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favorite bosses in SEKIRO: SHADOWS DIE TWICE
#sekiro: shadows die twice#sekiro#gamingedit#dailygaming#sekiroedit#edit:gif#edit:all#+the inner bosses are amazing too#i was an ape hater but he grew on me as i fought him more lol#and his lore is so sad like mf didn't deserve that rip
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Begging Soulsborne fans to actually think critically about the games they enjoy instead of just memorizing 15-hour lore videos
#lore is fun but for the love of god please learn what “subtext” and “authorial intent” are#media analysis is so fun#why do these people insist on avoiding it at all costs?#demons souls#dark souls#bloodborne#sekiro: shadows die twice#elden ring
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"Yeah I've had them this whole time, what do you mean?"
With Birth Month over, the next episode of my show to which this lovely woman belongs, Elden Ring Explained with Snake-Eyes Teieruji, is now in production.
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If you're interested in downloading the Full-Res of this image, you can find it available to Full Members of my OF: https://ko-fi.com/i/IG2G5RUKA5
#erwset#tlgtw draw#illustration#artists on tumblr#digital illustration#aughhhhh#i am learning to paint#and i will continue doing so#and I will NOT be too irrationally embarrassed to post my art AS I do so.....................#snake eyes#sekiro#sekiro: shadows die twice#what other tags can i put here?#oc#fangs#teeth#hm...#elden ring#elden ring lore
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Headed back over to the poison pool in Ashina depths to check out the secret @commieorcs had mentioned was there, first thing to note was that the number/placement of the Cannoneers was different, and their encampments seem to be in disarray, so already something clearly had changed in this area.
Then going past the place Shirahagi was guarding, I find this!
So they've been attacked by something! I wonder what would-
... no.
No. How is he still alive??? I watched it turn to dust!!! (alright yep confirmed dust doesn't mean anything I'm even more suspicious that Lady Butterfly and Owl aren't actually dead now gosh darn it)
Two of them?!?!?
I've been betrayed.
#sekiro: shadows die twice#sekiro#bit of play experience#it is neat that they expanded on the lore of him being a lonely ape waiting for a mate though#I'm just#not looking forward to struggling through this fight
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A peek at my Master's Thesis
So as I prepare my master's thesis, I needed to write up a quick summary of what was actually going to be written during that process. The following is the rough draft and bibliography I'm starting with, though more research and details are almost a guarantee for later. This is also only about 500-ish words for the summary, so by no means the most thorough.
Environmental Storytelling, Ludonarrative Harmony, and Immersion: A Summary
For my master’s thesis, I plan on exploring environmental storytelling in videogame narratives and the role that the background plays in immersion as well as ludonarrative harmony. During the Fall 2023 semester, I worked through some of the research for this paper as a directed study with Dr. Kee, which informs some of my bibliography along with some of the work I had done in previous classes with both Dr. Kee and Dr. Fox. I hope to argue, by the end of the paper, that the innocuous and mundane details that we see in the background of video games while playing are actually at the core of the immersive experience. To prove this, I will be referring to past work by many digital media scholars who have been working on game environments for the past 30 years, as well as games that both utilize and fail to utilize their environments for proper immersion.
I will begin my essay talking about the core concepts that I want to show throughout the paper, those being Ludonarrative Harmony (as derived from Clint Hocking’s Ludonarrative Dissonance), theories of immersion and presence within the game world as discussed by J. P. Wolf and Marie-Laure Ryan, among others, and discussions of spatial practice and engagement within a video game’s world. Because of the layered meanings of the terminology, I will be using throughout the paper, I will be laying out some of my own definitions as well to make my essay more clear in its purpose. Specifically, I want to be precise with the term “virtual world,” which I will be using to refer to the environments of the games that will be discussed throughout the paper. An extension of this is “virtual world lore,” which will refer to those details given to the world through mediated sources, such as character dialogue, tooltips, and item descriptions.
