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    Friday, July 23, 2021

    Sekiro - Would anyone else be stoked if this was real? I made a thing 😏

    Sekiro - Would anyone else be stoked if this was real? I made a thing ��


    Would anyone else be stoked if this was real? I made a thing ��

    Posted: 22 Jul 2021 05:16 PM PDT

    Defeating Isshin charmless, bell demon, no healing every day until Elden Ring is out (day 151)

    Posted: 22 Jul 2021 03:25 PM PDT

    Me after the 26th time trying to fight The Owl pretending he's not going to completely jack my sh*t all over again. ThE fAtHeR iS aBsOluTe!

    Posted: 22 Jul 2021 05:47 AM PDT

    The second play through ���� what a beautiful game

    Posted: 22 Jul 2021 09:08 AM PDT

    Kuro by Emma Rìos

    Posted: 22 Jul 2021 11:53 AM PDT

    The Seven Ashina Spears - Shikibu Toshikatsu Yamauchi | For some odd reason he used the spear spin a ton

    Posted: 22 Jul 2021 07:40 PM PDT

    Finally did it!!! :)

    Posted: 22 Jul 2021 12:00 PM PDT

    The only thing I learned from fighting Isshin

    Posted: 22 Jul 2021 10:11 AM PDT

    I learned how to kill his grandson quickly and unharmed

    submitted by /u/CanarySufficient5773
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    which is the hardest among sekiro bloodborne and darksouls ?

    Posted: 22 Jul 2021 08:01 PM PDT

    i know this was talked about heavily during sekiro release with people saying it was ungodly difficult, but i am wondering what people think now after the game has been played a lot and all the prosthetic tools and cheeses has been toyed with

    personally i think sekiro is the easiest,then dark souls then bloodborne ,sekiro does not have a stamina bar,and you do not have to worry about builds and weapon types,plus almost each boss at sekiro has a prosthetic tools he is weak too,also this does not get mentioned much,but sekiro has a pause button for god's sake ,i can pause the fight with isshin if the phone rings,bloodborne and dark souls does not have that

    submitted by /u/Plastic_band_bro
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    After two hours and about 50 tries, I did it. I also took such a dope screengrab I just want to frame it!

    Posted: 22 Jul 2021 11:26 PM PDT

    i just beat him - OWL father �� great game !

    Posted: 22 Jul 2021 08:37 PM PDT

    Just Beat Gauntlet: Mortal Journey for the 1st Time!

    Posted: 22 Jul 2021 01:15 PM PDT

    Took tens of hours of practice, and I love that you get absolutely nothing for finally completing it! Not what I was expecting.

    submitted by /u/geardan
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    Finally did it! Also any advice on how to properly use the salura dance?

    Posted: 22 Jul 2021 11:39 PM PDT

    Two shuras duking it out with no regen until Elden Ring is out - Day 2

    Posted: 22 Jul 2021 11:35 PM PDT

    FINALLY, killed the sword saint, my God it was hard and so satisfying to finally kill him after a week of failed attempts ,the game was soooo fun, now to get the shura ending. How many playthroughs are there.

    Posted: 22 Jul 2021 05:27 PM PDT

    Guardian Ape

    Posted: 22 Jul 2021 04:16 PM PDT

    I finally clapped that damm gorilla I'm super fucking happy and time to get hard stuck on owl wooooo

    submitted by /u/Yoka1s
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    Luck, just sheer fucking luck. Got like three lightning attacks in a row at the third face, gonna fight him in the momory so i don't get too cocky

    Posted: 22 Jul 2021 10:40 AM PDT

    Guardian Ape

    Posted: 22 Jul 2021 10:20 AM PDT

    The Guardian Ape is currently doing its best to make me not want to play the game anymore. Seriously, I do not like this boss. It's a boss focused on dodging in a game that isn't, with attacks that could one shot you with a full health bar. Got to the second phase a few times but with so little gourds left that it obviously didn't work. The Terror attack is also absolutely abysmal. I absolutely love this game, but this boss is not doing it any justice.

    If anyone has any tips on how to beat it, it would be greatly appreciated.

    submitted by /u/tl0306
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    Sekiro directed by Michael Bay

    Posted: 22 Jul 2021 02:07 AM PDT

    Can anyone help me. I dont know how to transfer my sekiro ps4 save data to my ps5

    Posted: 22 Jul 2021 09:06 PM PDT

    Whats the quickest you have finished a run?

