Sekiro: Shadows Die Twice, the reinvention of Miyazaki
They say that complacency in abundance is bad. It is good to love and feel valued, but always with your feet on the ground. This mantra leads to the maximum exponent of the Japanese study From Software. Far from staying and exploiting its star game again and again, the Japanese team is committed to breaking their usual formulas and introduce enough mechanics to be before something new, but at the same time know that we are talking about From Software.
Miyazaki himself, father and patron of that sacred house, has already commented on the strange occasion that he does not want to do the same thing over and over again. You want to experiment, play with the key concepts that the sector offers. This is the reason of being of
Sekiro Shadows Die Twice(SDT), the title published by
Activision that does not hesitate to go for everything during the next course.
They say that complacency in abundance is bad. It is good to love and feel valued, but always with your feet on the ground. This mantra leads to the maximum exponent of the Japanese study From
Software. Far from staying and exploiting its star game again and again, the Japanese team is committed to breaking their usual formulas and introduce enough mechanics to be before something new, but at the same time know that we are talking about From
Software.
Miyazaki himself, father and patron of that sacred house, has already commented on the strange occasion that he does not want to do the same thing over and over again. You want to experiment, play with the key concepts that the sector offers. This is the reason of being of
Sekiro SDT, the title published by
Activision that does not hesitate to go for everything during the next course.
This is the first big change from what was seen before. Both Dark Souls, Demon's Souls and Bloodborne opted for a more medieval European architecture, with its baroque cathedrals and ornate ornaments. Now jump to the Japanese world and all the predominant images of the archipelago.
The palette of lighter and darker colors gives way to one closer to the sunset of the day. The sunset and its warm tones are reflected in the armor of the enemies, on the roofs of houses, on trees, etc. Taking advantage of these tones is vital to take advantage of the graphic engine.
In the proven demonstration you can see that the study has taken all the previous experiences, and a good proof of this is that the fight suffers nothing and the performance remains stable. This, in turn, is very important in this Sekiro SDT, since the battles have been completely renewed for the occasion.
The fighting style of From Software has always been characterized by parsimony, by intelligently mixing what the guard and attack states are. To this was added the resistance or resistance bar with which to make the hits. Now everything is wasted and remade with a fighting mode that is, of course, original.
In Sekiro there is no bar to execute the attacks. You can hit everything you want. However, the complexity of the fights remains the same: instead, a resistance bar is introduced. Both our protagonist and the enemies have an indicator of "pain", so to speak. When it is full, the guard goes down and you are at the mercy of the enemy (or you are at our mercy). However, although it seems simple, you can not hit more than 3 or 4 times per move, since the enemy also strikes back and hits, which reminds you of the best of the Software.
All this is combined with the classic life bar, to which we must also be attentive. The battle system that catapulted a study to an entirely new one is dispensed with. To top it off, the hook appears. Thanks to this device, our protagonist can move around the stage with amazing ease. Accustomed to undulating and thick movements, this production by From Software renews the concepts in their entirety. It is an ingrained movement, but the particular thing is that From Software is still feeling. He has not abandoned his identity and it is as easy to die as in previous experiences.
In turn, the controls are again very functional. With the two rear triggers we use the hook and special weapons, and with the two forwards the guard and the basic attack. Crosshead and buttons are used to jump, feint, use objects and other commands. It's easy, direct and intuitive.
It does not stop being paradigmatic everything that Nioh drinks this Sekiro Shadows Die Twice. The production of Team Ninja was one of the great surprises of the past 2017, a success that did not hesitate to thank From Software for everything they had offered to the genre. Now the tables are changed and From Software learns from its other Japanese colleagues, especially in regards to guard and attack movements at the level of kenjutsu (and its staging).
Sekiro: SDT is another guaranteed success in the long and long history of From Software. They have played with the changes and have hit again. It is worthy to praise this constant movement forward, for wanting to renew and not squeeze the same chicken until it dies of starvation.
From Software shows that not only focuses on a formula and exploits it to satiety. In Gamescom we played the demo to corroborate that the Japanese study pushes its limits again and again.
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