MULTI [OT] Sekiro: Shadows Die Twice | Rise From Every Fall

JANARIOO

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FromSoftware’s next game is called Sekiro: Shadows Die Twice, and the developer is working with publisher Activision to bring the game out.

Game director Hidetaka Miyazaki is helming Sekiro: Shadows Die Twice, which give players control of a “hard-hearted warrior whose mission is to rescue his master, a young lord, and exact revenge on his arch nemesis.”

Sekiro: Shadows Die Twice debuted during Microsoft’s E3 2018 press conference today, offering a look at the intense action game. Sekiro will take place in the Sengoku period of Japan and looks to follow FromSoftware’s style of intense combat action and difficulty.

Shadows Die Twice was announced (or rather teased) at last year’s The Game Awards in the form of a painfully brief teaser. At the time, it wasn’t clear that Sekiro: Shadows Die Twice was the name of the game or a hint about what it was. Fans speculated that the game was a teaser for a Bloodborne sequel or a return to one of FromSoftware’s other games, like Tenchu, but it turns out it’s an original game.

Sekiro: Shadows Die Twice is coming in early 2019 to PlayStation 4, Windows PC and Xbox One.
 
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Chandoo

Resi Evil 4 > Your fav game.
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Eh, I doubt Ghost of Tsushima and this will be similar besides the not-even-similar looking setting.
 

Radical

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Jan 25, 2009
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I was convinced this will be the next tenchu!
I am glad it is not. Looks like a blend of tenchu and nioh.
 

Necrokiller

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This is good to hear. Dark Souls 1 still has the best level design in any From Software game. The added verticality and grapling hook should make for even better exploration.

When I asked Kitao-san about the level design and how the world came together, he likened the world of Sekiro to that of the first Dark Souls, which still holds a special place in my heart for how interwoven the world is and being able to see parts of the world at a distance that you can slowly make your way to
Hoping for engine improvements as well.
 
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manigamer

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[h=1]Here’s what Sekiro: Shadows Die Twice is actually about[/h]

[h=2]FromSoftware is using historical Japan as a jumping off point for a fantastical, story-driven brawler[/h]



Sekiro: Shadows Die Twice was unveiled this week at E3 in Los Angeles. It’s by FromSoftware, the same team behind the Dark Souls series and Bloodborne. But, while those games had opaque roots in fantasy and horror, Sekiro draws its inspiration from historical Japan.
In a private, behind-closed-doors viewing of the game ahead of its announcement, representatives of FromSoftware told Polygon that their game was inspired by 1500s Japan. That period of Japanese history is known as the Sengoku period, also referred to as the Age of Warring States. It was a time marked by near constant warfare which embroiled the entire region in massive political upheaval.
The main character will be a warrior in the service to a 10-year-old lord. The main antagonist, who FromSoftware is calling The Rival for now, has kidnapped the child and secreted them away. During the abduction, The Rival cuts off the main character’s arm. When they wake up, they find that it has been replaced by the Shinobi prosthetic, a false arm with wild mechanical powers.
The Shinobi prosthetic includes a grappling hook, which players can use to reach locations around the map. The hook will also serve as a location to slot weapons. We were shown one such attachment called the Shinobi axe. In the stowed position, the axe protrudes from the main character’s left elbow. When activated, it flips forward into their hand. The axe behaves as an off-hand weapon, one custom built for breaking enemy shields.
Another unusual feature of Sekiro is its new death mechanic. Traditionally, in so-called Souls games, death returns the player to the nearest checkpoint, resets the enemies, and robs you of whatever you’ve earned. This time around, death returns players to the spot where they died.
In the demo we were shown, the main character died while fighting a large boss and several smaller enemies. The main character fell on his back, and the screen showed a Japanese character in red and the word “death” in English below it. Enemies turned their back on the player’s corpse and began to walk away. That’s when the player stood back up, taking one of the smaller enemies by surprise before returning to focus on the larger boss.



Representatives of FromSoftware said that the new death mechanic will give players a strategic advantage. You may want to get yourself killed on purpose, they said, in order to gain a tactical advantage. The developers were careful to mention that players won’t be able to revive indefinitely. There’s more to the death mechanic that will be revealed at a later time, they said, while promising that Sekiro will provide the same level of tension that fans of Dark Souls and Bloodborne have come to expect.
Sekiro: Shadows Die Twice is expected to arrive in early 2019 on PlayStation 4, Windows PC and Xbox One.
 

