I am deeply conflicted about Sekiro because I think it does a lot of things wonderfully well, and also simultaneously fails a lot of systemic promises. :( what's the system design equivalent of a problematic fav that's problematic because of the numbers and not the content?
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The Rock/Paper/Scissors mechanic is godawful. They blast a red symbol over the target's head (which pulls attention away from where you actually need to look [Forward/L/R/Low]), it's death if you fail on meaningful content, and it's incredibly twitch dependent.
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To be clear, world is glorious, poise meter vs. non-boss NPCs is glorious, movement is stellar, thematics are A+ (holy shit red bibs are emotionally brutal). It's solely fighting "important" NPCs where the game goes from great to godawful in a flip of the switch.
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