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4.46 average rating based on 2926 ratings
I'm going to try and keep this review as short, even though I could easily waffle on for 100 pages. I was anticipating Sekiro for years, and from initial press releases I was concerned: no RPG stuff, no stamina bar, a grapple hook? But the biggest concern was that it might be greatly simplified for the masses with reduced difficulty and easy mode and the like. Well, I wasn't disappointed, because Sekiro is a very challenging game. After facing all the optional bosses, seeing all endings and doing 3-and-a-half playthroughs, I'm probably ready to voice my thoughts.

Straight off the bat, I give it five stars. The game kept me entertained for close to 100 hours, the difficulty was brutal, the combat system is arguably better than anything From Soft have ever created (which is quite a feat, given that their games are renowned for the combat). The world of Sekiro is massive, engaging, immersive and beautifully detailed. So many varieties of enemies, dozens of bosses and mini-bosses.

My favourite thing about the game was the combat, which was difficult to master, but once you get your head around it, it's so satisfying to fight the enemies and bosses. I …
I'm going to try and keep this review as short, even though I could easily waffle on for 100 pages. I was anticipating Sekiro for years, and from initial press releases I was concerned: no RPG stuff, no stamina bar, a grapple hook? But the biggest concern was that it might be greatly simplified for the masses with reduced difficulty and easy mode and the like. Well, I wasn't disappointed, because Sekiro is a very challenging game. After facing all the optional bosses, seeing all endings and doing 3-and-a-half playthroughs, I'm probably ready to voice my thoughts.

Straight off the bat, I give it five stars. The game kept me entertained for close to 100 hours, the difficulty was brutal, the combat system is arguably better than anything From Soft have ever created (which is quite a feat, given that their games are renowned for the combat). The world of Sekiro is massive, engaging, immersive and beautifully detailed. So many varieties of enemies, dozens of bosses and mini-bosses.

My favourite thing about the game was the combat, which was difficult to master, but once you get your head around it, it's so satisfying to fight the enemies and bosses. I often found myself leaping in the air IRL and roaring with excitement upon defeating a boss for the first time. In Sekiro, there's no room for error; there's no Havel's Armour or hiding behind a shield: you have to learn the game, understand the mechanics and fight the bosses with perfect timing. You can't level up your character and blast your way through with OP items and summons; rather, you have to actually prove yourself. I complained that Dark Souls 3 had too many puzzle bosses; and they corrected this in Sekiro. There are one or two interesting puzzle-based bosses, but most of them are just brutal fights without any bells or whistles. I also really love that they included a hard mode (two hard modes actually), almost as if they were thumbing their noses at critics of the series.

Though, despite my praise, Sekiro is not a game without flaws. A defining feature of souls games was the bloodstain, to run back to your corpse and collect your dropped loot. Sekiro does away with this and implements the Dragonrot system, which I didn't find very interesting; there was no risk-reward, and I found myself just ignoring it completely, since recovering your stuff upon death was such an infrequent event even under the best circumstances. I would complain here about the story being confusing and making little sense, but incoherent narrative is a cornerstone of every From Software game, so it doesn't matter. A purely subjective complaint I have is the setting: though this was a cool setting, I thought it was much less imaginative compared to previous games. The locations were all basically mountains and snowy mountain paths, there weren't too many strange or inventive creatures; the game was much more grounded in history and reality, especially compared to something like Bloodborne/Demon's Souls.

My biggest gripe is the lack of re-play value. Once you've mastered all the enemies and bosses, there's not much more to do with the game, apart from trying on harder modes (demon bell/kuro charm). One of the things I enjoy most about Dark Souls is the RPG elements, which allow you to create all kinds of weird builds. And the weapon varieties, so there are basically unlimited ways in which you can approach the game. Sekiro's prosthetics offer some small variety, but really there's only one way to play the game. This was intentional: they trimmed away the RPG stuff and weapons, and so were able to make the most sharply-honed combat system yet. But in doing so, they sacrificed much of the flavour and variety.