Chandoo

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So, this might put some people off.

Shadows Die Twice has no (or very little) RPG elements.

No Stats, no customization, no character creator either. It's a traditional action game (eg Bayonetta but with a slower pace).

Tenchu comparisons are even more apt now.

There are no classes, stats, or souls in Sekiro: Shadows Die Twice | PCGamesN
Sekiro: Shadows Die Twice has no classes from which to choose, no character stats to level up, no option to create your own character, no multiplayer of any kind, no armour or weapons to find or equip, and no souls (or equivalent) to collect - or lose after dying. Just to reconfirm: Sekiro is the next big game by FromSoftware, the maker of Dark Souls and Bloodborne.

Indeed, Sekiro can scarcely be called an action-RPG. FromSoftware's Yasuhiro Kitao rather describes it as an action adventure game. One of the few elements that might seem familiar is your character's prosthetic limb - it's capable of hosting a number of gadgets, which you can find scattered around the world. That sounds pretty reminiscent of the trick weapons found in Bloodborne, if you had a temporary flirtation with a PlayStation 4 to enjoy that.
 

manigamer

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[h=1]Sekiro: Shadows Die Twice is definitely not a Dark Souls game[/h]

[h=2]FromSoftware’s next game breaks from Souls’ tradition[/h]






Sekiro: Shadows Die Twice is not a Souls game.
That’s important because developer FromSoftware spent the last decade making games that are either proper Dark Souls games or precursors, like Demon’s Souls. Even when the developers made the PlayStation 4 exclusive Bloodborne, it was in the Dark Souls mold.
Based on my time behind closed doors playing From’s new game, Sekiro: Shadows Die Twicebreaks that mold.
Mostly.
And it’s not hyperbole to say that it’s all because of that fishing reel-like attachment on your bony left arm.
If the Souls games were director Hidetaka Miyazaki’s fantastical take on medieval fantasy and Bloodborne was his take on gothic, Victorian fantasy, then Sekiro: Shadows Die Twice is his take on Japanese fantasy. And from that single conceit — using a ninja instead of, say, a European knight — the gameplay that From is known for is changing dramatically.
“The reason we went with ninja as opposed to samurai this time is because samurai are a lot more grounded,” Miyazaki told Polygon at E3 2018 through a translator. “We feel like, at least from a Japanese perspective, ninja have this freedom to do anything, and to approach combat and approach situations in a multitude of ways.”
I played about 15 minutes of Sekiro: Shadows Die Twice, jumping and grappling and fighting my way through a level built to showcase gameplay. (In other words, it’s not necessarily something you’ll see when the game is released early next year on PlayStation 4, Windows PC and Xbox One.) And Miyazaki’s characterization was obvious as soon as I had a controller in my hands.
I began standing on the branch of a tree, overlooking a compound. Japanese architecture was everywhere, with its telltale sloping, tiled roofs. Trees and walls dotted the landscape. Almost everything provided an opportunity to climb up and over, and Sekiro: Shadows Die Twiceconveys grapple points with a small white circle. They fill green when you’re close enough to press the left shoulder button and throw your grappling hook.
I walked forward and jumped.
Doing something so simple as jumping wouldn’t feel remarkable in most games, but anyone who’s played a FromSoftware title in the last decade would understand that this is a significant change in gameplay. Sekiro: Shadows Die Twice emphasizes mobility, and as I flew through the air, I tossed my grappling hook, connected with a nearby rock, soared above my enemies and stood perched atop a wall.
“So we have the grapple, we have the jump, you can use stealth, you can use, obviously, the katana — you know, it’s a Japanese motif — you can use the shinobi prosthetic tools, you can use a wide variety of tools at your disposal and abilities to confront in different ways,” Miyazaki said. “Of course, you can tackle things head on if you like. We felt this was very central to the ninja themes, and this is something we wanted to try with Sekiro, this concept of killing ingeniously.”
The first enemy I encountered showed me the difference between in combat, too. In Souls games, you’ve got your weapon and your shield. In Sekiro: Shadows Die Twice, you’ve got a weapon (a katana in my case) and what Miyazaki calls a “shinobi prosthetic.” My enemy carried a large wooden sword, and my katana wouldn’t put a dent in it. But my axe would.
It’s a mechanic that’s not quite Dark Souls and not quite Bloodborne, but it’s related to both. Ipressed Y and switched out my grappling hook for an axe on my left arm. A few hits later, and my enemy’s large wooden sword exploded into shards. I switched back to my katana to finish him off.



