I didn’t like this game at all at the start, since it seemed like a confused mix of elements. It has a lengthy narrative intro and a heavy focus on stealth mechanics, with neither playing much of a role in the rest of the game. The level design is open ended like other From games, but without the weapons and armor which made exploration rewarding. Worst of all, the combat seemed mindless since stamina management was removed. You can just mash the attack button until your enemy parries and turns the tables, then you block until it's your turn again. I was left wondering if Sekiro was supposed to be about the narrative, the stealth, the combat, or the exploration, when each seemed to be watered down for the sake of the other. However, now that I've looked it over and beaten the game a second time, I can see that I wasn’t giving it enough credit. The combat actually does have some nuance, but the techniques are learned naturally over time instead of through an explicit upgrade system, which is something I really appreciate. The stealth is poorly introduced rather than poorly implemented, with its primary usage for most of the game being rapid repositioning and reengagement, not waiting in the bushes. After the clunky intro, the story hits a nice stride where new beats are frequent, but spaced out enough to allow for consideration. Once you reach the end of the game, it all comes together for amazing showdowns that look and sound like cinematic choreography. In the end, Sekiro isn’t bad at all, its first few hours just set you in the wrong direction. Luckily, being poorly explained is only a problem for so long, but the solid mechanics remain.

Reviewed on Jan 05, 2021


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