Overall it's a brilliant game, despite my complaints. Looking forward to the DLC, and I wonder where From Soft are going to take the series next.
PROS
CONS
I'm sure if you've heard of this game, you've also heard it's very challenging. I will say that's true. I'll also say it's totally worth it.
While the enemies in this game are very difficult (even the little guys), it's very fun to fight them. As Sekiro, aka Wolf, you are a ninja with the skills to match. Throughout the game, you gain an arsenal of tools and sword skills which make the combat fun even when you're losing. I'll admit, it got frustrating at times. But the moment when you finally overcome those obstacles makes it all worth it.
The story was much more in-depth than I expected, even offering multiple endings. You can play through it multiple times; in fact, the game encourages you to do so. If you're someone, like me, who cares about the story elements, then this is still a good game for you too.
I obviously don't recommend this to someone who wants something easy or relaxing. You won't find it here. However, if you like a challenge, if you like action games, and if you like a good story, then you should definitely pick this one up. It's worth it.

Celeste is a hard game. Beating the game without assist modes will see you stuck in difficult levels multiple times and failing more times than succeeding. Of course, that's the intended experience. Celeste is a game about struggle and growth so it has to be hard for the player to learn and to improve their skills. But it also wants to be beaten (See also Dungeons of Hinterberg). The game is rooting for the player at the same time that it throws a bunch of obstacles on their progression.

For example, the game keeps track of your deaths and proudly presents them along with the number of collectibles caught. It's not there to rub it in, it's there to show you how far you've got. It's uplifting. It let's you know that failing, even failing repeatedly, doesn't mean you are a failure. Dying is just part of the game's progression.
The game also has multiple mechanics that err on the side of the player. Coyote time, hitboxes that tend to be slightly smaller than expected are some of the examples.
But this is a review for Sekiro, why am I talking about Celeste? Well, this is how Sekiro approaches …

Celeste is a hard game. Beating the game without assist modes will see you stuck in difficult levels multiple times and failing more times than succeeding. Of course, that's the intended experience. Celeste is a game about struggle and growth so it has to be hard for the player to learn and to improve their skills. But it also wants to be beaten (See also Dungeons of Hinterberg). The game is rooting for the player at the same time that it throws a bunch of obstacles on their progression.

For example, the game keeps track of your deaths and proudly presents them along with the number of collectibles caught. It's not there to rub it in, it's there to show you how far you've got. It's uplifting. It let's you know that failing, even failing repeatedly, doesn't mean you are a failure. Dying is just part of the game's progression.
The game also has multiple mechanics that err on the side of the player. Coyote time, hitboxes that tend to be slightly smaller than expected are some of the examples.
But this is a review for Sekiro, why am I talking about Celeste? Well, this is how Sekiro approaches player death:

