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    1. Sekiro: Shadows Die Twice feels like a fighting game Polygon - Jeff Ramos https://www.polygon.com/2018/8/22/17760320/sekiro-shadows-die-twice-gameplay-impressions-combat Sekiro: Shadows Die Twice...

      Sekiro: Shadows Die Twice feels like a fighting game
      Polygon - Jeff Ramos
      https://www.polygon.com/2018/8/22/17760320/sekiro-shadows-die-twice-gameplay-impressions-combat

      Sekiro: Shadows Die Twice is definitely not another Dark Souls. Where FromSoftware’s previous action games could feel like tense memory games, the developer’s next effort instead seems to crib from a different genre entirely: fighting games.

      The Souls games and Bloodborne can be notoriously uninviting, and that’s what fuels their sense of satisfaction. By contrast, Sekiro’s appeal lies in its careful consideration. Reading your enemies, perfecting the timing on deflecting attacks and creating clever openings: These are the keys to staying alive. Precision like the kind Sekiro requires of you isn’t rare for action games, even if it feels dissimilar from FromSoftware’s most recent series. In Sekiro’s case, however, we found ourselves playing it less like an action game, and more like the kinds of fighting games that make you study your opponents before striking.

      Sekiro: Shadows Die Twice Is Definitely Not "Just Another Dark Souls"
      Gamespot - Alessandro Fillari
      https://www.gamespot.com/articles/sekiro-shadows-die-twice-is-definitely-not-just-an/1100-6461324/

      When looking at From Software's Sekiro: Shadows Die Twice, it's clear that it's built on the foundations of the team's previous work on the Dark Souls series. Focusing on an uncompromising and stoic design sense that rewards patient players who learn from their mistakes, the developer's next big title definitely channels some of the best of what their last ten years of games have to offer. However, Sekiro is a major shift away from the slower, and more cautious playstyle of action-RPG Dark Souls and even Bloodborne--moving further into the direction of what seems to be a traditional action game.

      Sekiro: Shadows Die Twice, Hands-On
      Kotaku - Chris Person
      https://kotaku.com/sekiro-shadows-die-twice-hands-on-1828506631

      We played Sekiro: Shadows Die Twice, and it’s about as punishing as you would expect from the developers of Dark Souls. But it may be take some unlearning for long-term Souls players.

      'Sekiro: Shadows Die Twice' Offers a Brutal, Beautiful Challenge
      Hollywood Reporter - Patrick Shanley
      https://www.hollywoodreporter.com/heat-vision/inside-sekiro-shadows-die-twice-gameplay-1135402

      Now, FromSoftware has traveled from the hellish world of Lordran to its own fantastical reimagining of 16th century Sengoku Japan in the upcoming Sekiro: Shadows Die Twice. The much-anticipated title is set for release on March 22, 2019, and a lucky few were able to get their hands on the game at this year's Gamescom convention in Cologne, Germany — and an even luckier few were spared the long plane ride and got to try out the game stateside in Santa Monica.

      The demo showcased at Activision Blizzard HQ gave the player control of the eponymous Sekiro, a shinobi assassin who sports a prosthetic arm and a killer instinct. Right from the start, differences between Sekiro and past FromSoftware titles are evident. While the game features a similar HUD (head-up display) to Dark Souls titles and combat that allows the player to lock on to enemies with the push of the right analog stick, the introduction of new mechanics such as jumping and an incredibly useful grappling hook make for a much more fluid gameplay experience.

      5 votes