#Sekrio
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colourofthekites · 10 months ago
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The trick to sekiro is perfect parries. Honestly the health bars are almost red herrings except on the larger bosses. Posture damage ur enemies always bro
yeah that makes sense, I guess I'm so used to Elden Ring style "whack it til it breaks and dodge sometimes" of fighting. It's just a frustrating play so far. I've beaten Junzou and the Chained Ogre in Ashina Outskirts, but I just got frustrated on the rather unforgiving aspects of bosses having entourages and dealing a fuck ton of damage.
I think I'll have to give it a proper whirl and a go before deciding on whether I like it but for now, it's a bigger difficulty spike than Dark Souls and that's saying something
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shadowing-k1ng · 2 years ago
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Happiness post #884
I played sekiro
I played horizon
And I had a breakfast sandwich
Night
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meat-kat-ultra · 1 year ago
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Two playthroughs later I realized that I am a fucking idiot. I completed the Gauntlet of Strength: Severance because the Tengu skin is my favorite. But since I did it at the beginning of my ng+ playthrough, I didn't have resurrection unlocked yet. My dumbass just though the single life restriction was part of the challenge of the Gauntlet.
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I'm playing Sekiro because once i beat it, my thicc trans friend says she'll dom me
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trans-fem-lesbian-crab · 10 months ago
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Another form of myself in the art landscape! Wowzers!
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tacticalfiend · 11 months ago
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Been playing Lies of P a lot for the past month. I'm not sure how far in I am, but I recently beat king of puppets, and I gotta say it's a lot of fun. If you've been hesitant to play it because it looks like a "Bloodborne ripoff" I'd encourage you to set that apprehension aside and give it a try. To be fair, the game is clearly "ripping off" Dark Souls/Sekrio/etc. and it's honestly better for it. I find other 3D souls-like games never quite feel right. There's always something off about how they control, how the player character moves, or the combat is just missing something, but Lies of P really GETS IT. I think it also brings a lot of neat new things to the table that still make it distinct. PLEASE PLAY IT! And to the people who avoid the game because grimdark pinocchio bloodborne just seems bizarre as fuck well. IDK how to help you there. I've never really cared about the lore or story for these types of games so my condolences I guess. You should still play it.
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gravedice · 3 months ago
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Been playing Another Crabs Treasure (courtesy of my big bro gifting it to me for my birthday) and I think calling it a souls like is good marketing but does it a disservice. The game feels more like Sekrio, if Sekiro was a SpongeBob tie in game for the GameCube. (Which is meant complimentary.)
I really have been enjoying it. The game mechanics are dished out slowly, which is something Fromsoft has difficulty with, often dumping everything in your lap from the beginning of the game, and you absolutely don't need to engage with all the game mechanics to have fun and play the game.
Also, the ton of accessibility features and the different outfits for the main character including a lgbt flag scarf is a huge bonus.
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the-foley-knoll-horror · 4 months ago
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Devil May Cry 5 or Sekrio
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the-cat-atonic · 1 year ago
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Sketchdump!
Mixing of practicing panels for my comic, Sekrio, and characters also for my story, enjoy!! :)
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of-some-variety · 10 months ago
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The tragic thing about perfecting most games is that you can be as good at it as possible, explore the world as much as you can, and then you hit the achievements like “do x different thing in a second playthrough” or “ find all 5000 lore scribbles” and immediately kills steam on the attempt. Like sorry I don’t think I’m going to spend 200 hours platinuming sekrio i still love life.
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voidhollow · 1 year ago
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Lately, I've been playing DS3 with a coworker, it's been his first time, and it's been a lot of fun.
Tonight I was running around on my highest level trying to figure out what I hadn't done yet, learned I hadn't killed the Twin Princes yet. Well, I killed them on my second try, which is a feat. I've gotten so much better at the Souls games overall over the last couple of years after playing all of them.
I'm almost done with Sekrio for my first run, it's more of an action game than a souls-like game, and keeping that in mind when playing makes it a lot more of an enjoyable challenge.
