Impressions - 3/21/2019
On Spoilers
As this is the first of my journal-style impressions for Sekiro, I figured that I should be upfront about how I will handle spoilers here. For me, impressions will serve as a series of off-the-cuff notes I will take as I play the game. They won't be comprehensive and it should not be treated as …
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Impressions - 3/21/2019
On Spoilers
As this is the first of my journal-style impressions for Sekiro, I figured that I should be upfront about how I will handle spoilers here. For me, impressions will serve as a series of off-the-cuff notes I will take as I play the game. They won't be comprehensive and it should not be treated as a review. I will not be pulling any punches when it comes to spoilers, but I will be doing my best to organize my impressions by general "segments". Therefore, I hope that people may be able to follow along with notes on segments they have already completed. For a game like Sekiro, there is a unique challenge here given the non-linearity of the game. What I see as the first boss may not be what other players encounter as the first boss. So, I am going to try to do my best not to blindside anyone with spoilers, but this is your warning that you will always be at risk from this point on.
Setting context
Before we get started, I wanted to briefly give my background with these types of games. I will likely be comparing and contrasting Sekiro to other games, so I think it's best that you know what my relevant experience is. I have played both Dark Souls 1 and Bloodborne, but I have not beaten either of them. Off-hand I could not give an accurate count of how many hours I am into each game, but i have put in significant hours into each. Of the two, I have more hours as well as progress in Dark Souls. Despite not yet finishing either, I think both are good games. Dark Souls in particular I think is a great game, while Bloodborne is a step down. The reasons why aren't relevant here, but since I have not beaten either game I should note that my opinion could easily change. These games are tough, and I am not very good at them. On top of that, they both make me anxious in a way that I sometimes find makes it hard to play them for extended sessions. As far as non-From Software games in the genre goes, the only other relevant game I have played is Hollow Knight. Similarly to DS and BB, I have yet to beat Hollow Knight, but have put in a good amount of time. I like HK, but I would say that it doesn't quite scratch the itch as well as DS or BB, even if it may be better for what it is. It may seem strange that I would play Sekiro even though I have yet to complete one of these games, but they do offer a sense of discovery and adventure that very few games can match. Off the top of my head, only Zelda scratches this itch (and at it's best, does it better), and those happen to be among my favorite games. So, I am optimistic and excited to play Sekiro. I find the setting appealing, although I am not expert on it. More importantly, it is a genre and developer that I have enjoyed in the past, and I think still has potential to be even better.
With all of that out of the way, let's finally get into impressions.
Tutorial Area
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Right off the bat, we see an opening cutscene. Similarly to Dark Souls, this works to quickly get the player up to speed on the state of the world that the game will take place. Unlike Dark Souls, there is a much greater focus on the player-character (Wolf) and sets up his personal relationship with the world as well as a couple of characters (his "father" and his master). I suspect that this will be a decisive change for the series (maybe it's not fair to lump Sekiro into the Soulsborne umbrella, but for now I am). I think that many fans enjoy the more vague narratives of previous games. It let's players have fun trying to figure out what exactly is going on in the world and it reinforces exploration - something I consider a core tenet of the Souls-like design. In addition, this robs the player of the ability to roleplay their own character. You are wolf, not a thief, knight, mage, etc. of the player's design. Personally, I have been wanting From Software to make a game with a more overt narrative for years. I quite enjoy piecing together the lore of these games as well, but I've always felt a disconnect in the way that characters talk in esoteric circles. I think these games are meant to be immersive. The punishing difficulty is less there to make the game hard, but more to force the player to approach situations realistically. If I were really trapped deep underground with a bunch of monsters, I would approach with caution and try to find any advantage i can before having to fight. These games tend to reward this attitude by often rewarding clever solutions with an easier time and punishing over-aggressive behavior. However, when it comes to narrative, the attitude has been almost opposite. Characters do not act realistically and the player-character seems uninterested in asking any relevant questions. Part of this is unequal knowledge. The player-character is part of the world already, so naturally they will understand the significance of certain things that the player would not. Still, I don't think any reasonable person would stay silent through the events of Dark Souls like the player-character does and instead the obscurity of the story comes across as a contrivance more than anything. I think there is a middle-ground to be found: a more direct character-driven drama set in mysterious world. That is, a clear plot with more obscure lore. I am hopeful that the setup for the story here seems to signal that From Software is trying to find this balance.
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There is no option to customize the character before the game begins. This fits well into how the story is being presented. Wolf is a character with an established and relevant history prior to the player controlling him. They probably could still have had some customization (what type of Shinobi is he?) but I think it is perfectly reasonable to not have any.
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The scene right before the game begins proper, where a woman throws down a note to Wolf, reminds me visually of the opening to Dark Souls. I wonder if this an intentional allusion or if I am just reading too much into it.
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This may sound like a nit-pick, but I think it is a poor introduction to the game visually to have Wolf begin with low health. When on low-health there is a red vignette effect on the border of the screen. This, in addition to being night, makes it hard to really take in the environment. I think that the game is meant to make you feel disoriented and weak, but I'm not sure it was worth it. Starting without the sword is enough to make the player cautious, I think.