Each time you die, not only you lose half your experience and currency without any chance of getting it back, but you also spread disease into the world. NPCs will cough and barely be able to speak, blocking their story progression. Dying repeatedly in this game is shameful. You are a fuckup hurting everyone you meet and the world would be a better place if you just stopped.
This attitude also informs other game's systems, like some hitboxes being much wider than they look (especially grab attacks), enemies having x-ray vision, arrows that curve to hit you, blatant input-reading, and some attacks that can't be blocked even if they are not labeled as such. Onboarding is also terrible, with the first miniboss being a fucking cheap asshole whose grab attacks can grab you from the other size of the areana and can one-hit you without respawn if it throws you over the ledge (yes, enemies an throw you over cliffs, but you can't throw them).
This antipathy towards the player is probably intended, but I think it encourages bad habits and attitudes. From my casual perusal of reddit and steam discussion, the community is incredibly toxic. Complains about any aspect of the game are met with "git gud"/"skill issue" responses. People ranting about an enemy being hard is an invitation for some insufferable asshole to come and say that it's "actually" very easy and gloat that they beat it first try. Of course there are also some encouraging comments, helpful advice and even people commiserating on their shared difficulties, but if a community is the worst that it allows, then the Sekiro community is putrid.
I can't imagine that FromSoftware intentionally wants an exclusionary fanbase full of gatekeeping shitheads, but that's what they are nurturing.
(BTW, I'm not the first one to compare Celeste and soulslikes, see this article that makes a similar argument).
At a gameplay level, this also encourages this antagonistic attitude towards the game. You stop playing with the game and start playing against the game. Forums and articles are chock full of cheese strategies to abuse the (frankly poor) enemy AI or items. Like spamming fistful of ash to stunlock a boss, which it's as unrewarding as it sounds.
Is this a fair comparison? Do all games need to encourage player growth like Celeste does? Maybe not. Maybe there is place in gaming for a game that hates its players like Sekiro does. But all I can say is that while Celeste left me feeling accomplished, helped me grow as a person and to create bonds with a new community, Sekiro felt like a pointless struggle that introduced me to a new corner of the internet to avoid at all costs.
With all the trappings of a modern FromSoftware game, Sekiro 's focus on a single well defined character and their specific playstyle ensures the game stands alone from the pack. Without getting into spoilers, that seems somehow fitting.
Your mileage may vary, but I have a sneaking suspicion that if you go into this game expecting Dark Souls you will be disappointed and likely write this off as 'too hard'.
The mastering of a very specific type of play was the real joy of this game. I really can't think of a better game to demonstrate the difference between 'growing ones ability as a player' versus 'making numbers go up on a screen'.
After finishing the game, I had to know - was I a better player now? I started the game right away and got to an early boss at the end of an informal tutorial. And yes, while I had some extra health I brought from the previous game, where I was meant to die and start my journey, I defeated the enemy handily without taking a scratch. Foolishly, for a moment, as an unseen cinematic played, I thought I had found a special 'short' ending to the …
With all the trappings of a modern FromSoftware game, Sekiro 's focus on a single well defined character and their specific playstyle ensures the game stands alone from the pack. Without getting into spoilers, that seems somehow fitting.
Your mileage may vary, but I have a sneaking suspicion that if you go into this game expecting Dark Souls you will be disappointed and likely write this off as 'too hard'.
The mastering of a very specific type of play was the real joy of this game. I really can't think of a better game to demonstrate the difference between 'growing ones ability as a player' versus 'making numbers go up on a screen'.
