn't all that great, the gameplay is what makes everything epic
It’s to fucking annoying at times for me to really get into it and gameplay well ghost of Tsushima is better to me
"I can't believe it's not a soulsborne game!" I don't see anyone saying that about Ninja Blade. Sekiro is not a souls game. It's not an RPG. It has RPG elements but it's not. Sekiro is a story driven stealth action game. You are a preset character with a preset duty.
Judging by the gameplay, whoever played like that would obviously have these opinions about the game. You have to be more patient and cunning, because unlike Souls games, you can't build your own personal strengths by equipping whatever you want and leveling up stats at your choosing. In this game you're a ninja and you have to survive like one.
Some of these are truly dumb:
You will likely never use more then 3 dragon droplets, so 16 in the game is excessive NOT rare
Spirit emblems are EXTREMELY common, you get them automatically from killing enemies and should get 999 about half way through the game
The "regression in story telling" is BS, a lot of Sekiro's storytelling is based around eavesdropping on conversations, finding the different sake, reading the texts/item descriptions, and piecing everything together. The cut-scenes only explain your character's motivations, as Sekiro is a living person in the world, just because the central story is clear doesn't mean their isn't a boat load of story that you have to search for.
TheDeMocracy's argument is basically that everything must be unclear or player's won't want to learn about the world.
There is a LOT about Sekiro that isn't made clear and has just as much lore as Bloodborne: The Fountain Head Palace, the Guardian Ape, the Children of the Rejuvenating waters, Lady Butterfly and Owl's Motivations, Orangutan(the sculptor), all theses things are very out of place, not directly explained, and have deep and compelling stories.
Brian Cain also imagine using droplets to cure dragonrot and not their infinitely more useful application: restoring resurrection power during a boss fight
Brian Cain disagree heavily on the spirit emblem thing. The fact of the matter is no matter how many you actually end up with in the end, they’re a limited resource and that means you’re just that much less likely to experiment with them.
Also I can tell you first hand that if you do experiment with your different abilities and you do eventually run into trouble with some of these bosses you will abso-fucking-lately run low on them and have to farm. It just wasn’t necessary to make them expendables as opposed to say, estus-like.
@@SuperSecretAgentNein the intent of the dev is for it to be used sparingly and not just spam it all the time, plus it's non-essential so you will be less likely to farm it in the first place (plus the game is pretty generous on giving emblems, even the price later on is still relatively cheaper than any other items you can buy).
To be honest I don't even get the hate on limited resources, I don't think having replenishing emblems makes the game any better.
What I do hate however is that some combat arts costs emblems and some (le meme best boi double Ichimonji) doesn't. The discrepancy doesn't make sense because it just made the one that doesn't cost emblems the better ones in general, the ones that do only looks cooler but most are just straight garbo which just makes the decision even more confusing.
After spending some time on VaatiVidya, anyone can understand that there is a LOT of sekiro you won't get by simply playing normally and following the story. The thing is, we're given the big image, of a character we don't have full control of but rather "role" play as. The world around the the main premise is still deep and interesting to find out about
Searching the lore of sekiro and linking it with real japanese folklore and historical people and legends is the best thing ever. Sekiro has amazing lore just like souls and bloodborne. There is a bit less but things like finding out why does the giant rope men looks the way he does are amazong
Story wise I believe we have to remember Sekiro was intentionally designed to differ from the Souls games in regards to roleplaying and story. The Souls games are more open ended to provide that element of roleplaying many like, but Sekiro is definitely more focused about telling the story of a shinobi and his quest to rescue and protect his lord. Plus I've been finding plenty of hidden story details that enrich the story for me. Love both styles.
Completely agree, I'm tired of commentaries that take their point of reference from Souls and/or Bloodborne, Sekiro is not these games nor should it have been and hope FromSoftware move forward with more refreshing titles like Sekiro
@@RossMcL1961 well said, couldn't agree more.
TL;DR at the bottom
This, for me, highlights a huge problem with the term "Souls-like". Sekiro was branded one right away, being a difficult hack-and-slash game with bonfires and the like, made by FromSoftware. However, if you compare it with Souls games, and then something like Metal Gear Rising, it's far closer to the latter.
Unfortunately, because of being called a Souls-like, people tend to ignore the unique things that Sekiro does, and view it through the lens of a Souls game. Which then ends up not being what you expected, and naturally having you dislike the game.
The problem extends to many other titles from different studios as well. Whenever developers try to put in their own unique vision of gameplay mechanics, characters, storytelling, etc. they might get blasted for not making their game "Souls-like" enough. While it's not very visible, it does stifle creativity and leads to devs emulating the Souls formula over and over, because it's bound to be more successful that way if a developer is making a "Souls-like" game.
There needs to be a new term used to describe these kinds of games that untie them from a singular game series and into a broader genre where more room for experimentation and unique mechanics is available.
