![]() ![]() ![]() I made plans of attack and of evasion (mostly evasion). I observed their patterns-I watched as some would move in groups, while others would meander alone. Above my enemies, I stood crouched, pulled back just enough so that the edge of the roof obscured me from their vision. ![]() In Sekiro, the fact that I have a button assigned just to jump made a world of a difference-not to mention my ability to grapple to rooftops. I was stuck to the ground, I could almost feel gravity pulling me down with all of its force. In Bloodborne, my movement at times felt constrained. Sekiro also goes even further than Bloodborne in differentiating itself from the Dark Souls trilogy, introducing entirely new types of movement and redefining the rhythm and “language” of combat.įrom the few hours I spent with Sekiro, I can confidently say that I want to spend time moving through this world. I was intrigued by how it weaves its themes like loyalty and disease through its environments, characters, and unique setting. After playing for a little over two hours at an event a few weeks ago, I can say that it has the potential to offer the freshness I was searching for in almost every aspect of its make-up. Sekiro: Shadows Die Twice, FromSoftware’s ninja-themed title due out on March 22nd, may be just what I was looking for. When Dark Souls: Remastered finally came out for Switch, I spent several hours trying to love it the way I had Bloodborne and Hollow Knight, but I couldn’t shake the feeling that there was a feeling of freshness I was looking for that I couldn’t quite find (which is understandable in an almost decade-old game.) Hollow Knight did this extremely well, and incidentally, captured me in a way that Bloodborne hadn’t. After Bloodborne, I looked for other games to satiate my thirst for something that demanded the same degree of the mental tenacity that it had. ![]()
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