After finishing the game, I had to know - was I a better player now? I started the game right away and got to an early boss at the end of an informal tutorial. And yes, while I had some extra health I brought from the previous game, where I was meant to die and start my journey, I defeated the enemy handily without taking a scratch. Foolishly, for a moment, as an unseen cinematic played, I thought I had found a special 'short' ending to the game. I quickly realized the game was rigged and despite my formidable display I would have to play the whole game over again.
The experience stuck with me for days because it made me reflect on how far I had come as a player and that was a pleasure in its own.
Sometimes you want to mindlessly click on a screen while some numbers go up and you catch up with your friends. And other times you want a game like Sekiro.
I’m not sure if I can truly do this game justice in a written review. Firstly, I purchased Sekiro: Shadows Die Twice on pre-order for my ps4 back in 2019. This was way before I even knew anything about FromSoftware titles and they’re rewarding but challenging difficulties. That being said, I shelved Sekiro probably 3 times between 2019 and my current playthrough. I just couldn’t get the combat mechanics. Finally, after picking it back up for my current completed playthrough, I found myself doing the combat properly with relative ease. I got it. And that’s the key, YOU WILL NOT ENJOY THIS GAME IF YOU DO NOT FORGET EVERYTHING YOU KNOW ABOUT ANY OTHER FROMSOFTWARE GAME SUCH AS DARK SOULS AND ELDEN RING. This game is all about deflecting and breaking posture, it is not about running in for a hit and then roll dodging away, there is no shield, and if you think you can beat this game by whittling down health to zero instead of breaking posture you are sorely mistaken. That being said, if you play Sekiro properly and get aggressive with it, this could possibly be your favorite FromSoftware title you’ve ever played, just like it …
Read MoreI’m not sure if I can truly do this game justice in a written review. Firstly, I purchased Sekiro: Shadows Die Twice on pre-order for my ps4 back in 2019. This was way before I even knew anything about FromSoftware titles and they’re rewarding but challenging difficulties. That being said, I shelved Sekiro probably 3 times between 2019 and my current playthrough. I just couldn’t get the combat mechanics. Finally, after picking it back up for my current completed playthrough, I found myself doing the combat properly with relative ease. I got it. And that’s the key, YOU WILL NOT ENJOY THIS GAME IF YOU DO NOT FORGET EVERYTHING YOU KNOW ABOUT ANY OTHER FROMSOFTWARE GAME SUCH AS DARK SOULS AND ELDEN RING. This game is all about deflecting and breaking posture, it is not about running in for a hit and then roll dodging away, there is no shield, and if you think you can beat this game by whittling down health to zero instead of breaking posture you are sorely mistaken. That being said, if you play Sekiro properly and get aggressive with it, this could possibly be your favorite FromSoftware title you’ve ever played, just like it is mine. The world you travel around is breathtaking, the enemy variation is perfectly done, the mini-bosses are all fun (and worth taking all of them out on your journey), and the main bosses will probably make you want to throw your controller but will have you screaming for joy once you get it. There are also several endings based on choices you make and things you do which is super cool too. For anyone looking for a challenge set in the chaotic Sengoku Period of Japan, Sekiro will not let you down. I would recommend it to anyone who likes a challenge, especially if they have an interest in Japanese history. 10/10 for Sekiro: Shadows Die Twice.
Read LessFrom Software are fast becoming my favourite video game developer, and Sekiro is just another example of there brilliance. Some of the most brutal yet rewarding combat I've ever experienced with punishing boss fights and lush locations. It even has a pretty good story that didn't feel too convoluted. The elation I felt after getting past each of the many stumbling blocks Is a feeling I won't forget anytime soon.