TL;DR
Being called a Souls-like makes people think Sekiro is something its not trying to be
It's cool you mentioned learning fights by sound. I've got bad eyes and can't really track movements well so I end up playing sekrio and learning movesets by sounds. Normally the attacks that I mess up on are the unblockable attacks since they all make the same sound and I need to figure out which one is coming.
I think that limited spirit emblems is great. It forces you to be careful when you use prosthetics and to get good and beat a boss before you run out of storage
and even then if you know what you're doing mortal draw + seremonial tanto can still trivialize everything with the limited emblems so you can still cheese things with the emblems you're given
but yeah, I enjoy the strategy aspect of having to generally carefully manage the powerful abilities the prosthetics and weapon arts offer
I disagree on the terror attack from the ape, because you can see it coming miles away.
If you can see it coming isn't the point, the point is when you see it coming you need to then stop fighting and run away before running back in again and constantly keep doing that throughout the second phase, it gets dull really fast.
@@Barnesofthenorth You can block the terror scream with umbrella prosthetic and follow it up with force projection for a nice damage and posture. It makes the flow of combat better cause you dont have to run from it.
@@Barnesofthenorth If you use a Pacifying Agent, you can tank through the terror scream and inflict a ton of damage while the boss is channeling the scream, at the cost of your health.
@@ikhsanhasbi657 yeah or also you can use the purple gourd to avoid terror status build
@@ikhsanhasbi657 But that means you have had to upgrade the umbrella prosthetic (something many wont have done) and also picked up FP. It's one thing knowing it after the fact but that's not really how FromSoft should be designing it.
It's fine seeing it come from miles away except if you're in mid swing because that means it'll take some of your health without you being able to do anything about it. Stuff like that is just annoying and sends (again) the wrong message in a game that seemingly wants you to be aggressive.
If the ape's terror build up didn't directly take health I think it would be fine. As it is though it's BS. I guarantee a lot of players died a few times on their first playthrough working out what was killing them and how. The fact no other enemy had that correlation between Terror and health is bad design imo, putting it in the second phase after a long first phase is straight BS.
number eleven: kuro's walk
number twelve: kuro's talk
Oh come on that kind of things are so cute I can't hate Kuro.
"Ask Emma, she might know something about xxxxx". Emma is right there, in the same damn room, like 5 steps from you damn it.
@@donbasuradenuevo I was thinking the same thing, like are you disabled or something?
@@banaanioverheaven4333 And yet he was able to escape the castle and get to the tunnel way faster than Sekiro.
For me it’s that the difficulty curve was brutal. I mean it slams you SO hard in the beginning that I almost quit. I would spend three days on one boss. Now I’m chugging through and enjoying it, but now they’ve become much more generous with power ups and save points than in the beginning.
Did you know that you can deflect the terror beam for the Shichimen Warrior? As well as if you slash near the little orbs that he has around him makes them disappear. I also have a solution for headless, don't fight him. In my opinion there's no point because he just drops candy that cost spirit emblems to use when you could just use the normal candy.
You still need it if u run out of candys
@@KhalifaAman-zh2yu the only worthwhile candy imo is the Yashariku spirit fall candy, other than that one you could probably just farm at senpou temple for other candies or buy them
the headless are way overhyped in terms of difficulty anyways, you can get the lilac umbrella or malcontent to trivialize them, even with just confetti, ako and pacifying agents more often than not the headless were just a hack and slash to kill them before they kill me
there's usually a lot of space to heal the damage and terror after getting hit and they have massive downtime for dealing a ton of damage
It's funny that many on this list I actually enjoy. I think From wanted to differentiate this game from Souls but fans can't help but compare the two and be disappointed (rot, story, boss fog, etc...)
ikr, if u ask a non-souls player who has played sekiro they love the game(including me) stop comparing both games
Fax
@@goldgaming5866 Im on my 4th playthrough of Sekiro, never played DS games
@@65MaX73 same here im on my 11th playthrough i love this game that much)
then i played dark souls 3 and didnt like it as much. it was decent but not on the level of sekiro.
I played souls, but I loved Sekiro just as much. I feel if I give it more time, i'll like it more than them.
One thing i love in Sekiro:
1. Isshin the Sword Saint.
Hesitation is defeat.
It's actually a pretty good piece of life advice if you think about it
One thing I love in sekiro:
1. Isshin the sword saint
One thing I hate in sekiro:
1. Isshin the sword saint
@@dawsonwade8409
Yeah it's hard to say whether he's the best end boss in the souls series or not, Soul Of Cinder is awesome too
@@meris8486 True King Allant vs DBS best boss
1 1 This is the best advice in the game! Many times when you die against a boss is hesitation ....... sometimes we hesitate on what we want to do but end up the timing is too late and get kill.
I wish that that some weapons such as the spear , poison sword, and the axe were usable as an alternative to the sword, rather than a prosthetic arm tool that uses spirit emblems.