Why I say it's not Souls-like is because with Souls games you always have options when you're faced with a tough boss or area, you can try different weapons or maybe even change stats. With Sekrio you cannot do that, you can painfully farm skill points, but only a handful are helpful on bosses. It comes down to learning the combat system in the game and improving your skills. You can also get killed by just about every enemy in the game pretty easily, you know because you are a weak ninja and the world is full of scary mean samurai. Combat though I think Sekrio feels a lot similar to BloodBorne it's fast and punishing if you react in the wrong way or too slowly and there isn't a lot of time for recovering.
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mugiwaravt · 1 year ago
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twitch_live
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We beat the butterfly, time to storm the castle in Sekrio! Let's go!!
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300iqprower · 2 years ago
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Okay might as well stop putting it off and post this. Was gonna title this “Disability and Dark Souls” but 1. This isn’t actually about Dark Souls itself, 2. That makes it seem like it’ll have way more cohesion than it does. Long-ass rambling to follow.
Remember this vent post that I wasn’t expecting anyone whatsoever to acknowledge? Well things happened and I guess I’m making up a followup. Specifically one that talks about the issues I have with Sekrio Shadows Die Twice as someone with a motor function disability, (specifically minor dyspraxia, a neurodevelopmental condition which affects fine motor skills). The rest of this is basically going to one long ramble very loosely framed as something of a rebuttal to the generic and oft presented idea that Fromsoftware’s approach to difficulty and accessibility is not just flawless, but specifically something that would ruin everything about their games if the formula was in any way changed. So it’s probably going to have redundancies and defensive language and be a clumsy mix of relaying my personal experiences and me trying to prove a point. Ok? Don’t say i didn’t warn you.
…So then, to go back to that original post, it used Elden Ring as an example, which out of Fromsoft’s lineup is pretty much at the opposite end of the spectrum from the aforementioned Sekiro. For that exact reason though, I think there’s merit to describing the experience of one and applying it to the other, both to show how Elden Ring alleviates the issue but also why it’s a discussion that still needs to be had, because if it can happen to one then it can still very much apply to the other; that’s inherent to the design philosophy of a company like Fromstoftware who make changes to the same base mold for all their titles, even when they severely diverge in opposite directions the way Sekiro and Elden Ring do when compared to Dark Souls. And also because the point still applies, even if my issue with present design actually lies with Sekiro. That doesn’t mean that anytime someone brings up easy modes over Elden Ring, they should still be shushed and shamed with this idea that actively rejecting accessibility is somehow a moral high ground. That’s something I wanna highlight before getting into it further. The issue was never that these games should be forced to have an easy mode; the issue is the people who actively seek to prevent these games from having an easy mode. There is no moral high ground that entitles you to think it’s ever a bad thing to be more accessible, and it’s not on you, me, or anyone else to deny the existence of such features. If I advocate for an easy mode, it’s because I have a reason to believe it’s optional inclusion would improve the experience for certain groups. The same by definition cannot apply to someone seeking to prevent the existence of such things. Reasons such as resource drain can be given for why the development wouldn’t allow for it, but to react with vitriol to the idea of an easy mode existing goes well beyond any worthy intention into pure gatekeeping. That’s why my original question was NOT “If it’s so great, why doesn’t it have an easy mode?” despite that being the question people seemed to have responded to. My question was “If it’s such an amazing game, why do people act like an optional easier difficulty would ruin the entire game including the people who clearly just wouldn’t use that option if it did exist?” So to restate, Elden Ring is only tangential, and only originally included because of how other people (such as the 'shithead youtuber' in question) take a scattershot approach of lumping it in with Dark Souls and Sekiro whenever talking about why NONE of them should be allowed to have varying difficulty settings or general accessibility. All clear? Have I alienated enough people yet? Okay. Let’s move on I guess. If this is written defensively (it is), it’s because I’m all too used to being met with hostility over all this.