Beautiful beautiful game. Boss fights become rhythmic and actually an enjoyable challenge. I locked myself out of the purification ending by mistake lol, but I plan on going back in someday and getting all the endings eventually. I put this in my top 3 FromSoft games, up there with Dark Souls 1 and Bloodborne. Sword Saint Isshin has got to be one of if not the coolest final boss fights in all of gaming. Boss fight atmospheres in general are amazing in this game, probably the best in all of FromSoft. This game also takes the cake for the most challenging FromSoft game, easily. With this marks the completion of all FromSoft games released prior to Elden Ring (except Demon Souls, I'll play it eventually lol). Might hold off on Elden Ring until summer because I know I'm going to no-life that game lol. Overall, Sekiro was a fantastic game with challenging yet rewarding boss fights and a lovely art direction.
THE GOOD
THE GOOD
THE BAD
From Software games have never felt so good to play. The combat is among some of the best examples in gaming, both extremely tough and hugely rewarding. Sekiro operates almost like a rhythm game, learning the exact moves to do and when to do them, playing cautiously when defending, and aggressively when on the attack. The final boss is a perfect amalgamation of everything you've learned to fight throughout the game; a true test of the skills you've developed throughout the 20-40 hours you'll spend in the land of Ashina. I adored this game and it's easily among my favourites now. Please check it out if you want to experience a real challenge, with a compelling story of overcoming one's sense of blind duty in the name of the greater good to boot.
The interconnected world makes me feel like I'm experiencing Dark Souls 1 for the first time again. In my opinion, this game is a lot more fun than Dark Souls titles. The combat system is refreshing but it's hard to get into until it clicks. When it clicks though... You will be deflecting and punishing left and right.
I. Mother. Fucking. Did it.
15+ hours to beat Genichiro + Isshin. Yeah maybe I still need to get gud. But that fight, among the several others that took me 5+ hours, highlight the biggest problem I have with Sekiro and other Souls games: you're not necessarily getting "gud" in the sense that your skill must increase to beat the bosses and enemies. Skill does increase and is important for beating the bosses, but memorizing arbitrary movesets for each specific boss is actually the key to winning. Like you could train someone for 1000 hours in Sekiro, then introduce them to a new boss and they still wouldn't beat it the first time. Other Souls games have this problem, but Sekiro is probably worse in the sense that it's more than just "dodge everything." You have to deflect, jump, dodge, and ideally counter moves, and the timing of all of it needs to be perfect. And why did the last boss need to be 4 phases (where 3 of them are each pretty unique, the last one just builds off the previous)?? Whose idea was it to make the boss "harder" by just increasing the number of phases??
With that …
I. Mother. Fucking. Did it.
15+ hours to beat Genichiro + Isshin. Yeah maybe I still need to get gud. But that fight, among the several others that took me 5+ hours, highlight the biggest problem I have with Sekiro and other Souls games: you're not necessarily getting "gud" in the sense that your skill must increase to beat the bosses and enemies. Skill does increase and is important for beating the bosses, but memorizing arbitrary movesets for each specific boss is actually the key to winning. Like you could train someone for 1000 hours in Sekiro, then introduce them to a new boss and they still wouldn't beat it the first time. Other Souls games have this problem, but Sekiro is probably worse in the sense that it's more than just "dodge everything." You have to deflect, jump, dodge, and ideally counter moves, and the timing of all of it needs to be perfect. And why did the last boss need to be 4 phases (where 3 of them are each pretty unique, the last one just builds off the previous)?? Whose idea was it to make the boss "harder" by just increasing the number of phases??
With that gripe aside, I think FromSoftware probably achieved exactly what they set out to, and executed on that idea perfectly. The fighting system is nearly flawless (except for the occasional counter attempt that turns into an unexpected dodge for some reason). The music is amazing, the story is pretty cool, bosses are incredible. The levels are interesting and interconnected. I personally didn't ever look forward to logging into this game, but maybe it's just not my cup of tea, so I can't fault the game for that.
Incredible game. But don't play unless you want to understand true pain.
It's over. I beat Sekiro. Well, one playthrough at least. My plan was to get the platinum which requires completing the game four times to see all four endings. Near the end of NG+ I thought - I'm done. I really liked this game. I liked the story, the gameplay mechanics, the environments, the characters - so much to like. I think it was too difficult for me. I don't believe this is a problem with the game and I fully expected to struggle. But it got to a point where I was getting so frustrated with myself and I wasn't enjoying the experience anymore. I have never had "gamer rage" before, but one boss in NG+ had me screaming into a pillow lol. It shouldn't be that serious. I want to enjoy playing games. I saw one ending. I'm proud I could do that. I probably should have stopped after seeing the credits roll in my first playthrough, but I'm still happy overall with my time with the game. Who knows, maybe one day I'll play again and try for a different ending. For now, I'm enjoying STAR WARS Jedi: Fallen Order on story mode lol
I have started and now beaten this game. 10/10 amazing.
0/10 I do not like centipedes
10/10 lots of parrying.
0/10 I do not like O'Rin of the Water.
10/10 I love this game
I've been fighting the last iteration of Genichiro and Isshin Sword Saint for at least 10 hours total now... I can finally get to the second phase of Isshin with some amount of frequency, and actually started to work him up to a posture break in my last attempt. Gonna sleep on this one and come back stronger tomorrow...
The other day I decided to compute the average Sekiro frame. Last night as I was going to bed I realised that instead of just computing a simple average, I could play with Principal Component Analysis (PCA) on the frames. PCA is a statistical method that (in broad term) extracts a series of "contrasting" features that most describe the whole dataset.
It's more understandable by just looking at some of the results. These are the 21st first Principal Components of Sekiro.