    Posted: 22 Jul 2021 09:00 PM PDT

    Me personally, ive finished a run in 45 mins. What about you guys, got any speedrunners here?

    submitted by /u/DarDar33
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    Definitely the most cheated I have ever felt in this game

    Posted: 22 Jul 2021 06:39 PM PDT

    Just finished Sekiro! Wanted to respond to some popular notions I've seen, and provide my own thoughts. (SPOILERS)

    Posted: 22 Jul 2021 01:12 PM PDT

    I made categories in case you, understandably, don't want to read the whole thing.

    I just finished Sekiro, my second Fromsoft game after Dark Souls, and I loved it! I finished with the Return ending, but I should mention that I copied my Sekiro folder at the point that I was about to talk to Owl in Ashina. I went back to that save after finishing because I wanted to fight the other bosses as well. I fought Father Owl in the Purification path, and I fought Emma/Isshin in the Shura path. Basically, I fought every boss and probably every miniboss.

    Hardest bosses

    Out of all bosses and minibosses in Sekiro, which combat encounter is far and away the most difficult, easily, without question? Assume no access to enhancement items or prosthetic tools [edit: and no stealth deathblows]. For me this is very clear-cut, but can you guess?

    Hint 1: It's not Isshin.

    Hint 2: It's not Demon of Hatred.

    Hint 3: The vast majority of you used an item, because if you didn't, you would know the answer.

    Hint 4: It's a miniboss.

    Hint 5: It's not Mist Noble.

    Answer: It's the damn Seven Ashina Spears - Shume Masaji Oniwa. This freaking fight!! As far as I know, there is no way to separate him from his friend. Way too many things can go wrong and you will often die completely randomly, even getting punished for a successful parry. You'll get pushed into fire, randomly clipped by the tip of Oniwa's weirdly long spear, antagonized by the camera, tricked into jumping off the cliff, and made to deal with death symbols from an enemy you can't see because the other guy obscures him. The "Unseen Aid" you'll sometimes get even becomes your enemy as it makes things harder to see. Everything becomes your enemy. Without laser tight environmental awareness and decision making, and a whole lot of luck, this fight cannot be done. I struggled through it and do not recommend trying it, but you can watch a video of someone doing it instead!

    Headless would've been a good guess as without confetti, it'd force you into having perfect parry timings. This would be a huge task, but it still wouldn't be quite as tough as the fight I just talked about. You can also cheese him with this cool two-step-shuffle strat, although it's harder than it looks to pull off. Maybe you guessed Shichimen, but Shichimen's whole difficulty is "the wand controls everything, and therefore you will get no telegraphs at all" which is more annoying than it is hard. Just memorize when those spirits will start flying at you. Anyway, those two minibosses are terrible, terrible fights without confetti, so I wouldn't consider confetti to be a cheap strategy at all.

    I would say the second hardest fight is Demon of Hatred. Both Isshins are tied for third, and Father Owl with his annoyingly long phases is fifth. I imagine the difficulty order that others would give these bosses would vary greatly. I've seen various opinions on this. There is no question about number 1 though.

    Best bosses

    While I absolutely adore Sekiro's combat system, my favorite bosses tend to be the ones that didn't focus only on the core parry system, and forced movement into your battle plan. Demon of Hatred reminds me of the incredible boss fight Kalameet from Dark Souls, in how it forces you into so many different kinds of moves, and in some serious similarities in attack types.

    You need to run and jump to avoid one move. Jump to the side to avoid the charge move. Move back, jump back, then grapple to avoid and punish the super-jump. Some moves have you dodging to the side, and some have you learn parry timings. One move is a kind of skipping rope that makes you time a few jumps, and then creates a ring of fire to force you to mind your spacing for a while.

    It's such awesome variety within a fight. I know Genichiro is a fan favorite, but he is so static in comparison, isn't he? Maybe you can beat him without touching your left control stick. I still very much like the fight, but one complaint I have is that the second phase kind of forces you to die before you understand it. In the first phase Genichiro recovers posture fast, and deals relatively low posture damage to you. In the second phase that gets reversed. Your posture dies in just a few hits even if you parry decently. Coming from an offensive mindset in phase 1, you will absolutely die in phase 2 until you learn that you need to switch to pure defense - recovering your own posture whenever you can. You would only know this after trying for a while, and this seems kind of unfair.

