As a consequence, these boss battles feel designed to force you to engage with the enemy, to take the fight to them and hope that you've got what it takes. The stress of repeatedly nailing split-second counters begins to mount and just a single slip-up is all it takes to lose everything. The longer you spend in the battle, the more mentally taxing it becomes. Bosses have the most Posture and usually require you to land multiple Deathblows on them before they fall, so attempting to simply chip away only draws the battle out. In a single second you'll need to identify the attack and execute the appropriate action to save yourself. Occasionally a red kanji symbol will briefly appear to signal that an unblockable attack is on its way, and in this situation the options are to either jump, dodge to the side, or hope you can sprint away fast enough. Their moves can be as erratic as they are diverse, and for some of them parrying is simply not an option. The attacks these enemies unleash are deadly, to the point where just a single blow can often be enough to kill you. Calling these encounters "challenging" would be a severe understatement. However, the true test is when you're faced with Sekiro's boss enemies. Battles are measured-a ballet of back and forth movements, the outcome decided by a deadly flourish-swift and precise, as any contest between swordsmen should be. Thematically, this style of combat is also coherent with the subject matter of the game in a way that I really appreciate. Each one has a variety of attacks that have specific tells and counter timings, so spending the time to learn how they all behave and how you should react is vital. Instead the goal is to deflect an attack the moment before it hits you, which wears down Posture considerably faster.įor low-level enemies it takes just a few encounters to get into the rhythm of it, but as more foes are introduced, it becomes much trickier. However, this is a very laborious way to wear enemies down, and they will often defiantly counterattack to deal big damage to you. Attacks chip away at Posture and will eventually break through the defense, leaving an enemy open to a Deathblow or to having their health attacked directly, which in turn makes their Posture slower to recover.
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Sekiro reworks this into a defensive attribute called Posture and uses it to underpin its engagements. The Poise stat was used to govern how resistant a player was to being staggered or stun-locked by an attack. Similarly, the crux of Sekiro's combat has its origins in Dark Souls. Souls players predominantly hide behind shields and adopt a hit and run approach to combat, and Bloodborne's attack-focused dynamic was a response to this. It's a heart-pounding, palm-sweating, and nerve-wracking gameplay experience that instills tension the likes of which I haven't felt since first playing Demon's Souls.
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Sekiro is affirmation that From Software hasn't lost its bite that its games can make you feel vulnerable and strike fear in a way few others can. It invites you to try and then shows you how little you're actually capable of.
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Over the years, From Software fans have become accustomed to the language of Soulsborne games we recognise scenarios and are wise to the tricks, we can identify viable strategies more quickly, and since the skills are transferable, we can execute these strategies with a measure of confidence.
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This might sound akin to what every other From Software game asks of you, but Sekiro pushes these demands further than Dark Souls and Bloodborne ever did. Sekiro's combat is incredibly demanding, asking you to study your opponent, find the perfect moment to engage, and execute a split-second follow-up that, if done right, will end the battle in a matter of moments-or if done wrong will end you just as fast. The building blocks of its combat are recognisable, but this only serves to lure Soulsborne veterans into a false sense of security. While Bloodborne tweaked the combat dynamics of Dark Souls to encourage aggression, Sekiro rewrites the rules of engagement.