(I did it using grayscale images, because I don't know how to do this for RGB, but I'm sure there's got to be a way. )
Each panel is the "typical" image corresponding to a particular component. The first three are not very interesting. The first one is just a uniform image, because it captures the difference between overall bright and overall dark frames.
So, here are the three frames with the highest value (left) and lowest value (right) on this component. Yes, the frames on the left are just all black.

The second and third component are also not super interesting. They represent the brightness difference between top and bottom part of the frame and the left …
The other day I decided to compute the average Sekiro frame. Last night as I was going to bed I realised that instead of just computing a simple average, I could play with Principal Component Analysis (PCA) on the frames. PCA is a statistical method that (in broad term) extracts a series of "contrasting" features that most describe the whole dataset.
It's more understandable by just looking at some of the results. These are the 21st first Principal Components of Sekiro.

(I did it using grayscale images, because I don't know how to do this for RGB, but I'm sure there's got to be a way. )
Each panel is the "typical" image corresponding to a particular component. The first three are not very interesting. The first one is just a uniform image, because it captures the difference between overall bright and overall dark frames.
So, here are the three frames with the highest value (left) and lowest value (right) on this component. Yes, the frames on the left are just all black.

The second and third component are also not super interesting. They represent the brightness difference between top and bottom part of the frame and the left and right part of the frame respectively.
Here are three representative images of the positive (left) and negative (right) third component.

Now, the fourth component is when it starts getting interesting. It clearly shows the item pop-up. We can confirm this by looking at some representative images.

So, positive values of this component are "detecting" item pickups. If we plot the 4 component value of each frame, there are a bunch of very positive spikes.

I tried to count the number of item pickups detected, but it's hard. I think that only sampling 1000 frames from an 8hour longplay of the game might miss on most item pickups, which are very brief events.
Finally, I'll end with the fifth component. This one has a distinct pattern of horizontal strips at the top and bottom of the frame... can you guess what it means?

Letterboxed cinematics! These appear mostly at the start and second third of the game.

Anyway, that's fun! I might try this with other games. It would also be nice to do this in colour, since grayscale might be losing some important information, although maybe not with sekiro, which doesn't have a particularly wide color palette.
Ishin down the can again. That's an excellent fight. Absolutely peak Sekiro.
Oh, new boss. Who is this demon of hatred and how did it sneak into this game?
Seriously, what a boring-ass boss fight, just mindlessly mashing attack to chip at it's health. Nothing interesting, just damage suponge. Also so big that the camera can handle it, neither it can handle the shit in the arena that blocks your view.
This is the average Sekiro frame.

(I downloaded a longplay from youtube, extracted 1000 frames and average them out; you can see the channel logo on the bottom right).
Kind of cool to see what takes more of your time. Main character clearly visible in the centre. Life bar to the left, with a gradient for the higher values, which you only unlock later in the game. The big boxy dialogue that appears when grabbing items can also be seen in the middle of the screen. Above, the boss life bar and posture bar, the skill progression and even the save icon.
Last night I beat the True Monk first try. It's amazing that it took me hours and countless deaths the first time around. Granted, part of it was that I knew the Fistful of Ash exploit, but still.
Well, there goes Owl again. Fuck that was tough.
I love it how the game is not happy enough with a bad camera but it decides to add a fucking bird that literally flies in front of it. 😂😭
The second replay, now that I know hat I'm doing feels night and day, especially the early game.
The annoying stealth mechanics? Not that annoying because I barely need to engage with them. I don't need them as much because I can kill basic enemies with ease and I don't to repeat them because I don't fail as often.
The terrible tutorialisation? Not an issue because I don't need the tutorials.
I can only imagine, that this is much closer to most people's experience with the game, since most players --and especially reviewers-- are probably FromSoft "veterans' (or at least had some experience with the previous games).
As I play a second playthrough to beat the different endings and optional bosses, I'm still frustrated by the perilous attack UI.
Having the same big symbol for every type of perilous attack is super annoying. I could understand the idea maybe being that you need to observe the enemy to decide, but in that case, why plaster the screen with a huge distracting symbol that actually makes it harder for the player to see what the enemy is doing?
Why not use a more diegetic indicator that is part of the enemy attack? A similar red tint in their weapon for example? That would clue the player that a perilous attack is coming while also more directly pushing the player attention towards what the enemy is doing.
GET. FUCKED.