    One boss I like just about as much as the Demon of Hatred is the Guardian Ape, which I consider to be the most creative and best animated enemy in the game. It looks so much like a real monkey thrashing around, seamlessly transitioning between bipedal and quadrupedal stances. It's very impressive that Fromsoft animated all that and attached believable hurtboxes that work well for a combat encounter. A cool aspect of the Ape's thrashing is that when it starts up an attack pattern but you move far away from it, the attack pattern still looks like the believable thrashing of a crazy monkey. A human enemy performing a long pattern far away from its target would look weird in comparison.

    The Ape also has one of the strongest twists in the whole game after phase 1, and then phase 2 capitalizes on it beautifully. I can't stress how incredible phase 2 is both visually and creatively. At first the scream attack felt unfair, but after learning its amazing telegraph (putting his own head on in order to scream - this is the best attack telegraph in the whole game bar-none), I started enjoying the pressure of "get the hell away from him!!" being around any corner. The attack pattern animation with the Ape walking away while slicing backward, and then ending in a freaky overhead slice might just be my favorite enemy animation in the game. I also thought it was so cool that good parries can change the boss's attack patterns mid-way through, which is true for a number of bosses actually. The Ape's phase 2 came down to performing a good parry during one of two really strong overhead slices, which put lots of pressure on key moments. I loved it.

    One of the most memorable encounters is the Armored Warrior. It came so suddenly and the story behind it was so cryptic. The battle was awesome as well, with a unique concept and a rare focus on positioning.

    Speaking of positioning, having more responsive movement and better platforming mechanics, and integrating them into fights feels like a missed opportunity. Imagine Sekiro's amazing parry system being used while running around and jumping off walls. Imagine needing to execute parry timings while moving in some pattern too (shoutout to Ongeki, the rhythm game with that exact concept).

    Annoyances

    1. I dislike that Sekiro encourages grinding when you have lots of money or when your experience bar is almost full. I often avoided going to a dangerous-looking new area because I felt that I needed to save my progress by grinding for a bit of money and exchanging it for coin purses, or grinding at Mibo Village until leveling up.

    I've heard the argument that leveling up and money hardly matter, but I don't really agree with that. Even if they didn't matter, there's no way to know that as a first-time player. But they do matter at certain points, at least a bit! They matter if you're a resourceful player instead of a "just get better at parrying until you win" type. You're also practically forced to have items/tools for Headless and Shichimen, and to get past the cave serpent pre-Folding Screen Monkeys.

    1. This might be unique to me. I'm not sure. I wanted to have a full experience with one playthrough, and not commit to multiple playthroughs like some of you. I didn't want to miss any area. When paths split up I always felt that I need to take a note of it and come back later. I kept a "Sekiro paths to check" file in Google Keep. This was a bit annoying.

    Somehow this doesn't seem to be as big of an issue as in Dark Souls. Lordran is just nuts with how much it branches out and winds around. The game encouraged me to just pick a path and stick with it, since alternate options can be too plentiful or go too far in a different direction. I also felt that even if I missed a path, I might find it again later naturally by approaching it from a different angle. Sekiro is much more linear, so missing an alternate route feels like a permanent loss.

    1. Certain enemies don't telegraph their attacks that well. For the most part this isn't an issue and Sekiro's animations are top-notch, but once in a while it's hard to know what move the game is asking for me to respond with. Juzou's swipe windup looking too much like a grab windup is one example. At 1:26 in this video you can see Isshin Ashina's swipe attack, but the death symbol appears when his sword is above his head. If you don't memorize that that's a swipe, you have to guess how to avoid it. That doesn't really sit right with me.

    2. I know that Sekiro, by design, is expressly more restrictive and scripted than Dark Souls, and that's fine. But grapple points took this a bit too far for my liking. It's too much "scripted"ness. The points you can grapple to seem completely random. You can find one grapple-able hook, and another un-grapple-able hook right beside it. This kind of thing breaks immersion pretty hard. As a whole Sekiro's world design is filled with "you're supposed to go here" moments which contrasts with Dark Souls' much more naturally-laid out areas, but grapple points still stand out as an un-creative way to lead you to places.

    I also generally dislike when games take control away from you. Grappling equates to facing the camera in a very general direction, pressing a single button, and then watching the character move very far on his own. Even physics seem to submit to this nonsense. You can grapple to a point below you and you'll still lose all velocity mid-air as you press L2.

