A small list of Sekiro’s biggest offenses in no particular order: -The game requires you to constantly engage in twitch-reflex battles while using a character who handles like a 57 Cadillac. -Combat is 99% reactive, with parry windows that are measured in milliseconds.
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-Bosses like to glitch their attacks and movements! One second they’re obeying the laws of physics, the next a ten ton bull just warped ninety degrees to the side and now you’re dead because every boss combo one shots you. -Every boss combo one shots you.
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-The camera loses target lock when you get too close to a wall or far away from an enemy. In a game that relies on you target locking enemies in order to evade/attack, this is less than ideal. -Playing this game is like punching yourself repeatedly in the balls, but not as fun.
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I had it on my wishlist but I'm glad I waited to see more impressions, because I wanted it for Stealth, not fighting and certainly not interminable boss engagements
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The stealth parts are fun, for the most part, it’s just not designed as a stealth game and so you’re going to run into these catastrofuck boss fights every ten minutes.
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Genuinely no offense intended but you really need to parry them, which I know you've said you hate. But if you parry their attacks, their Posture gets shredded and you can kill them when they still have half their health bar left. No need for dodging or chipping health.
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I was JUST talking to someone about this the other day. The game industry got it into their head that "hoping for rare loot" is the most engaging mechanic so they've been throwing around stingy RPG stats and turning everything into a tireless chore chipping at huge HP bars.
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New rule: If I have to go through a sequence of actions (like, dodge this attack pattern until this window, full combo), you can make me do it up to 3 times, but then something has to change. I don't need to beat a boss that fast but, switch to a second pattern, or start bleeding
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