The Ninjutsu category felt very undeveloped. I remember getting the achievement for collecting all Ninjutsu and thought "really, only 3?" I thought there should have been more to collect as well as an upgrade tree for the abilities.
Once I found out that Genjutsu was a thing in the story, I was hoping that Sekiro could unlock Genjutsu abilities to use on enemies.
I understand why there was no invasion mode brought in, but I believe not including a separate pvp arena mode was a miss.
Pvp in sekiro would be a mistake tbh
Dragon Rot felt like a waste because it didn’t affect me. Just use a Dragon Tear once before each new area.
The Death Blow sound complaint is silly.
The fact that the camera isn’t on this list is hilarious. It’s the one truly objective thing that sucks for everyone.
i agree with most of these, though i never actually got close to running out of spirit emblems so that was nonexistant for me
That's because every single enemy gives you more sen for buying spirit emblems than it would cost to kill that enemy with spirit emblems alone. I really don't understand how you could run out of those things.
@@TheOldMan-75 first playthrough it was massive problem for me. But that's prob cause I never played dark souls so the learning curve was quite steeped. Spent several days on some bosses. Second playthrough I never had below 900
@@agonsfitness7308 Yeah, this game is probably pretty tough for non-dark souls players but even then it's pretty easy to just go to an idol with a couple of enemies nearby and just farm them for 20 minutes to get a bunch of zen. That might not be fun but it's certainly not difficult to do.
@@TheOldMan-75 never played a souls game before. But even I can figure out how to defeat enemies. Although the deflect mechanic was a bit harder for me because I just end up guarding
RisingMooon
The amount isn’t the the problem, just that they’re limited in the first place, and no matter what, a lot of people will be discouraged from using them because of that
Did you actually complain about decent storytelling in cutscenes
in a normal game he would be being unreasonable, but in a proyect from miyasaki it feels dull and poorly executed
Joe morgan the problem is that the game doesn’t choose a type of storytelling to stick to, the obvious storytelling isn’t compelling enough because it lacks detail in the characters, and the bread crumb story well sekiros world just isn’t as interesting as it could be, I love the game but I feel the story lacks focus.
He complained about grabs and says it feels like frame perfect timing, lol...this guy would get absolutely molested in fighting games against competent opponents, as you actually do have to react in around 15 frames to break grabs =)
@@oldschoolgamerjim6714 that's just barely above the competitive gaming* levels of reaction time (in a vacuum environment), which is around 200-220 ms... And yes, i am surprised people can actually pull off guard counters in games like street fighter (it's ok in stuff like tekken though, visual aids help a ton)
*Competitive =/= e-sports, perhaps i should've said "anything that isn't casual play"... But that doesn't really roll off tbe tongue.
@@Evelynn_of_Runeterra Miyazaki didn't write the script. He wasn't in charge of how the story is told
Tbh I like the storytelling in Sekiro a lot more. I've played through Dark Souls one and three idk how many times, and I still don't know what's going on lol. With Sekiro, I'm immediately put into the story, I know what's going on, and I care about what happens. I never felt that with Dark Souls :/
Really the things I hate in this game is the camera and when you hit a perfect deflection or parrying and you still take damage from it.
Posture damage if you still have this try using ichimonji it helps recover posture
Complains about dodging grabs
*Proceeds to Dodge early multiple times against Emma's grab*
He’s not very good at this game. That, or these clips are purposefully bad
Gothamite this game is hard to be good at. If you’re good at it then good for you but many aren’t. The timing is too precise. Not everyone is even capable of reacting that fast.
unsweeteneddoll ur giving it way to much credit dude the timing isn’t that crazy u don’t have to be superhuman to play a game
Grabs are shitty in this game simply because their hit boxes are god awful. If the hit box was more narrow I wouldn’t mind it, but when you are directly behind a boss but get grabbed and seemingly warp through their ass or get stunned by an attack like isshins thrust-pull attack when you are attacking his back or side is BS. It’s really only a problem because the rest of the combat in the game is so tight and well done that getting vacuumed into an enemy grab just feels shitty
@@unsweeteneddoll It's not that precise though you get like half a second or 30 frames there's plenty of room to time things correctly you just have yo practice a bit.
Honestly, regarding Dragonrot, I didn’t mind it much. I only used three Dragon Tears during my first playthrough. Ordinarily, the only time I died a lot in quick succession was the harder boss fights, and at that point losing a bit of sen and xp wasn’t a big deal.
The more common complaint is that dragonrot doesn't affect you enough. Which I agree with.
Oddly for me I didn't mind it as it didn't effect me, you can easily just wait until you need to do something for their quest then use 1, I did all the quests on my first playthrough with like 8-10 tears spare as I just didn't use them when people got rotted I waited until it was actually stopping me doing something I wanted to do. This sadly then made the whole mechanic entirely worthless which just left me with skill point farming as the downside to dying.