For the games I wish to consider throughout this paper, I have selected several from the catalog of FromSoftware, since these titles are famous for their ambiguity and lack of clear narrative as opposed to more traditional role-playing games (RPGs), such as the Fable series. For the FromSoftware examples I have picked Sekiro: Shadows Die Twice (2019), Elden Ring (2022), and Bloodborne (2015), as each of these takes a different approach to their worlds and the way their narrative unravels. Bloodborne specifically shows off a high level of ludonarrative harmony in level design and player traversal, reinforcing its main message, through loss of character health, that progression is always painful. Sekiro takes a much more traditional narrative approach, with considerably more dialogue and cutscenes compared to the rest of the FromSoftware titles. Finally, Elden Ring, as an open world game, gives the player a lot more freedom and proves an interesting lens to approach the notion of game world, since it emulates a very large environment, The Lands Between.
In addition to these traditional action RPG experiences, I have also selected some independent games that work well in this discussion. Unpacking (2021), Inside (2016), and Alien: Isolation (2014), all exemplify similar ideas to the FromSoftware titles, though in different forms, especially puzzles. Unpacking and Inside are both of note here for their lack of dialogue entirely, leaving the environment as the primary mode of storytelling for drastically different stories between the two. On the other hand, Alien: Isolation is more of note as an exploration of a place with few additional characters and survival elements recontextualizing the space around the player in times of intensity.
Finally, I will be looking at some games that do not use the full potential of their environments and the detriment to the storytelling that is the result of such an experience. For this, I will be looking at Goodbye Volcano High (2023), and Cyberpunk 2077 (2020), both games that experienced several delays. Both offer empty virtual worlds, where there frequently feels like there should be more for the player to engage with given their Visual Novel and RPG genres.
Prospective Bibliography
Aarseth, Espen. “A Hollow World: World of Warcraft as Spatial Practice,” in Corneliussen, Hilde G. and Jull Walker Rettberg, eds. Digital Culture, Play and Identity: A World of Warcraft Reader (MIT Press, 2008): 111-122.
Alexander, Lily. “Fictional World-Building as Ritual, Drama, and Medium” in Wolf, Mark J.P., ed. Revising imaginary worlds: A subcreation studies anthology (Taylor & Francis, 2016): 14-45.
Álvarez, R., & Duarte, F. “Spatial Design and Placemaking: Learning from Video Games.” Space and Culture 21.3 (2018): 208–232
Caracciolo, Marco. “Radical Environmental Storytelling in Video Games,” in Slow Narrative and Nonhuman Materialities (University of Nebraska Press, 2022): 161-188.
CD Projekt Red. Cyberpunk 2077. CD Projekt. Xbox/PC/PlayStation. (2020).
Christopher, David, and Aidan Leuszler. “Horror Video Games and the ‘Active-Passive’ Debate.” Games and Culture, 2022.
Creative Assembly. Alien Isolation. SEGA. Xbox/PC/PlayStation. (2014)
FromSoftware. Bloodborne. Bandai Namco. Xbox One/PC/PlayStation (2015).
FromSoftware. Elden Ring. Bandai Namco. Xbox One/PC/PlayStation (2022).
FromSoftware. Sekiro: Shadows Die Twice. Activision. Xbox One/PC/PlayStation (2019).
Grodel, Torben. “Video Games and the Pleasures of Control.” Media Entertainment, 2000, 209– 26.
Hocking, Clint. “Ludonarrative Dissonance in Bioshock.” Click Nothing: Design from a Long Time Ago, (2007). https://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html.
Jenkins, Henry. “Game Design as Narrative Architecture” in First Person: New Media as Story, Performance, and Game. Ed. Pat Harrington and Noah Frup (MIT Press, 2004): 118– 30.
Kocurek, Carly A. “Who Hearkens to the Monster’s Scream? Death, Violence, and the Veil of the Monstrous in Video Games.” Visual Studies 30, no. 1 (2015): 79��89.
KO_OP. Goodbye Volcano High. KO_OP. Windows/PlayStation. (2023).
Krzywinska, T. “Blood scythes, festivals, quests, and backstories: World creation and rhetorics of myth in World of Warcraft.” Games and Culture 1.4 (2006): 383-396.
