Follow the Rhythm, Until You Die Twice | Pressure, Tedium, & Reticence in Sekiro | Sekiro Critique

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  • Опубликовано: 24 май 2019
  • Sekiro is all about aggression, pressure, and rhythm. The aggressive, rhythmic dance of Sekiro permeates the entire game, creating a memorable rhythmic and pressure-focused experience.
    However... there are two sides to every story, isn't there?
    A Sekiro Critique, Analysis, and Review
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Комментарии • 24

  • @DesignFrameCaseStudies
    @DesignFrameCaseStudies  2 года назад +3

    Hi all, thank you so much for watching! I'm currently creating a higher quality, comprehensive Elden Ring case study in the future, so subscribe and hit the bell if you want to be notified when that releases!

  • @Henry_Chan
    @Henry_Chan 4 года назад +11

    Felt incredibly validating to hear someone else call Bloodborne making Blood Vials consumable bullshit. Great video outside of that too!

    • @DesignFrameCaseStudies
      @DesignFrameCaseStudies  4 года назад +5

      The Blood Vial system is unfortunately so crucial to the game that I know it has ruined the game for some people. Bloodborne is one of my favorite games so it breaks my heart. (And it's mind boggling that Sekiro didn't learn from it.)

  • @brentramsten249
    @brentramsten249 Год назад +2

    while it is quite fun to set the pace of a battle through your aggression, i found an alternate way to play that was just as fun, if not more so.
    you do not move from your location, unless a moves damage cannot be avoided otherwise. if it must be dodged then do so, mikiri's and deflects will be your primary tools. you are allowed to attack in one scenario only: when you know your attack wont be blocked. if you fail and your attack is blocked, you must intentionally pass up your next opportunity to do damage.
    trust me when i say you have not experianced the emma fight in its true glory until you have successfully learned how to consistently perfect deflect at least 1 of her two cross strikes. i would never have learned how without this new playstyle
    i lovingly refer to this playstyle as: "standing there: menacingly"

    • @DesignFrameCaseStudies
      @DesignFrameCaseStudies  Год назад

      This is intriguing. I've been wanting to replay Sekiro, so I can try this once I do.

  • @REDLINE.FGC1
    @REDLINE.FGC1 4 года назад +6

    I stopped using the stealth backstab feature after how long it took waiting once you got caught. Just had to master the parry/posture system since some bosses/mini bosses can't be stealth attacked I figured that's just what I'm gonna do for everyone. More fun that way anyway

    • @DesignFrameCaseStudies
      @DesignFrameCaseStudies  4 года назад +2

      I can't blame you. Although I found the game incredibly difficult (mostly impossible) if you're fighting against a group of enemies. It definitely feels like the game intended for the player to stealth kill everyone except the last one or two enemies. I'd like if there was some way to reset the enemies quicker if you're caught, since it didn't feel like getting caught was a reasonable path through the game, if that makes sense.

  • @GhostGirlBlues
    @GhostGirlBlues Год назад +1

    strange that the game suggests step dodging for avoiding grabs. i always jump over and/or away from grabs. it's likely the long reset time on enemy aggro is to discourage overly relying on stealth because you need to learn to fight at some point in order to finish the game. as for the limited resources: divine confetti and snap seeds can eventually be bought and supposedly you don't really need them for grandma (also she is super weak to step dodging) plus grinding spirit emblems for your shinobi tools (via stealth death blows for speed) also slowly refills your extra resurrections and grants you more experience to buy extra skills with. some of those skills can be game changing. plus if you spend all your sen on spirit emblems in the very early game, it's MUCH easier on your wallet to max out your supply while also leaving you with less to lose when you mess up. every tool has a purpose and there is generally going to be something useful to make any enemy encounter dramatically more manageable if not easy.