@@Barnesofthenorth
Yeah, when I was trying a boss and Dragonrot appeared, I didn't cure it. Because why? You can use it after the boss (I don't think they can actually die) and the unseen aid is mostly useless at that point because you probably already lost most of the money and XP. I think, they could add that the Sculptor can not help you with prosthetics anymore or that you can't buy anything from infected merchants. But I think, since the sculptor has to get infected during the start of the game, this would have been too punishing for new players.
Dragon rot does basically nothing, it doesn’t even kill Mocs, and it’s really easy to amass a bunch of droplets. Its only purpose is for story reasons, otherwise it’s entirely forgettable.
Dragonrot is an utter failure imo. I can't say I hate it because it hasn't enough impact to hate. At the start (for an hour or two) you worry what impact Dragonrot is having. But once you realize and once you have Blood Droplets the whole thing becomes paper thin. I just got into the habit of saving the Blood Droplets for big bosses where I feared I might die a few times. Popped a Droplet afterwards and moved on. The fact you keep getting warnings during this becomes a bit of a joke. Also the NPC side stories just aren't as deep or as interesting imo compared to Dark Souls and Bloodborne. There was no point I feared, oh no how will that vendor's story ever end.
The emblems are extremely plentiful even if you use them regularly. Dragonrot was fine. The tears weren’t that rare.
It would be cool if you could counter-grab them instead of just dodging.
You can deflect some grabs if not all with iron fortress
Man you and Sekiro are like an old married couple.
You can’t go a month without both loving and hating each other.
But the make-up sex is fantastic.
@@JABRIEL251 Why
Kole Williamson I forgot what game you are referring or was it an anime
Here’s my version of saying about the series
Shadowbloodsouls
I have never disagree with someone for 20 minutes straight
Yeah most of the complaints are pretty stupid
yeah but deathblows are like ear rape after a while
Grabs have different dodge hitboxes and you just have to learn them with trial and error. Each grab in the game is different and that's what makes them tricky, but once you figure them out, you'll never get grabbed by them again. the only exception imo is the raging ogre second fight. I have seen instances where the ogre literally animation clip to me, but this was the only boss in the game that was inconsistent for me personally.
Grabs are only troublesome on your first few playthroughs IMO.
I have found you can just jump backwards for all but like 2grabs
the snake eyes grab is total bs
yes, you can learn to counter it multiple ways, that's not the issue and once you learn it it doesn't make the fight worse
but the visuals vs the actual hitbox is insanely disconnected making it a shitty grab nonetheless even if it has consistent answers
Maybe Is it just me, but on half my first playtrought i had 999 spirit emblems.
And i also love the deathblow and deflecting sounds
Same lmao, first ever Soulslike game I've ever played and the first thing I did was spend every bit of Sen I got on emblems so it's never been a problem and those sword clashing sound be hitting different
People that runs out of emblems are firecracker addicts
@@vlrginizer927 and mortal blade
I bought emblems after I had bought all the money bags / other items I wanted so I had a similar experience.
@@Ekxkee nah even then plus the mortal blade can be used even after you run out of emblems
I like that Sekiro actually tells a story instead of pretentiously hinting at one... Is that so bad?
I like that Bloodborne actually hints a story instead of pretentiously telling one... Is that so bad?
You’ve got a million game companies telling fairly direct stories, to have ONE company that makes the stories basically optional content, ONE company that gave their worlds an interesting sense of mystery, that you could piece together if you want, yeah it’s kind of sad when they go for something more standard.
careful you'll anger the souls fanatics
@@nicmanza4657 I don't think you understand what pretentious means...
@@nicmanza4657 no.
Which is exactly the point that is being made
I see your point for a lot of these, but the spirit emblem one is kinda silly. Nearly every enemy drops them, and they drop them pretty often. You can pop a mibu balloon and farm them if you really need to. If you find that you are running out, that is the game telling you to stop using your prosthetics and combat arts as a crutch, and git gud at the base combat system of deflect and retaliate.
Another thing about dragon rot, after you cure it, you have a pretty big window of deaths before it starts spreading again. I am not a particularly good player, and died often, and only had to cure it a few times. It's really fairly forgiving
I think the story telling in sekiro did a better job than souls or bloodborne because it gave me a little more info through talking instead of me trying to go out and find useless items just to look at the description or look up lore videos. I felt a little more invested in the story rather than disconnected and finding someone on RUclips break it down Barney style. Gives more meaning to my actions.
You wouldn't get wrecked by emma's grabs so much if you just sprint away, plenty of time and requires no timing
In fact, IMO a lot of the criticism he had about the terror status is solved by simply sprinting. Putting aside the headless which is another matter, both the Shichimen warrior attacks and the headless monkey scream are extremely easy to avoid if you keep sprinting during the fight.