Mark J.P. Wolf, “Beyond Immersion: Absorption, Saturation, and Overflow in the Building of Imaginary Worlds,” in Marta Boni, ed. World Building, Transmedia, Fans, Industries (Amsterdam UP, 2017). 204-214.
NetherRealm Studios. Mortal Kombat 1. Warner Bros. Games. Xbox/PC/PlayStation. (2023).
Perron, Bernard, Clive Barker, and Ewen Kirkland. “Storytelling in Survival Horror Video Games.” Essay. In Horror Video Games: Essays on the Fusion of Fear and Play.
Ryan, Marie-Laure, and Thon, Jan-Noël, eds. Storyworlds across Media: Toward a Media-Conscious Narratology. Lincoln: University of Nebraska Press, 2014.
Soriani, A, & Caselli, S. “Visual Narratives in Videogames: How Videogames Tell Stories Through Graphical Elements.” img journal, 3, (2020) 474-499.
Thon, Jan-Noël, “Transmedial Narratology Revisited: On the Intersubjective Construction of Storyworlds and the Problem of Representational Correspondence in Films, Comics, and Video Games” Narrative 25 (2017): 286-320.
Playdead. Inside. Playdead. Xbox/PC/PlayStation. (2016).
Witch Beam. Unpacking. Humble Bundle. Xbox/PC/PlayStation. (2021). Creative Assembly. Alien Isolation. SEGA. Xbox/PC/PlayStation. (2014)
#video games#fromsoftware#fromsoft games#sekiro#soulsborne#elden ring#dark souls#bloodborne#unpacking#cyberpunk 2077#alien isolation#Inside#goodbye volcano high#summary#2023 Work#Ludonarrative harmony#environmental storytelling
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[Review] Sekiro: Shadows Die Twice (PS4)
Dark Souls But I Can Only Parry
Continuing my very sporadic playthrough of From Software's games, it's Sekiro! I knew going in that it's deliberately breaking the Souls mould in certain ways, but I didn't always get on with its choices and experiments. It's a narrower, more focused experience, which works both for it and against it.
The setting is Japan—yes, the country on Earth—late in the Sengoku period. It's not exactly historically accurate though, as you encounter phantasms, fishmen, strangely intelligent animals, supernatural ninja powers, and forces divine and demonic; and yet it's more grounded than some "fantasy Japan" games I've played. The part of me that loves to make connections between From's games was a tad disappointed that this takes place on The Earth when it didn't necessarily need to be, but that's a nitpick.
Having a strong sense of place and tone was a part of what endeared Bloodborne to me, and that applies here too. I have come to appreciate Elden Ring's complex and layered lore more over time, but both approaches have merit. In the case of Sekiro, it's a personal story with a small cast of connected characters. I struggled at times to grasp the precise political situation and how they fit into it but the themes of how various people and factions struggled for immortality and how it corrupted them in turn resonated.
The story and themes come together in the person of the player character Wolf, a ninja sworn to loyalty and protection of Kuro, a golden child who inherited the powers of a godly dragon. Many seek to exploit his gift but he bestows on Wolf the power of resurrection, which serves as a gameplay mechanic to help you bounce back from defeats (which will be many). Their ultimate goal is to rid Kuro of this tainted gift, which is done through a series of convoluted steps that take you to the corners of the isolated Ashina fiefdom and beyond to the divine realm.
Wolf's nature as a specified character ties into the removal of many RPG elements, relative to other Soulslike games. His ninja skills and prosthetic arm open the door to many new gameplay features: acrobatic grappling, various limited-use combat tools, and stealth takedowns. I enjoyed engaging with the sneaking to pick off enemies, and combat while risky is ultimately satisfying, but I felt restricted by the emphasis on consumable items and what I saw as prescriptions on how the game is to be played.
I spoke about a narrow focus: Sekiro's combat is all about the back and forth of parrying. More important than an enemy or boss's health bar is their posture meter, which is worn down by your attacks or by blocking theirs with precise timing. The lack of a stamina mechanic and speed of your attacks rewards aggressive play, but you can't just go all-out; you absolutely must read cues that suggest counterattacks, and on top of this learn the timing and behaviours of the various enemies. I particularly struggled with the more difficult attacks: grabs, thrusts, and sweeps are denoted by a warning kanji and have totally different responses, but in the heat of the moment I could never distinguish between three complex characters. They could have at least made them different colours!
