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Why Sekiro: Shadows Die Twice is definitely not "Just Another Dark Souls"

Watch Software Sekiro: Shadows Die Twice, it is clear that it was built on the basis of the team's previous work on the Dark Souls series. Focusing on a uncompromising and stoic design feeling that rewards patient players as a teacher of their mistakes, the developer's next big title definitely delivers the best of what the last ten years of the games have to offer. Sekiro, however, is a big shift away from the slower and more cautious game game – RPG Dark Souls and Bloodborne – moving further towards what seems to be a traditional action game.

In Sekiro, reckon with using some unorthodox gadgets, a sharp blade and a ninja turn and agility to overcome enemies that can drop you in just a few strikes. Just before Gamescom, we die into a short section of Sekiro, who showed the unique fighting and leaks in the meeting, and got an idea of ​​how it recontextualizes the Souls formula in a trickle experience.

  No caption given [19659004] As a shinobi faced a brutal defeat in the hands of a rival Samurai, it becomes a heavily fictional hit on Sengoku Japan in 1500, losing its left arm in the process. Defending death, the war is given a new arm of a mysterious monk called him the "lone wolf". From here, the main character begins his sleep after revenge against the samurai and his clan roaming the countries. But during his adventure, he meets other dangerous animals and larger than the monsters of life, which slowly reveal a much greater threat that will push his shinobi training to his limits. </p>
<p>  Unlike Software's previous titles, Sekiro focuses on the story of a defined character and with stripped down RPG mechanics – more emphasis is placed on more action-oriented gaming and smart use of the tools you have at hand. As more of a spiritual successor to From Software's previous game – which was also directed by Hidetaka Miyazaki – many of the famous touch tones from the soul's games remain intact – but with many remarkable differences. </p>
<p>  Sekiro is a play game in his heart, and many meetings involve jumping on unsuspecting enemies for quick and effective killing or by escaping enemies completely. With the single-wolf wrist hook, there is a stronger focus on verticality and movement through the levels, where getting high ground over your opponents can mean all the difference in the chances of survival. Although you are absolutely free to engage them, most areas are heavily guarded and you can easily find yourself surrounded by rival enemies and fighters. The enemies in Sekiro are incredibly aggressive and they prefer to fight in numbers. </p><div><script async src=
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During my time with Sekiro, I was impressed with the versatility of the game's main character, who quickly asked you to learn the arsenal's bets and outs. With the ability to sneak, squeeze walls, climb steep surfaces, and even jump, the protagonist's skills give him incredible flexibility and range so you can uncover hidden monsters over groups of enemies or secret meetings outside the beaten path – like a Shinobi-hunting monk who is immune to many of the wolf's tricks. But the protagonist's most valuable tool in his arsenal is Shinobi Prosthetic, which acts as an all-in-one support, like Bloodborne's trick weapon. Allows you to throw the shurik, spy fire, blind enemies and unleash a powerful ax that can break through enemy defense, the Enarmed Wolf can pull off all sorts of smart moves on the fly – for example, turning your sword into fire to add additional damage .

As other titles from the Souls series, death plays a major role in Sekiro. While the one armed wolf is an extremely deadly fighter with gadgets and weapons that allows him to kill most common enemies in just a single stroke, he is extremely vulnerable as well. While you are certainly able to meet against groups of enemies, the smarter option is usually not available. During a challenging part, I went into a courtyard with several guards trying to contain a prisoner of Ogre, just to be spotting waves that had high ground. With the clever approach out of the window, I tried to engage each goal one by one – but then Ogre broke off and joined the match. What followed was a cascade of violent blows and flying arrows – culminating in the great Ogre powerbombing me and threw me like a ragdoll.

You will die a lot in Sekiro. But as the subtitle of the game suggests, it's more to death than what it seems. Referred to as a resurrection mechanic and used as a tactical respawn, you can use a life sign (two on the max) – found to rest on the sculptor's idols, mainly bonfires – to instantly revive on the spot and pick up where you left. In most situations you can wait for enemies to go away, revive, and then sneak out for a killing when their guard is down. But of course, if the situation looks too dire – some enemies will choose to hold your body – you can accept your death instead, which will send you back to the nearest sculptor's idol. And of course, all common enemies will come back after visiting the rest of the point, forcing you to touch the famous jaw again.

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Finally you will come across elite enemies that protect the only way forward. These mid bosses are among the more dangerous opponents you encounter, and fighting them feels more like a game of wits and quick reflexes, rather than brute force. Like mood games, melee is struggling to exploit the vulnerabilities of opponents. With the posting system, aggressive attacks, time-limited parries and blocks will put pressure on your opponent. When the position is measured, they get into an anesthetized state and open them to critical attacks. However, elite enemies can do the same for you, who will clarify your life in a single stroke.

There were definitely many surprises to find in this relatively modest demo of the game. After passing through the castle, we entered a large canyon guarded by a massive snake. With the only way forward, we had to tip our jump and seize right to get into the little cave on time to avoid the attacks. Shortly thereafter we met against the demo boss of a bridge surrounded by sparkling red trees – one of the demo's most visually impressive areas. Known as the damn monk, this multi-faceted fight forces you to use all the skills you have – even grappling to the higher ground to avoid attacks. It was easily the hardest battle in the demo, and without surprise we could not beat it.

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After playing more than half an hour of the game, it is clear that the roots of the soul's genres are still there – but it is without doubt their own animal. One of the most common feelings felt when playing games like Dark Souls and Bloodborne is the feeling of fear and fear. While these emotions are still present in Sekiro, they gave the tools and skills that the protagonist possessed me much more of an empowered feeling through. Having said that, there is still much we need to learn about Sekiro, and just how far it will go with its mashup of playlessness and the best of what the Souls series is about.

For more about our continued coverage of Gamescom 2018, which includes our hands-on impressions of Devil May Cry 5 and Hitman 2, you must check out the GameSpots nav page for all the latest news and videos.

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