Intro: When you die, you’re not supposed to come back, but with the power of resurrection it’s more than just a mere tool that this game provides to bring a player back to life, it’s a philosophical and psychological device used to communicate the concept of sacrificing the many, for the one. Dragon rot takes over the person when wolf dies and then resurrects, taking one’s life force in exchange for that resurrection. This game is a ballet and delicate balance of wins, losses and elegant challenges.
Young Wolf: Nestling out a home of its own in my heart, Sekiro: Shadows Die Twice creates a difficult yet approachable experience in the Soulsborne world that will not only draw you in with its vibrant story but test you with its difficult bosses that create a dynamic experience. After experiencing a mélange of opinions from my friends ranging from “this game is amazing” to “this game made me rage so hard, don’t play it.” It made me nervous but mostly excited since I had been playing FromSoftwears games back-to-back since June, I knew I had this in the bag. This game was different, in a good and refreshing way. This game was the kind of different that challenged me in both story and game play and was surprising me at every turn. Young wolf maneuvering through the game, evading challenges and learning about his own humanity through it all. This game forces you to learn on its terms, learning to parry, avoid attacks, being smart about consumption of items all while staying alert of your surroundings. Sekiro challenges its players, drawing them into the ways of the shinobi. Either making them strong or breaking them until the controller is ever so gently placed on the table, or in some cases throw across the room from too much terror.
Dragon Rot: Wolf’s ability to resurrect is made possible by those who die along the way. The cough overcomes the body, and the mind breaks along with it. Dragon Rot is a very intriguing concept in the game, creating the narrative psychologically that you take life to create it (the ressurections). Every living thing in the game that wolf can get life force from. It sounds more horrifying than it actually is since immortality is a thing that Ginechiro, Owl and so many who are in corrupted nature are searching for. Immortality is a tasty treat for the wicked, teasing mortals that want it, and those who have it in the world of Sekiro want to be rid of it from their bodies. Like a plague to be exiled. Dragons Blood Droplets are not a permanent cure. They solve a temporary problem that is caused by the dragon rot. Psychologically this is the most intriguing part of the game because it makes the insinuation that you are subject to another person’s will. That another person has complete and utter control over your life.
Beautiful Difficulty: If I could go into all the detail in the world and explain every minute part of this game, I would. This game is one of the longest, in-depth FromSoftwear games I have ever experienced. So, if I don’t cover everything in this article, it will be covered in another piece or YouTube video. Sekiro created an environment where you really have to work to get what you want. Ginechiro is a prime example. He is a teacher, a teacher that shows you early on in the game all the move sets that you will need to know in order to beat the game, what the player does with the information they learn is up to them. I know there will be a forever revolving debate argued regarding these types of games, “fromsoft games should have a storymode” or “git-gud, they don’t need an story mode.” I have a stance on FromSoft games that some may like, and some may dislike. These games have a lot of controversy around them and there will always be some pushback in regards to them. There is a lot to this, so let me just make my stance clear before I explain any further, gaming is for everyone pure and simple. Gaming is something everyone should be able to enjoy. It doesn’t hurt the content or artistic design of the game to add a story mode. That being said, Sekiro is a game that balances things out quite nicely where the game wants you to succeed, it rewards you for the progress made, but punishes you accordingly, not a lot to where you have to catch up too much but just enough to where you need to work to get back to where you were. Bottom line, should this game have a story mode? Absoloutly. I would bring in players who wouldn't have played this game previously. Even an adjustment in better accessibility because you can never go wrong with a better implemented accessibility systems in games. But on the flipside, (and I say this well knowing that some people who are not in any way disabled want to just chill, and have fun with any SoulsBorne game and not die a lot) every able bodied person should be able to complete this game. I know, such a hot take. I am a firm believer that one should work hard to find successes in life, the same applies to gaming. Every person who is physically and mentally able has the ability to complete any game from any genre.
Hesitation is Defeat: Cascading robes, and beautiful fall leaves that consume the fountain head palace, gorgeous, cinematic views that burn its very soul into our mind creating a positive stain that is Sekiro: Shadows Die Twice. I loved this game with every part of my soul. From the start to the, the very intense and difficult finish it was a journey I will always remember. Take a positive note from games that challenge you, you may just surprise yourself at what you can accomplish with determination and some unseen aid.
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