Second and third phases got super satisfying once I got the patterns in. Fucking amazing fight. Shame Genichiro had to be there to ruin it.
It feels like I'm close to the end. Got to second phase Isshin. The fight was amazing. Once I got the patterns more or less right, the whole phase felt like the dance that I was promised.
A wonderful series of attacks and deflect to the rhythm of crossing blades. Sooo satisfying. Second phase got me dead pretty quick. That fucker's got a gun now?! 🤣
Shame that the fight is now gated by that pushover Genichiro. He was dead on my first attempt and I've now beaten him without taking a single hit several times.
It was surprisingly easy and also kind of boring. For the most part you can just whale at him, Mikiri-counter a few attacks and done.
So, yeah, this is another plea to developers to let us skip boss phases that have become trivial and repetitive. Long-ass bossruns are not fun, and "solved" phases are essentially bossruns. Let us enjoy the part that we find challenging and rewarding, not the parts that became routine.
I've just killed the Shichimen Warrior in the Fountainhead Palace and I'm debating whether to quit the game. This whole area and that miniboss in particular highlights so many things that are completely broken with this game. The sniper enemy that can shoot you an electric attack from anywhere in the map if you go into the water, even in areas with no line of sight. The same enemy will kill you if you fall into the water in an area without any means of leaving the water, so you're forced to warp back to an idol if you slip. The totally inconsistent enemy AI, that can pin point your location even behind walls at the same time that cannot see you when you walk right next to them.
That Shichimen Warrior was just terrible. Once I managed to get a deathblow from above, but then I spent so many lives jumping on him only for the red dot never to appear again. Tried from different angles. Jumping, crouching, different heights. Nothing. I had to google to learn that, for god know what reason, you need to first get him aggro, then lose him and only then you can get …
I've just killed the Shichimen Warrior in the Fountainhead Palace and I'm debating whether to quit the game. This whole area and that miniboss in particular highlights so many things that are completely broken with this game. The sniper enemy that can shoot you an electric attack from anywhere in the map if you go into the water, even in areas with no line of sight. The same enemy will kill you if you fall into the water in an area without any means of leaving the water, so you're forced to warp back to an idol if you slip. The totally inconsistent enemy AI, that can pin point your location even behind walls at the same time that cannot see you when you walk right next to them.
That Shichimen Warrior was just terrible. Once I managed to get a deathblow from above, but then I spent so many lives jumping on him only for the red dot never to appear again. Tried from different angles. Jumping, crouching, different heights. Nothing. I had to google to learn that, for god know what reason, you need to first get him aggro, then lose him and only then you can get the deathblow. Nothing about that makes any sense in context and no other enemy in the game so far required this.
Then I needed to use a limited item just to do any damage, at which point the fight was just mash attack and win. Also that purple beam clips through the level to hit you exactly where you are but it doesn't hit if you're right in front of the guy. Extremely disappointing; it felt like a broken fight from a beta. This is not difficulty, it's just... buggy gameplay.
And the fact that when I went to read what people thought about this area I see almost universal acclaim makes me realise that clearly I have no idea what people see in this game. I feel like I'm in a Twilight Zone episode.
Anyway. It's sad, because I really like the core combat in this game but there is so much other bullshit that get in the way and either I don't like or feels broken.