@@Nasfelia simple trick vs headless.: when you deflect instead of just blocking, you get no terror. ez
But his criticism is a fair point. The grabs hit boxes are ridiculous
@@Nasfelia Or hide under the purple umbrella.
i hate grabs too... not Emmas though hers is easy to doge but the guardian apes jump roll and the headless ass grab
the headless one not so much because its hard to dodge but more because i always remember a line from the wiki when he tries it and start laughing
the line:
Lore Theory: If the Headless executes a successful grab, it is possible it pulls out Sekiro's "shirikodama" - a mythical ball said to contain a person's soul, which is located inside the anus.
pee maybe stored in the balls but your soul is in your anus
My pick would be the camera. Whenever I'm locked on to a target and come closer to a wall, I just lose the lock-on and the camera starts spazzing out. And then I am forced to sprint away from the boss, creating some distance, then turn around and lock on again. This frustrated me quite a bit I gotta say.
The second guardian ape fight can be absolutely horrible regarding camera angel. It feels like the arena is insanely small and whenever I try to get away from the two monkeys smashing my head in, I run into a wall and get killed anyway.
Agree with this. It’s like a 5 year old designed the cameras. And the pathetic lock on is a joke. 90% of my deaths are due to broken camera.
are we gonna overlook the ability to nullify grabs with the umbrella?
Yes umbrella.with projected force is great
How to easily beat shichimen warrior: purple umbrela + projective force. You dont even need a sword.
For headless just use the malcontent finger to stun him
Things I hate about this game:
1: Terror Status
2: The spirit owl in Owl Father’s fight which constantly gets in the way of the camera
But the genius of it is that owl is specifically using the spirit to hinder your sight. After I realized that, it made me appreciate the design of owl even more
@@abhishekjm8611 2nd Owl is a perfect boss. Unpredictable and challenging
He's a Shinobi he has to fight dirty. That's the point of that title.
Honestly, fair enough. I can appreciate the spirit owl now.
@@jackaruby4222 ,I'm reading this because I'm bored.
i have to disagree on one point. While i love learning about the lore through secret bosses, item descriptions and optional dialogues, i do not want the story to be told the same way. I just want to play a game and it's already pretty hard as it is. So when i get to the end of the game, i want to know why i'm doing this or else the fight becomes meaningless. I had the same problem with dark souls 3 who, while enjoyable, didn't seemed to have a story. To me it was a big mess of levels, monsters and bosses who had nothing linking them together and i had to watch Vaati's video to understand how deep the story was, and i was sad that i missed so much (the same can be said about ds2).
So it's quite enjoyable that Sekiro came back to more classical way of storytelling and not at all a problem.
Bro gonna be honest, sekiro lost me way more than souls ever did. Like souls and bloodborne, while not straightforward, gave me a general idea of what was happening just from idly thumbing through descriptions and looking around. Sekiros use of cutscenes to try to string together a coherent story with fromsoft staple "random conglomerate of areas" ended up confusing me more than anything. Beat the game last night and I dont know who kuro is to the ashina family, why the fuck grandpa climbed out of his son, there was no foreshadowing for the second mortal blade nor its apparent power of ressurection(?) So as a straightforward story it failed on so many fronts
@@ivanlagayacrus1891 The Black Mortal Blade and it's power of resurrection is foreshadowed by the Black Scroll which can be found outside of Isshin's tower after defeating the Corrupted Monk in Mibu Village.
@@FVStageII-hg3dp so a key part of the otherwise entirely cutscene dependent story is reliant on you finding a minuscule note, nice
@@ivanlagayacrus1891 Bro, all of that was said earlier in the game, since beating gyoba it tells you who kuro is to them
@@lorcanzo2498 pls enlighten me I'm on ng+4 and still dunno lmao
I kinda liked that most minibosses are without boss fog in the world. It fits the death system, giving you the choice if you run and reset or risk your sen and xp after getting killed once by a miniboss. Also figuring out ways to open with a deathblow to skip the whole phase 1 was nice. Agreed on too many re-used minibosses though
I hate having to search for story that is important for the plot so I appreciate the linear approach. Otherwise the list is pretty spot on
I just don't agree with the spirit emblems... I quickly got to 999 lol
But that also adds to the argument. If people can either run out or have so many that it doesn't matter, why not refill it automatically so everyone gets the same experience without having to farm?
@@pratti that is in fact true...
Eduardo Pratti farming is part of this game, it has been to some extent in all souls games. in bloodborne it was meant to force you to use fewer vials and focus on the rally mechanic, in this game is meant to prevent over reliance on the prosthetic tool. If someone has gotten to 1,000 emblems, he is not struggling with deflecting or stealth. And so the dev doesn’t care if he spams firecrackers
@@pratti I think they should've made it a resource like the ashen estus flask, hell they even give you different types of gourds, why not a spirit gourd instead?