More than any other From game, I got mightily upset with certain encounters and sequences. I was walled hard by difficulty spikes in the early game, with little recourse but to push through by repeated attempts. My chief nemesis: a simple one-armed ninja in a cramped well who becomes a regular mook later in the game! The midgame was more to my liking when things opened up and I got more of a grip on the mechanics and flow, but lategame bosses and the final fight completely stomped my arse again. Looking up tricks and strategies online helped, but you still have to build muscle memory yourself.
Sekiro doesn't seem to want to help you develop it though. FromSoft has implemented needlessly player-hostile mechanics before, but death in Sekiro is especially punishing. You'll instantly lose half your money and experience towards your latest skill point, unless a percentage chance happens to save you, and this chance goes down the more you die! It's actually not too bad if you go out of your way to farm XP and spend your dosh when you know there's a boss coming, but death can happen at any time, and the in-game economy felt out of wack while the skill trees are bloated with dubious abilities.
Overall I think Sekiro is a success. It builds on a Souls skeleton but with new flavours (to mix some metaphors), and delivers a cool ninja fantasy with some powerful imagery and setpieces. I just can't decide if its action-adventure mechanics make it more accessible than other From games, or if the prescriptive parry playstyle and lack of levelling make it a harder sell. My feelings are mixed; I'm glad I played it but also relieved to have beaten it... it can't hurt me anymore!
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fromsoft tierlist !! 1 - Sekiro: Shadows Die Twice: this game is flawless, a masterpiece of gameplay 2 - Dark Souls 2: an unpopular pick, but this game is very special to me. i love it and all of its imperfections 3 - Bloodborne: bloodborne 4 - Dark Souls 1: what can i say, ds1 wrote the book. i play this game in my dreams 5 - Demon's Souls: the only souls game i have not completed (recently emulated it and just need to finish 5-2, astraea, and the final level of boletaria) i love this game and all of its unique ideas, but its a little rough around the edges. it has a delightful atmosphere 6 - Dark Souls 3 : the aesthetics never clicked with me. amazing bosses and weapons! best game for multiplayer imo. still have to finish the dlc! even though it is lower on my list this game still rocks 7 - Elden Ring: like butter spread too thin on toast. not a fan of the enemy design and many of the bosses. great lore. needs to take a lesson in subtlety. looking forward to the dlc !
#i have not yet played armored core 6 unfortunately#i tried to upgrade my pc so i could play it but i messed it up D:
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youtube
It seems like Smosh wanted to make Shourtney shipper happy this week! Another one with some moment even without S in the video.
5:33 When showing Kong characters. She said she dated all of the type shown here. She also said she would marry Klubba (You don't have to guess Klubba looks like who. lmao) Even Spencer said i'm gonna frick your man (Klubba) to C. LMFAO
7:40 When showing Zagreus, C instantly start mansplain* the character to Chanse and she seems to know the lore of Hades a fricking lot. Guess who like the game so much and even have a video mansplain* this game with Kimmy & Keith? LMAO I also loved that she even said she loved the soundtrack. (Which I do think it's a banger.) S probably teach her how to play and she got hooked into it. That's my lore and you can't convince me otherwise.
21:06 This one is just a speculation from me. On the speed round, When they showed the characters from Soulslike games. She asked Spencer on Elden Ring about beautiful woman at the start of the fight. I think she might confused with another game. Which is Sekiro: Shadows Die Twice. (Shayne is pretty good at this one too. He loved all Soulslike game!) There's an opening scene when you're fighting a boss with the kinda same background as the picture.
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Bertarung Melawan Boss Epik di Game Aksi Baru
Temukan pengalaman bermain yang seru di situs game online terbaik yang menghadirkan berbagai pilihan game aksi terbaru. Salah satu aspek yang membuat game aksi begitu menarik adalah pertempuran melawan boss epik. Para pemain dihadapkan pada tantangan besar dalam menghadapi musuh yang kuat dan sulit dikalahkan. Dalam artikel ini, kita akan membahas beberapa game aksi terbaru yang menawarkan pertempuran melawan boss epik yang penuh tantangan dan keseruan.