Dark Souls, Elden Ring, and all the other Fromsoftware games don’t necessarily need an easy mode, but that was not the point being made. The point being made was that lacking an easy mode is not a necessity; accessibility options would be appreciated. There’s a difference between a mode that is completely rebalanced, using up time and resources to put in an entirely different difficulty setting that won't even be the intended experience, and something as simple as a crutch, like Sekiro having slow-mo without explicitly modding the game. This is to say nothing of games that already take the approach of creating one intended difficulty and simply adding easier or harder modes with basic number tweaks rather than anything in depth like rettoled AI or placement, both creating an intended and delicately crafted experience as well as providing accessibility. Personally I will always take the ‘crutch’ though over artificial difficulty, both because it’s much more streamlined and because such solutions are easy to weave into the core gameplay (the Sniper Elite series has a great example, the aim cursor and bullet-time like effects of holding your breath becoming less effective the more you increase the difficulty but also allowing you to fully disable it at any time in the options even on lower difficulties).
All that said, and here’s where people get even touchier about this discussion… there’s absolutely a difference between dedicated accessibility options and just having proper gameplay balance, the same way accessibility is not as simple as having different builds. Look I love Fromsoft as much as anyone else and when it comes to their game design they’re impeccable; the variety of approaches absolutely helps, and it has directly helped me in DS1 especially. It’s also for that exact reason, however, Sekiro is so problematic both for myself and many others to the point it completely reignited this discussion of ‘should there be an easy mode’ unlike ever before upon release. What I’m getting at is, that variety definitely pastes over what would otherwise be inconsiderately hard game design, hard to the point of more empirically warranting various difficulty. Fromsoft ingeniously chose to use its variety of approach and mechanics as a way to eliminate the need for such things, that’s true. They should also absolutely be praised for that! But if they then turn around and make something like Sekiro that removes that aspect entirely with its heavily streamlined design focusing on reflexive parrying above all else, then it calls the whole system into question. And now is the part where people always point to how they beat it, or how many people ‘overcame’ it, or whatever. Some people can even beat these games with a ddr pad. Good for them, it’s an incredible feat and worthy of accolades. But for people to then use such feats as “proof” the game is “already accessible” when some people are physically disabled and unable to properly play a game that requires, say, pinpoint dodges and parries with extremely punishing gameplay, is not just disingenuous, it’s a complete fallacy. There’s a point to be made about external solutions, things like creating controllers that can accommodate such people, but external solutions are not a reason nor an excuse for game designers to not meet them halfway if possible; as I said there’s a difference between rebalancing and at least a cheat toggle, oversimplified a solution that may be. That’s the key word: Toggle. Option. You don’t have to use it. Stop acting like it’s very existence is a detriment when you can choose to not engage with it at all. Dark Souls 2 isn’t ludicrously unfair because the Covenant of Champions exists. Ya know, because you can just NOT use it. Why doesn’t the same apply to the inverse?
I did DS2 with that covenant btw. I also did a 100% run of Bloodborne. I own DS3 too and even Metal Wolf Chaos. I probably have more hours in Fromsoft games than most of the people who’ve told me why easy modes are bad. My point is that just because I adore these games and have a thorough understanding of their design from both a gameplay and narrative standpoint, that doesn’t mean I think the arguments against easy modes somehow have merit. And i’m not too proud to admit a large part of that is related to my own situation. A while back, as a direct result of my time with Sekiro, I learned I have what is known as minor dyspraxia, as mentioned at the start. It explained a lot, like the not being coordinated bit. Not as in “I’m a bit clumsy,” as in even after a life of playing video games since the gamecube era and many years of attempts I just can never break into certain genres like hyperfast fps games or fighting games or basically anything that relies on PC controls because my base hand-eye coordination is terrible and my reaction time doesn’t match the speed at which my hands should be able to react. Starting my soulslike career with Bloodborne ended up being a blessing for me not just because the fastest soulslike was my first hurdle but specifically because of how, despite the speed, it’s got a very passive approach that clicks with me in the simple dodge and swipe approach, with riposting being the kind of the thing I couldn’t pull off but lacking the ability being a non-issue as the game is designed such it’s never truly needed. It allows you to make certain fights cakewalks with single massively damaging counterattacks, but it’s NEVER required for a fight or designed such that it’s the only realistic approach to combat. But then by comparison you have the exact reason I struggle with Sekiro’s fast paced incredibly reactionary combat (parry’s, unblockables telegraphed by symbols more than animations, deflecting freaking LIGHTNING with multiple button inputs in the span of a single second) that beat me down in a way that didn't leave me feeling fulfilled because I was actively struggling against myself as much the game.