    • @DesignFrameCaseStudies
      @DesignFrameCaseStudies  Год назад +1

      I want to replay Sekiro at some point, maybe for a stream even, but from what I remember, the tools and skills were either useful or not worth it, because the core gameplay loop is so prominent, close quarters, and all about aggression that it'd be difficult to provide additional worthwhile tools/skills to enhance that core gameplay loop. I don't recall really having to change my strategy for individual enemies by any significant enough degree to encourage swapping out tools/skills, but I may be wrong. I know at least some of the tools were useful.
      Regarding stealth, resetting aggro can be a typical trapping of the stealth genre, and I think it's a problem for Sekiro because you basically have to stealth most enemies off before you can engage with the last one(s) in physical combat. Otherwise it's extremely easy to get overwhelmed.
      Thanks for watching and leaving the comment! I appreciate your thoughts :)

  • @memorycode275
    @memorycode275 2 года назад +2

    Really enjoyed the video... this is the least viewed video ever in my recommendation.. its a shame ... good work though man. P.S. your background music seemed so similar to mushishi. Overall nice video

  • @lukew6725
    @lukew6725 5 месяцев назад

    29:35 Wtf are you talking about? From the Kusabimaru description: "A katana given by Kuro, the Divine Heir." How the hell can you say you have no attachment to the weapon that your master entrusted to you??????

    • @DesignFrameCaseStudies
      @DesignFrameCaseStudies  5 месяцев назад

      That's a fair point. I still think the new sword was a bummer though. The no attachment thing was more of a side note.

  • @RomGomLP
    @RomGomLP 5 лет назад

    😎

  • @cesarramos9547
    @cesarramos9547 4 года назад

    Nice video, more pls.

    • @DesignFrameCaseStudies
      @DesignFrameCaseStudies  4 года назад +1

      You may enjoy some of my more recent videos! I'm also working on some exciting projects, so more is in the pipeline.

  • @potatojones322
    @potatojones322 2 года назад

    Yo. Can I use you in one of my essays. I don’t wanna plagiarize

  • @meh2285
    @meh2285 Год назад +1

    I just ignored most of the optional protetsics and upgrades in addition to the more poorly designed mini bosses on each of my playthroughs. It's hard to fault the game too harshly for its shortcomings when they're mostly ignorable.

    • @DesignFrameCaseStudies
      @DesignFrameCaseStudies  Год назад

      I don't think the technicality of content being optional is an appropriate excuse, because at the very least, that content failed its purpose. For the mini-bosses in particular, there's no way to know which are worth fighting until after fighting them, so mini-bosses being optional is mostly a moot point.

  • @lukew6725
    @lukew6725 5 месяцев назад

    Go and watch some good players use the prosthetics and you'll see how good they are!

    • @DesignFrameCaseStudies
      @DesignFrameCaseStudies  5 месяцев назад +1

      I'd like to revisit the game, but I remember it being really tough to justify using most of the Combat Arts and half the tools. I'm not a Sekiro master but here's what I'm thinking from what I remember: Sekiro is such a streamlined and tight system that, even if the Combat Arts are great, it still feels like they lend to optional experimentation to challenge yourself with rather than upgrades or playstyles. Basically, any amount of complexity added on top of the base rhythm game combat loop is going to feel suboptimal, which is compounded when certain Combat Arts are situational.
      I remember more of the tools being useful though (compared to Combat Arts). I can't comment on specifics for those at the moment.

    • @DesignFrameCaseStudies
      @DesignFrameCaseStudies  5 месяцев назад

      I re-read some of the Sekiro script and I forgot about stuff like the Shuriken not actually stopping posture regen, which is ridiculous lol. I still stand by my Axe and Flame idea, and the consequences of the context-sensitive focus of the tools, and the general imbalance, and how everything must be a valid, optimal, balanced playstyle against the normal gameplay loop (I'm sure many tools can be used well, but that's not enough to be considered a playstyle). Any tool that I didn't mention or go into detail on is outside the scope of the video.
      Also, in general, it's tough to justify anything that isn't "quickly attack enemy to bait out easy deflect," because the quick attack is both quick and makes deflecting super easy.