1. Elden Ring
Salah satu game aksi terbaru yang paling banyak dibicarakan adalah Elden Ring. Game ini menawarkan dunia terbuka yang luas, penuh dengan musuh dan boss epik yang siap menguji kemampuan para pemain. Elden Ring mengusung konsep permainan yang menggabungkan eksplorasi dan pertempuran yang menantang. Setiap boss yang dihadapi memiliki taktik dan kelemahan yang unik, memaksa pemain untuk berpikir cerdas dan beradaptasi dengan berbagai situasi.
Boss di Elden Ring bukan hanya sekadar musuh yang kuat, tetapi mereka juga dilengkapi dengan cerita dan lore yang mendalam, menjadikannya bagian integral dari narasi game. Masing-masing boss memberikan pengalaman pertempuran yang menegangkan dan tak terlupakan, memotivasi pemain untuk terus melanjutkan perjalanan mereka meski menghadapi rintangan yang sulit.
2. Horizon Forbidden West
Horizon Forbidden West adalah sekuel dari game Horizon Zero Dawn yang menghadirkan berbagai pertempuran seru melawan mesin-mesin raksasa. Pemain akan bertarung melawan berbagai jenis robot dan boss yang sangat kuat, masing-masing dengan pola serangan yang berbeda. Dalam game ini, strategi dan penguasaan taktik sangat penting untuk mengalahkan boss.
Dengan dunia yang lebih besar dan lebih beragam, Horizon Forbidden West menawarkan pertarungan epik melawan boss dengan desain yang sangat menawan. Selain mengandalkan senjata canggih, pemain juga harus memanfaatkan lingkungan sekitar untuk memberikan damage lebih besar pada boss. Setiap kemenangan melawan boss memberikan kepuasan tersendiri karena memerlukan banyak kesabaran dan strategi untuk menghadapinya.
3. God of War Ragnarök
God of War Ragnarök melanjutkan kisah petualangan Kratos dalam dunia mitologi Nordik, dan game ini penuh dengan boss epik yang memukau. Dari pertarungan dengan dewa-dewa besar hingga makhluk mitologi yang menakutkan, setiap boss di God of War Ragnarök dirancang dengan visual dan mekanisme pertempuran yang luar biasa. Pemain akan merasakan tantangan besar saat bertarung dengan bos-bos ini, yang memerlukan keterampilan bertarung yang tinggi.
Selain mekanisme pertarungan yang intens, God of War Ragnarök juga menghadirkan cerita yang kaya dan penuh emosi. Setiap pertempuran dengan boss tidak hanya menantang secara gameplay, tetapi juga memberi dampak besar pada alur cerita dan perkembangan karakter. Ini membuat setiap pertemuan dengan boss menjadi lebih berarti dan mendalam.
4. Devil May Cry 5
Bagi para penggemar pertarungan cepat dan penuh aksi, Devil May Cry 5 adalah game yang tepat. Game ini terkenal dengan gameplay yang stylish dan bertempo cepat, dimana pemain akan menghadapi berbagai boss besar dan kuat. Setiap boss di Devil May Cry 5 memiliki pola serangan yang berbeda, dan untuk mengalahkan mereka, pemain harus menguasai combo dan waktu serangan dengan sangat baik.
Game ini tidak hanya menawarkan tantangan dalam mengalahkan boss, tetapi juga memberikan kebebasan dalam memilih gaya bertarung. Pemain dapat menggunakan berbagai senjata dan kemampuan untuk menghadapi musuh, menjadikan setiap pertarungan melawan boss lebih seru dan dinamis. Devil May Cry 5 adalah pilihan yang sempurna bagi mereka yang suka bertarung dengan cepat dan penuh gaya.