In Bloodborne I felt pure catharsis when I beat the Bloodstarved Beast, my first ‘wall’ in one of these games. In Dark Souls 1 I felt fulfilled even after struggling for TWO YEARS against Ornstein and Smough, going so far as to start from scratch with a completely different build, but when I beat Ashina and his stupid lightning throwing technique after a few months of trying almost every day, dying over and over to the same thing in the same way…I was just sick of it. I didn't feel like I had surmounted this incredible challenge like I had when I used consumables and gear to cover my failings in the Bloodstarved fight, or feel proud for sticking with it long enough to completely redo my build in Dark Souls 1. In Sekiro It felt like I’d died like an idiot to the exact same thing hundreds of times and should’ve beaten him weeks ago but didn’t because I clearly am just bad at this with no other explanation, that the only reason I wasn’t winning was because I wasn’t as good as everyone else. I saw exactly what I needed, exactly what button to press to succeed, and DIDN'T because I kept messing up the inputs as my brain and fingers caught up a split second too late. This happened dozens upon dozens of times as I struggled with a playstyle I understood but could not cope with, and did not have the option to opt out of. Even after finally beating it I progressed a bit beyond but soon dropped the game, exhausted by it only becoming harder and more brutal because unlike Soulsborne that reactionary gameplay is the core of Sekiro’s design and the unmoving pillar all of its gameplay scales itself around. I keep telling myself I’ll go back and actually finish Sekiro if only on principle but I don’t look forward to it like I do my [counts…] …7th run of bloodborne, I expect to just hit another painful roadblock that presents a challenge not because it’s difficult and I’ll eventually overcome it, but because I’m just not good enough and trying to bring myself up to “average”. And to top it all off, according to all these people who trumpet what a masterpiece every Fromsoft game is, me not being good enough seems to mean I don’t “deserve” to experience the game in a way I can enjoy.
I agree Fromsoftware are the ones who should decide whether this sort if thing is implemented at all. My issue is not that there isn’t a version of Sekiro that will hold my hand, even if that’s what I very much wish I had so I could enjoy this clearly masterfully crafted game in my own way. My issue is how so many people describing these games as “must-experience masterpieces” react like a shark to blood at the mention of making them more accessible. All discussion of such things has been completely co-opted by this ableist idea that any step towards in-game accessibility that isn't based on very surface level disabilities like color-blindness or deafness is “making things worse for everyone” when it should be self demonstrating that it hurts no one to do such a thing so long as it’s done right. I don’t have a PC that can run Sekrio though for the slow-mo mod, something that could so easily have been added to the game. So according to so very many people, I guess I “don’t deserve” to be able to enjoy the game at all, which hurts every time i'm told it. And that missing out is likely to happen again if Fromsoft ever makes another streamlined game that has the sort of highly crafted intended experience I would otherwise be enthralled by, so long as their each and every release is met with vehement pushback against the very idea of them adding an easy mode to anything ever.
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top 3 soulsborne games:
Sekrio
Elden ring
Bloodborne (its also the worst soulsborne game because its console exclusive)
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jesters-in-wonderland · 1 year ago
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Hi im Jester
I mainly use this blog to dump my thoughts on when i dont feel like posting on twitter lol
Maybe ill post a drawing when i feel like it idk
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Interests under cut
Games:
♡ NieR series
♡ Soulsborne / Sekrio / Lies of P
♡ Armored Core 6
♡ Megaten
♡ Twisted Wonderland
• Super Paper Mario
• Zero Escape
• Fire Emlem: Three Houses
• Touhou Project
• Deltarune
• Rhythm Games
• RPGmaker
• Misc JRPGs
Anime:
♡ Trigun ('98 and Trimax mainly)
♡ Monster
♡ Steins;gate
♡ Mononoke
• Madoka Magica
• Sayonara Zetsubou Sensei
• Chainsaw Man
• Serial Experiments Lain
• Psycho-pass
• Promare
• Dorohedoro
• Death Parade
• Oyasumi Punpun
Other:
♡♡ Hololive ( HoloEN 💀推し/🐙/🔎/⏳️/🐾) | (StarsEN 🎩推し)
♡ Kamitsubaki Studio (V.W.P, Albemuth)
♡ Music of all kinds
• drawing, once in a while
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myverycoolproject · 2 years ago
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Research: Sekiro shadows die twice
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This is my research on Sekrio Shadows die twice, 2019′s game of the year. Published by Activision, it is one of the hardest games I’ve ever played. Set in Feudal Japan, you play as a Shinobi who is first takes with saving his master before being tasked with severing immortality from the land. This game stays true to thee souls borne style but with large differences.  