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Another big change we see right away is the introduction of stealth mechanics. You can crawl through grass, sidle up against walls like Solid Snake and perform stealth kills. It is a fascinating direction to take, and fitting of a game about a Shinobi. For now, it doesn't seem especially fleshed out, but I will reserve judgement for now.
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Eavesdropping further establishes two things for the player: 1. Taking a cautious, stealthy approach can allow you to hear useful info and 2. The plot is going to be more fleshed out here than in previous games.
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As for combat, Sekiro seems to heavily incentivize defensive, patient play. This fits how I like to play these games, so i am happy to see that even though there is not a stamina meter the game is not asking the player to roll constantly. There is a segment of the fandom that swears off defensive, shield-heavy play as inherently inferior in the Dark Souls games, so they may be turned off by this.
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Visually, I would say Sekiro looks pretty good. The animation is nice (killing blows are especially satisfying) and lighting is striking. As you might expect, there is a strong sense of visual design. The world has many little details that flesh out the setting (the large bridge over the moat tells you that someone important lives on the other side) and the game funnels you into some nicely framed sights. That said, coming off of Devil May Cry 5, the actual fidelity of the models is not particularly impressive, pretty average for the console.
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One thing that really strikes me about Sekiro is how differently I am approaching it compared to other games, even in this opening section. I am taking a much slower approach and really taking in the environment to see if I can find alternate routes that may benefit me. I'm not sure if this is just due to the reputation of these games, or strong design. Probably a combination of the two.
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Near the end of this section, I look back to see an item hanging under the bridge. I considered going back for it, but to me there would be no reason for Wolf to backtrack for it. He had cleared the way and I felt a sense of urgency to escape with the kid as quick as possible. To be clear, I'm not saying it is bad that you can go out of your way for items, I think it is actually good. I just thought it was an interesting window into how I approached these games from a roleplaying perspective.
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Finishing off this section, we have a false boss fight (a fight that you are meant to lose). This has become a pretty common trope, but I am still a fan. It's a proven way to set up the player for accomplishment later. I suspect we will fight this guy again and when I beat him, it will signal how far I have come, both as player and character. This sequence sets up an overt villain and goal for the player. This is a big change, but one I think is good.
Safe Area
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There is probably a more official name for this location, but it is clearly the Firelink Shrine of this game: a safe spot with some NPCs. I think this is the last time I will harp on this, but it is again noteworthy just how much narrative we get here. There is still a lot of mystery, but characters are willing to talk much more than previous games, and you can even pick from a list of topics to ask the characters about.
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We hear a bit about Dragon's Blood and how we have it. Apparently it allows us to continue coming back to life after we die. The woman who healed us seems at least somewhat surprised to see us walking again, so this much be at least somewhat uncommon. What is interesting to me is that the nearby soldier is able to resurrect when we fight him. Does he have the dragon blood too? What are the implications here? Is it something you are born with, or was it transfused at some point? The soldier seems disappointed when he resurrects, so it seems like the game will explore the implications of this beyond an excuse for reviving in the game.
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The woman mentions that her master has ordered her to help us, but keeps their identity secret. This is immediately suspicious to me.
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There is a side path near the old man who crafted our new arm. Following it we come to an empty room with a body outlined on one of the walls in ash. I thought I was being clever by sidling up against it to match my body to the outline, but I still just got a message that it was locked from the other side. I am hopeful that this will be a shortcut in the future. The interconnected nature of Dark Souls 1 is one of the biggest factors that really drew me into the world. I don't think that Bloodborne really quite matched that feeling, and from what I hear DS2 and 3 do not either. I am hoping that Sekiro manages to feel like an interconnected world rather than a series of branches that wrap upon themselves but not the other branches.
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We get our first bonfire equivalent here. I know it has its own name, but I have forgotten it. I hope you will excuse me when I use terms from the previous games like this, I will also probably keep doing it. What I find interesting about the bonfire is that it does not heal you or revive enemies unless you choose to rest. That makes me wonder what else you will be able to do there? I am a bit worried that you will be able to level up or shop without having to rest. The previous games present this nice dilemma to the player: You have cleared out an area and now have a lot of souls to spend. You can safely backtrack to the bonfire to spend them, but then you will need to clear out the area again. You can press on, but you risk losing everything before you find another bonfire. This dilemma is an interesting "push your luck" situation on own, but it also supports exploration. When you find a shortcut back to a bonfire, not only do you get the satisfaction of opening a more direct route for the future, but it also a signals a moment to safely spend the souls you've acquired.
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Speaking of that estus flask, I just want to say that I am really happy to see the mechanic return. In Bloodborne, estus is replaced with single-use healing items. I thought this was a pretty regressive design. These games are tough and it meant that players like me would have to grind between boss attempts so that I would have enough healing items. The process of grinding was not challenging, satisfying or memorable. It was just frustrating. I think it is okay for me to struggle with a tough game. I do not think it is ok for a tough game to punish struggling players with menial tasks.
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