5. Sekiro: Shadows Die Twice
Sekiro: Shadows Die Twice adalah game aksi dengan fokus pada pertarungan yang sangat menantang. Setiap boss di game ini hadir dengan pola serangan yang rumit dan memerlukan ketelitian serta reaksi yang sangat cepat. Dalam game ini, pemain akan menghadapi boss epik yang tidak hanya kuat, tetapi juga cerdas, dengan kemampuan untuk melawan taktik pemain.
Kelebihan utama dari Sekiro: Shadows Die Twice adalah sistem parry yang memungkinkan pemain untuk melawan serangan musuh dengan timing yang sempurna. Mengalahkan boss di game ini bukan hanya soal menyerang, tetapi juga menguasai mekanisme parry dan menghindari serangan musuh dengan tepat.
Kesimpulan
Bertarung melawan boss epik adalah salah satu fitur yang membuat game aksi terbaru sangat menarik. Game-game seperti Elden Ring, Horizon Forbidden West, God of War Ragnarök, Devil May Cry 5, dan Sekiro: Shadows Die Twice menawarkan pengalaman pertempuran yang menegangkan dan penuh tantangan. Setiap boss memiliki tantangan unik yang memaksa pemain untuk berpikir cerdas, beradaptasi, dan mengasah keterampilan mereka. Temukan lebih banyak game aksi seru lainnya di situs game online yang menawarkan berbagai pilihan game dengan pertempuran boss epik yang pasti akan menguji kemampuan Anda.
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Sekiro
Released by FromSoftware in 2019, Sekiro: Shadows Die Twice stands as a distinct yet familiar title in the studio’s catalog. Departing from the dark fantasy settings of Dark Souls and Bloodborne, Sekiro transports players to a reimagined late 1500s Japan during the Sengoku period. Combining samurai and ninja elements with a strong narrative and fast-paced combat, Sekiro offers a unique and challenging experience. Unlike the more open RPG structure of Dark Souls or Elden Ring, Sekiro focuses heavily on skill-based combat, stealth, and precision, making it one of the most challenging but rewarding games FromSoftware has produced.
The Story of the "One-Armed Wolf"
Sekiro follows the journey of a shinobi known as Wolf, a loyal servant to a young Divine Heir named Kuro. The game begins with the abduction of Kuro by enemy forces, and Wolf is left for dead after a brutal encounter with Genichiro, one of the main antagonists. However, Wolf is resurrected, thanks to a mysterious artifact, and given a prosthetic arm that opens up new combat abilities.
From this point, players embark on a quest for revenge, while also uncovering the mysteries surrounding the Divine Heir's immortality and the dangers it poses to the world. The narrative in Sekiro is more direct than in previous FromSoftware games, with clearer storytelling and character development, yet it retains the studio’s signature use of environmental storytelling and cryptic lore.
The Story of the "One-Armed Wolf"
Sekiro follows the journey of a shinobi known as Wolf, a loyal servant to a young Divine Heir named Kuro. The game begins with the abduction of Kuro by enemy forces, and Wolf is left for dead after a brutal encounter with Genichiro, one of the main antagonists. However, Wolf is resurrected, thanks to a mysterious artifact, and given a prosthetic arm that opens up new combat abilities.
From this point, players embark on a quest for revenge, while also uncovering the mysteries surrounding the Divine Heir's immortality and the dangers it poses to the world. The narrative in Sekiro is more direct than in previous FromSoftware games, with clearer storytelling and character development, yet it retains the studio’s signature use of environmental storytelling and cryptic lore.
The Shinobi Prosthetic: A Tool for Battle and Exploration
One of the most distinctive features of Sekiro is Wolf's prosthetic arm, which adds depth to both combat and exploration. The arm can be outfitted with various tools, such as a grappling hook, shuriken launcher, flamethrower, or even an axe. Each prosthetic tool serves a different purpose in battle, allowing players to adapt their strategy based on the situation. For example, the axe can be used to break enemy shields, while the flamethrower is effective against certain types of enemies.
The grappling hook, in particular, changes the way players navigate the game world. Wolf can zip between rooftops and scale cliffs, making exploration more vertical and dynamic. This adds a sense of freedom to movement and opens up new ways to approach enemies, either by sneaking from above or launching surprise attacks.