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The story is really interesting as it references a lot of Japanese mythology. The story starts with a dragon coming to Japan from the North, this dragon took over and settled which created the rejuvenating waters. A war was battled in the land of Ashina, where Ishhin the sword saint saved his home. The great owl shinobi rescues a young boy from the battle field, who he calls Wolf (the character). Wolf is tasked as Kuro’s (Ashina royalty) shinobi. The Ashina esate is attacked by bandits and Wolf rescues Kuro but is stabbed in the back. Years later and Ishinn’s adopted son, Genichiro, takes over and imprisons Kuro. Wolf rescues Kuro again but get’s his arm cut of when facing Genichiro. He is rescued by the Sculptor and given a prosthetic arm to help him save Kuro yet again. You find out that you and Kuro are bonded by the Dragon’s heritage, meaning that you are immortal. When you face off against Genichiro again and win, you find out that he is also immortal. Kuro then tasks you with severing immortality from the land. You first must acquire the mortal blade, a large sword that can kill immortal beings and then get a tear from the dragon. When returning, Ashina is under attack by the interior ministry, who have been waiting to invade for a long time. The reason why they attack now is because you have weaken them from killing all the soldiers. You face off against Genichiro a final time, who has another immortal severing sword called the black mortal blade. After defeating Genichiro, he then uses the sword to bring back Ishhin who you battle against. There are multiple endings where Kuro dies, you die or you seek someone to help get the Dragon home. 
I like that the story is very fixated on real life and mythology, blending the two in perfect harmony which makes it feel really nice. 
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Gameplay is very different from over from software games. For starters, you only use one weapon for the entire game instead of using different weapons. But you do equip different prosthetic arms that all have their uses such as the fire crackers that are can not only blind enemies but effective at startling animals. The game also has some stealth elements that make you feel like a ninja, it is helpful to clear enemies out quickly or weakening strong enemies. Fighting is also very different as it’s not as fast paced as bloodborne and dark souls 3, it’s heavily forcing you to remember the enemy's move sets and being extremely careful. Sekiro introduces posture which is the main focus, once and enemy’s posture is broken you can then do a deathblow which then kills them so health does not matter anymore. To weaken posture, simple attacking the enemy or deflecting will break their posture. Another key feature is that you have multiple lives. When you die, you can resurrect yourself and keep fighting. Die again and you have to restart at another checkpoint. 
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I love the aesthetic and story of the game as it just feels so nice and yet so peaceful even though your battling for your life. I also love the combat system, it can be hard at first to master but the more you practice the better you become and soon you become too good for the game. Apart from those things, I hate the game for how hard it is. From software are hard but this game goes from impossible to literal hell, it is just really unfair. I actually bought this game years and years ago during my first visit to Cambridge, I had seen a youtuber play it and thought it looked cool. Next day, I couldn’t even get passed the first level and it was many years later that I repurchased it and got a lot further. As much as I hate it, I do love it and even have the official art book for this game which is bigger than my bloodborne one.  
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For my FMP, I want to take some inspiration from the combat as you only have a sword and then the arms to help you. For my FMP, my character will only have a sword and then can equip a ton of different things to help them in battle. I also want to take some inspiration from the story as it blends mythology with realism in a serious tone, which I want to sort of do but with fairy tales in a way.  
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