After reaching ng+ and maxing out my prosthetic upgrades save for the last 2 lazulite ones, I had no use for the gold I accumulated as I progressed through my second playthrough. I threw all of my gold at spirit emblems and had 999 before I reached midgame. With the plentiful coin purses you get, you've essentially banked any money you need for any merchant good or upgrade from that alone. I topped off my spirit emblems every time I rested
In the most respectful way possible DeMod here’s a counter argument to your dragon rot section.
The existence and mechanics of dragon rot are deeply tied into the story of the game, how dragon rot works is it siphons life force from living things around you to extend your own effectively making you immortal. Hence why when sekiro dies he is brought back by the Dragons heritage but the people he’s met along the way procure dragon rot, the two are directly linked. As far as for story significance dragon rot pretty much is the reason Kuro wishes to sever his immortality as well as is reluctant to give the Ashina the power of his blood. He feels this way because his immortality and the immortality of anyone he gives his power directly hurts the innocent people of japan. I get where you’re coming about dragon rot being annoying from a gameplay perspective but if you’re annoyed that you can’t continue quest lines then you should be aware of the story significance and how the solution you offered about dragon rot making enemies stronger doesn’t exactly work. And personally from a gameplay perspective I didn’t have much issue with dragon rot and curing it at the right times during my first play through and I probably died more times than most. Alright I’m done rambling now, don’t usually leave comments but I felt compelled to give hopefully respectful feedback.
I'm with you. It's a gameplay inconvenience for the sake of story significance. Feeling the effect of you're resurrections on the world around you gives it greater impact. It'd be difficult to outright get rid of it, but I do think they could tweak it. Cheers for the in-depth comment!
theDeModcracy yeah I thought actually thinking about my response rather than being like “REeee I disagree” would be much more well received 😂. Definitely enjoyed the video regardless as well! I enjoy having a dialogue about my fav games.
cough
@@theDeModcracy You bring up if gameplay is worth sacrificing for story. I think Ian at least makes a very good point in that your solution to making Dragonrot more palatable from a gameplay perspective completely erases it's narrative significance. Secondly, I personally think FromSoft struck a good balance between effect and annoyance with Dragonrot; it seems most people agree that, even on their first playthrough, they didn't feel overburdened by dragonrot and the NPCs it effects, but almost everybody got the narrative importance of it. For those reasons, I think I am totally fine with the dragonrot mechanic as is, and find it WAY better than reducing your total HP upon death a la DS2 (that's the main reason I never played DS2 for more than a few hours, it was far too punishing upon death with little lore/narrative value to justify it).
The problem it strikes me is that gameplay and story shouldn't be two separate things when done right. Dragonrot is a story explanation for what is happening and its consequences. But it's something FromSoft made up.
Not having an issue with it because of an easy work around (save Blood Droplets for after boss fights) is actually a problem in terms of game design imo. If it has no meaning then that's a problem. If that simple work around and seeing how shallow the mechanic is breaks the illusion then it fails and begs the question, what's the point. It creates a disconnect between gameplay and story.
A better way of going about it is giving dragonrot real consequences. Balanced right they could have actually had NPCs die and side stories closed off. Maybe even forcing the player into one of the more negative endings (at worse the Shura ending). And my guess is that was their original plan. People might have complained that in a game where you'll die a lot there's a mechanic that punishes you. But it's not a negative it's a positive imo because it give valid (and unique) reasons to replay the game and get better. It makes more sense in terms of story and Sekiro's motivation (if not fixed a world of Shura endings isn't a happy one) while being consistent in terms of tying to gameplay.
I genuinely think dragonrot is a failure of design. Which isn't a bad thing because Sekiro feels like Demon Souls and FromSoft experimenting with different ideas. Not all will work out. But being able to at least try those experiments is a really cool thing that we should encourage.
Long post, sorry.
The thing I hate the most is you have to collect loots instead of autocollect.
Lifesaver: using the loaded umbrella, you can block/deflect grab attacks
The scream of the ape is so easy to dodge. You don't react to the unblockable symbol, you react to the inhale sound. Its super easy to avoid
The animation is also incredibly obvious
even if you react to the unblockable symbol on most attempts you can get away without even using pacifying agents still, granted it makes you take a bit of chip damage
U open umbrella
I really liked Sekiro’s storyline, it really fits the theme of an honorable shinobi serving to those most close to him. This journey isn’t about yourself, it’s about other people like your Lord, your Father, Emma, the Sculptor, the Iron Code. It’s not like Dark Souls where the theme is extremely personal and you find yourself alone in your conquest, save for a few characters like the Firekeeper but she only serves you because she is forced to, and you’re not close to her to begin with. But we’re told the Owl is Wolf’s dad, Emma and the Lord you serve have personal history with you, even the enemies has history with you. Because of the more intimate characters you get a more intimate story. Unlike Dark Souls where you’re a lone soul trying to piece together what’s left of the world, therefore you have to piece together what’s left of the lore and history.