Speaking of finishing enemies off, in Shadows Die Twice enemies die in spectacular shows of gore and blood. It’s governed by a system that isn’t quite health and isn’t quite stamina, but the goal is to winnow it away. Once that’s done, your regular attack becomes an assassination — impaling, shredding, letting loose bursts of blood that spew in fountains of red.
It was up to me to figure out how to find other enemies, and I realized again how differentShadows Die Twice was. There was no clear path to my next encounter, so I looked up, found a grapple point and zipped above the compound.
For years, FromSoftware has been turning verticality into viable design aesthetic. In its games, geographical areas often sprawl up and down, not just forward and back, quite literally adding dimensions to gameplay. Shadows Die Twice carries on this tradition in a new way.
“So obviously, creating these wide-open 3D vertical spaces is something we’ve prided ourselves on in previous titles,” Miyazaki said, “but obviously they have their limits, when you’re walking around with sword and board in these previous games, you have to use the stairs, you have to use ladders. But this time, it’s kind of like a stress relief. It allows us to do things we haven’t been able to do in these levels before, and take an entirely new approach to exploring them and traversing them. So it’s been a lot of fun. We hope players will have fun as well.”
I explored the inside of buildings, running and fighting at what felt like twice the speed of a Souls game, and ended my time with a classic FromSoftware enemy. Or, perhaps more accurately, a classic FromSoftware enemy ended my time with the demo.
It was that monstrosity that you can see about 90 seconds into the E3 gameplay trailer — at least twice my size, sporting a wooden contraption around its neck and chains around its wrists.
I attacked, and he killed me instantly. But shadows die twice, so I hit R2 and sprung back to life. I jumped, ran, strafed. I killed the enemies surrounding him. I watched for just the right moment to attack. I pressed B to dodge, but that’s a kick in Sekiro: Shadows Die Twice.
He grabbed me. His gigantic hands squeezed my torso. I gasped. He picked me up. He held me over his head, grunting. He slammed me into the ground.
I imagine that the last thing my ninja heard was his back snapping in two. Game over.
Sekiro: Shadows Die Twice may not be a Souls game, but it’s definitely a FromSoftware game. You might as well prepare to die.
 

Chandoo

Resi Evil 4 > Your fav game.
Jan 19, 2007
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Japan has embraced UE4.

Even Squrae Enix's flagships (Kingdom Hearts 3, Dragon Quest XI and FFVII Remake) are being built on UE4.
 

NarutimateTaha

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Sekiro: Shadows Die Twice Is Even More Difficult Than Dark Souls Or Bloodborne, From Software Says - GameSpot

"We think the level of enjoyment is going to really vary and be very broad from player to player," Sekiro's director and From Software president, Hidetaka Miyazaki said. "If you are that player who likes to take their time and carefully piece things together and learn the enemies' weaknesses and positioning, and observe everything, you're going to have a great time. It's that sense of discovery as you explore the three-dimensional maps--you're going to find something, maybe a new prosthetic tool that makes you think, 'Hey, why don't I use this against that enemy?' When that clicks and when it works, that's going to be the sense of satisfaction for that player.

"Whereas the other [player] who just likes to rush in there, go katana-on-katana and feel that blade-to-blade, blow-by-blow gameplay, they're going to feel that intensity. They're going to get that really high level challenge that's probably even more challenging than previous From games. So we feel everyone's going to be able to have something to suit them."
 
Dec 9, 2007
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Karachi
^ I was expecting it to be a casual action/adventure game for all kinds of audiences. Let's see how it stands out from Souls games in terms of gameplay, apart from no PRG elements.
 
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    faraany3k faraany3k: Tears of Kingdom saal pehle shuru ki thee, ab tk pehle area se nai nikla. Life sucks donkey balls.