    I'll openly state that I also don't like Spiderman PS4's movement system for the same reason - an AI does all the aiming for you. The best grapple system there has ever been in a video game, that I've seen, is in the Xbox 360's Bionic Commando. That's the gold standard.

    Even though Sekiro's platforming sections are likely only there to take you to combat sections, you still do spend a lot of time platforming. Platforming also tends to mix with combat quite often outside boss fights. So I think this point does matter. In general, the movement in Sekiro isn't great. It's rigid.

    Not a rhythm game

    This is a response to the common notion that Sekiro is (or feels like) a rhythm game. This may be an unpopular opinion, but at least on a first playthrough it really doesn't feel like one. I say this as someone obsessed with rhythm games (recently the game I mentioned before, Ongeki, has been taking over my life).

    Rhythm games are very clear on what the correct timings are. Sekiro asks you to use intuition in regards to attack animations, reactions, and memorization to predict the timings. It's a great concept and really fun, but before having fully memorized the patterns to the point that combat becomes an execution test, it's not quite like a rhythm game. On a first playthrough you hardly ever need to memorize patterns that well to get through an encounter.

    Add positioning, stealth, prosthetic tools, etc., and Sekiro tends more towards "action game".

    I'll concede that the posture system has close similarities to rhythm games, given that the bar's fill rate depends on how good your timing is. Rhythm games often have various levels of hit success - perfect, great, good, miss. So that's pretty similar.

    Interconnectedness

    It's interesting to think about why Sekiro's interconnectedness much less impactful than Dark Souls', given that it's arguably just as complex and creative. The Undead Parish elevator to Firelink is such an incredible moment that kind of blew all of our minds. But Sekiro, too, allows you to follow a path, moving in all sorts of directions for an incredibly long time without any cutscene interruptions, and end up back where you started. I think there's a path near the Bell Demon in Senpou Temple that takes you back to the Outskirts, not far from the Dilapidated Temple.

    I think there are two main reasons for Dark Souls' interconnected world being so much cooler.

    1. As I mentioned before, Sekiro's world isn't as naturally laid-out as Lordran, and the grapple points are a big contributor to this. On top of that, every path has a game-related reason for existing, be it a stealth route, a path to a hidden item, or a path to a hidden arena with a boss. Dark Souls' routes, instead, continuously intertwine with the main route and hardly ever lead to end points (which real life does not have a lot of). In Sekiro I remember finding a small hidden space up above an area, and wondering "why is this route here?" I eventually realized that I already cleared the enemies below, and the space up there likely existed as a way to stealth kill an enemy that was there before.

    In Dark Souls a space like that would exist not for a game-related reason but a world-related reason, such as being a watchtower or overhead bridge. There are very few "supposed to go here" moments, with one rare example being the rafter you climb in Anor Londo. Most new areas you find are areas you discover through your own exploration. There's a very inconspicuous and secluded tunnel that takes you to the Depths, definitely not beckoning you with a huge grapple marker on your screen (sorry if I made this point too many times).

    1. Teleporting takes the impact away. If you actually ventured all the way to the Senpou Temple, and found the path back to the Outskirts all in one go, it'd be a huge deal. But by the time you found that path, you've teleported all over the world multiple times. To the Dilapidated Temple for upgrades, to Miba Village for grinding, to Kuro's room for story progression. The sense of relief that you finally found something familiar, and are getting a handle of the world's layout, wouldn't be there as it would in Dark Souls.

    I want to clarify that this isn't really a complaint, but rather some pointless ruminating. I acknowledge that Sekiro never tried to be Dark Souls and focuses on very different things.

    Closing thoughts

    Sekiro's parry-centric combat system is a major highlight of the game, and there hasn't ever been such a strong focus on combat in a previous FromSoft game. The boss quality is consistently high, and the simple story complements the setting well. I am just a bit disappointed that experience points, checkpoints, and death aren't really connected to the story as they are in Dark Souls. But a story beat that I loved in Sekiro was the invasion of Ashina by the Interior Ministry. That cutscene-less slow reveal that begins when you fail to teleport back to the castle, was done super well. While I don't think Sekiro is quite 2019's game of the year (putting it above Outer Wilds would be absurd for me), it's probably the best action game I've ever played and a fantastic adventure game too. I'm really looking forward to this combat system being expanded on in other games, such as by emphasizing movement more.

    submitted by /u/daskrip
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    My drawing of a female type Genichiro :)

    Posted: 23 Jul 2021 12:13 AM PDT

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