*hates grab attacks*
*doesn't mention how OP the loaded umbrella is against grab attacks*
I like that he adds a comment that gives an example how to fix the items on the list. It's something that I find a lot of similar types of videos leave out and it changes the video from just complaining to legitimate criticism that makes sense and offers a better idea. It inspires excellent mods and has a much better feel overall for the video
The only thing i truly despise is for grab animations enemies will teleport you into their hands if you're within (what feels like) a 100ft radius.
FromSoft be like: This isn’t a Soulsborne. and RUclipsrs be like: THIS GAME ISNT LIKE DARK SOULS I DONT LIKE THE DIFFERENCES BETWEEN THIS GAME AND DARK SOULS
@Real One 21 you're kidding right
@Mitchel Smetsers people who dislike it are either just bad at the game or just are to stuck in the ways of dark souls/blood borne or both lol
@@negativeclearbeltjits agreed
@@negativeclearbeltjits You right mane
@@negativeclearbeltjits yea
Top things i hate in sekiro;
1. The fact that the longswordsman isnt called the master kicker because all he does is kick.
Thanks for listening
I like that some bosses and mini bosses are repeated, this game and every other souls game require a lot of pattern recognition so its nice to not always have to focus on learning the patterns. They are also almost like reminders of how much you improve. Like genichiro at the start, middle, and end.
(EDIT) 0. Headless' "Comin' for dat Booty"/"Teleports Behind You, NANI?!" grab...
1. Headless
2. Water Headless
3 - 10. Irrelevant
I never had a problem with the teleporting attack, he’s always slow enough when he teleports that it feels like a free attack combo. I was glad every time he started to teleport
@Jesus Sandl Problem is, I'm bad :shrug:
Well, the water headless is just so much easier than the regular ones. In fact, the lone one is easier than most minibosses. The other one is a little annoying because it's hard to keep attention on both, but if you go quickly enough, you can finish the spirit one in just a couple of flurries, and then the other one is even easier than the Ashina counterpart.
the headless gonna fuck you right in the ass. seriously, that shit is disgustin
When he teleports wait a sec then turn around he won’t grab you free hit as well
You didn’t let the moonlight butter eat its magic grass first. No wonder it couldn’t fly.
So easy to get to 999 and stay there too
1/ You could block grab with Umbrella, like you don't even need to time it right, just deploy it when you see the symbol, then projected force back for big damage.
2/ Yeah terror is pretty stupid, but most moves that deals terror are plenty avoidable. Headless moves are easier than most enemies to deflect. The only real fuckery is the Shichimen warrior but they are meant for end game where you should already get the Lilac Umbrella.
3/ Dragon Drops are not rare and I only used like 3 in my first playthrough. Trust me I used to dread the concept before playing it but when I'm playing it is a non-issue. Dragon Rots spread randomly on NPCs as you die and not just affect everyone. Yes if you die more NPCs get infected but the only time you needs to cure Dragon Rot is when Dragon Rot happens to infect the NPCs whose sidequests you are working on at the moment. If you already did their sidequest, they can cough for all you care. Your suggestion of making the game harder when you die a lot is like the bank charging you penalty fees for not having money in your account, it's du-
4/ Yeah it's pretty disappointing, but it's hard to make many useful items without breaking Sekiro's super intricate combat system. Also, fuck you, ceramic shards are useful, just because you don't know how/want to play stealth doesn't mean it's bad. Sekiro's punishing difficulty makes stealth in this game very rewarding.
5/ This one I agree, although I think the reason for it is that you have something to spend your excess sen before facing the boss so that if you die, you won't lose half of you money into nothing. Increasing the price as you progress is fucking stupid, though.
6/ This is a non-issue for the majorities of gamers, hell only 30% of people who plays Sekiro manages to beat Isshin, but since this video is called 10 things you hate so I digress.
7/ Fromsoft offer the same amount of sound customisation for this game like other games, but I digress, but then again it's delusionally to actually believe that Fromsoft would implement something as and minor as that.
8/ Lol you just babbling on at this point, and at the end, you are not even sure you actually hate it. Feels like you just put it in just to make it 10 things
9/ This is the worst type of complaint that a gamer can make. It ultimately boils down to "Bwah, gimme more shits!" Game developers are not fucking genies, they have budgets, time constraints, and limit resources. Now, this is different than for example EA, you can tell the difference between intentionally cutting contents to sell as DLC and utilising every single asset to the max to make a complete experience. If Fromsoft really wants to sell you DLC, they wouldn't make 2 versions of a boss in the first place. They would make one and put it away then starting making DLCs.
10/ Once again, you completely ignore that stealth is also part of the gameplay, and 95% of mini-bosses either have convenient check-point or can be stealthed through. Hell, most mini-bosses can be deathblowed the first bar away, and adds could be easily killed and puppetted. Except for the first Drunkard and Shinobi Hunter fight, yeah those are pretty fucking bad. But overall, don't blame the game for your own short-comings, else you have to acknowledge those claim this game is too hard, too.
