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Inside & # 39; Sekiro: Shadows The Twice & # 39; gameplay



The buzzed-around video game does not start until 2019, but a small group of journalists got an early look at the title.

You died.

Everyone who has played a FromSoftware title is probably very familiar with the two words. The Japanese game studio has become famous in recent years with the brutally challenging series Dark Souls that combined lightweight RPG elements, a connected, clear world and an unforgettable difficulty in becoming an international bestseller like even Originally

Now, FromSoftware has traveled from Lordrans Hell World to its own amazing reminder of the 16th century Sengoku Japan in the coming Sekiro: Shadows Die Twice . The long-awaited title is set for release on March 22, 201

9, and a lucky few were able to get hands on this year's Gamescom Convention in Cologne, Germany – and an even better few were spared the long flight and had to try the game stateside in Santa Monica.

The demo displayed on Activision Blizzard HQ gave the player control of the eponymous Sekiro, a shinobi assassin who runs a prosthetic arm and a murder instinct. Right from the start there is a difference between Sekiro and previous FromSoftware titles. While the game has a similar head-up display (HUD) to Dark Soul's titles and combat that allows the player to lock the enemies with the touch of the right analog stick, the introduction of new mechanics like jumping and an incredibly useful catching hook gives a lot more floating gameplay experience.

What has not changed, however, is the difficulty. In fact, a member of the game's development team assured the small group of demos that Sekiro actually offers more of a challenge than previous FromSoftware games, referring to titles like Dark Souls and Demon Souls Self if many demos start with a short presentation and an overview of game controls, there are very few open with a challenge and warning: "No one who has demoed this game has turned the monk." Based on the sample size of my own group, this fact is still true.

The challenge to Sekiro (and really all FromSoftware titles) is nevertheless the appeal of the game and how much of its charm is derived. The demo demonstrated the beautiful dichotomy of the game; Its amazing, imaginative recreation of the feudal era Japan is a strong contrast for the blood-clad, crushing challenge of the gameplay.

Sekiro is home and runs along tiled roofs to beat his enemies from above. Then it is also hidden hidden from passers-by, effectively implemented in the game. Of course, the opportunity to just race and start a fight is still available and the combat mechanics are satisfactorily realized.

What sets Sekiro apart, even in such a short demo, from other souls as Action games is the strategic way to fight each match. Sekiro's prosthetic arm provides a wide range of combat options, from a heavy ax that is used to raise through an enemy's thick hidden shield to a flame strike that will put your enemies out in the light of shuriken stars that can be thrown away like a sweep my go-to).

While the demonstration centered around fighting and fighting with different sets of enemies, such as centric centers and the considerably more challenging samurai concierge, it was also easy to look for exploration and skew games. Hugging walls to avoid a sentry with a bell before taking out murders helped to shed a much larger iteration of the same concept moments later as a snake size of a mountain that was overlying.

It's the game's grip hook, but it's really in the middle of the experience. Used to position themselves for a drowsy killing, avoiding the strong enemy attack or just for worldwide, the mechanic is a welcome addition to the murderous deaths in FromSoftware and fits into the genre.

It could not save me from the damned monk, though.


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