And now it's my turn to complain about the game.
1/ The games are very inconsistent in terms of giving you information. The hallmark of good games design is that when it introduces a new mechanics, it should immediately give you an incentive to test it out. For example, putting the axe right before the two shield dudes. Great design. Putting a note for Lightning Reversal before Genichiro. Great Design. Putting the Bell Dude very far away from the Spear that can easily be deathblowed. Not great design. And I bet that you didn't know that the Umbrella can block grab, too, or how you can use the Spear on Headless Ape, or how you can Mist Raven the lightning without taking any damage, or the many many other properties of the Umbrella (that shit is up there with the Fire Cracker, man), or that you should stay the fuck away from the Shichimen Warrior instead of headbutting against it in the early game and get frustrated. And it's proven to be clearly detrimental to the game's enjoyment as you can see with my dude over here, oblivious to the Grab counter that already is in the game, all because the game doesn't tell you that.
2/ The quick item cycling system is clunky as shit, especially with Sekiro where you can already pause the game. I'm happy with just 3 slots with the 3 D-pad buttons.
3/ Ninjutsu could only be performed with backstab deathblow. I should be able to do it too with Air and Corner Assassination, too. As you can see, I'm a pretty stealth-oriented player.
4/ Why only 1 Combat art at a time? You have Block+Attack, why not make Block+Prothestic and Block+Interact a different Art.
5/ The camera is that Lone Shadow fight in the well. It's the only fight in the game where I cheesed, cause I felt like the game is also cheesing me with that bullshit camera.
I completely agree with you
When you think about the best mini-boss fights, you'll probably realize that they're the ones where the mini-boss is alone, or where the crowd is super easy and fast to clear.
Armored Warrior is just epic and so good that it should be available on Reflection of Strength.
Top 10 best feet? I see you are wandering into indiemouse territory
Most of these points are just comparing Sekiro to the Soulsborne games. As the devs has already pointed out multiple times, Sekiro is not a Soulsborne game.
Yes they are different but its imposible not to compare them with so many similarities.
@@BernardoPC117 the only reason for the similarities is the shared engine and game director. Other than that they meant it to be a different game.
@@vengefulbrainiac1395 There's plenty of similarities. Bonfires that reset enemies and healing items, difficult bosses, npc sidequests, shortcuts, level design.
@@Jimbo292 if they say it isnt then it isnt. Being a souls game means the story and lore will be told a certain way. Spiderman and arkham share alot of similarities but you wouldnt call spiderman an arkham game
This is a bad take, he just says this cause he think's it's too hard
I think the fact that items you use in a boss fight aren't replenished after dying REALLY hurt the Game's ability to remain fun despite the difficulty.
Youre on your own there.
@@Dinky-Ayulo What?
I was annoyed because dragonrot was practically never an issue. I wish it was more punishing. It just never felt like a threat or even an annoyance.
Never really an annoyance on gameplay, but definitely on my ego. "Wow, you died so much that you're literally spreading dragon cancer. Happy?"
@@DragonEdge10 How you gonna have an ego if youre dying so much?
@@prajit1096 You don't. Which is why it's so much more crushing on initial playthroughs lol. Though to be honest, I kinda wish I could feel that same feeling again, the game is a bit too easy now.
I hate it on Ng+. I basically died a few times against genichiro, enough to infect the sculptor but no one else. Because I didn't die at all until the guardian ape after that I had to wait for half the game just to die enough times to get a blood sample and cure it!
It's like: I already know how it works, I don't need to play the tutorial mission again just to be able to cure it! I had 16 of the stone used to cure it but couldn't use them!
mojotheaverage I feel it. Although I just don’t even pay attention to it after Ng+. It doesn’t need to be cured to do a run through. I’m on Ng+12 at the moment and I have WAAAAAAAY too many. I could cure the whole world of disease at this point.
I disagree I actually like to know what's going on in the story there needs to be a balance between speculation and lore learned through cutscenes and interaction through the worlds npcs and environment the first time I played dark souls I had no idea what was going on and couldn't make sense of item description so I had to reach out to the community to realize what I just played
I agree
yea that was the weirdest complain, its so much better than dark souls format of telling story.
God same, bloodborne I feel was the most egregious in that aspect I feel. I had so little idea what the hell why things were happening and what some things meant
@@zoomksa1212 To be fair, the story telling of Souls is more Eastern oriented, rather than be straighforward, its often allegorical, or thought based
Arrell Magister I feel like whether or not you understand Bloodbornes story depends on whether or not you’ve read Lovecraft or other cosmic horror authors. Many of the areas in Bloodborn (DLC especially) are pretty much ripped straight out of Lovecraft short stories. So if you’ve read the stories it’s kind of based on, understanding Bloodborne is... well, not easy, but certainly possible. If you haven’t read Lovecraft or lots of cosmic horror though, then you’re kind of shit out of luck