Stealth and Strategy
While Sekiro is filled with intense combat, stealth is also a core component of gameplay. Players can sneak through enemy camps, eavesdrop on conversations to gather intel, and assassinate foes from the shadows. This gives players the option to avoid direct confrontation, thinning out enemy groups before engaging more formidable opponents.
Stealth also ties into the game’s variety of environments, from dense forests and snowy mountains to abandoned temples and heavily guarded fortresses. Each location feels distinct, filled with hidden paths, secrets, and enemy patrols that encourage careful planning.
Death and Resurrection
True to the game’s title, Shadows Die Twice, death is not the end in Sekiro. Wolf possesses the ability to resurrect once after dying, allowing players a second chance to turn the tide of battle. This mechanic adds a strategic layer to combat, as players must decide when to use their resurrection wisely. Overusing the resurrection mechanic, however, has consequences, as it affects the world around Wolf, potentially making life harder for NPCs and even impacting certain questlines.
Boss Fights: A Test of Skill and Patience
Sekiro’s boss fights are some of the most challenging in FromSoftware’s history. Each boss has unique patterns, attacks, and strategies that require players to master the game’s mechanics. Notable bosses like Genichiro Ashina, the Guardian Ape, and the Sword Saint Isshin test every skill players have developed throughout the game.
Boss fights in Sekiro are more than just tests of endurance; they are intricate duels that require players to read their opponent, react to attacks, and capitalize on every opportunity. It’s not uncommon to spend hours learning a boss’s moveset, refining your technique until you achieve victory.
A World Steeped in Lore and Atmosphere
While Sekiro has a more direct narrative than other FromSoftware titles, it still features a rich, immersive world with deep lore. The Sengoku-period setting, combined with mythological elements, creates a world that feels both grounded in history and tinged with fantasy. The environments are meticulously designed, from the quiet beauty of Ashina Castle to the eerie depths of the Sunken Valley.
The game’s atmosphere is thick with tension, and every location feels meaningful, with enemies and NPCs that contribute to the broader story. As with other FromSoftware games, Sekiro rewards players who take the time to explore and piece together the lore from dialogue, items, and environmental clues.
Written by Daniel Bedoya
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As about issue with Cat People, it's not new and Catherine does all that she can to eliminate all of you
Any possible bullshit can be claimed, the first Katy Perry was doing exactly this. Now she is dead.
First of all many of you just proclaim yourself as SA despite that this is name. Second is that really many of you are so called silent sisters because taking into account my effectively informational deprivation during latest 2 years, you decided to choose faith of being my victims
I mean that I see majority of you as stupid animals, who can't even read definition of title Kensei and unable to check any information
Isshin with his 67 provides excessive answer to your questions and this is only your drama that you assign me birthday 06.06 as unique: we are executing such people as you for a while and you will be executed in future as well
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FromSoftware, der legendäre Videospielentwickler, bekannt für herausfordernde und atmosphärische Spiele, war stets ein Vorreiter bei der Darstellung starker weiblicher Charaktere. Diese Charaktere, von furchterregenden Gegnern bis hin zu klugen Verbündeten, haben die Spieler mit ihrer Stärke, Komplexität und Tiefe gefesselt. Hier nehmen wir uns einige der denkwürdigsten Frauen aus FromSoftwares Werk vor. Ikone Frauen von FromSoftware Queen Annalise - Bloodborne: Die unsterbliche Vileblood Queen von Cainhurst steht für Widerstandsfähigkeit und Macht. Obwohl sie nicht in den Kampf zieht, macht ihre nahezu unzerstörbare Natur sie zu einer Macht, mit der man rechnen muss. Lady Maria - Bloodborne: Als Hüterin der Geheimnisse des Astral-Uhrturms machen Lady Marias intensive Kampffähigkeiten und fesselnde Geschichte sie zu einem der denkwürdigsten Bosse der Soulsborne-Reihe. Lady Tomoe - Sekiro: Shadows Die Twice: Als Mentorin von Genichiro Ashina und einer Legende in ihrem eigenen Recht wird Lady Tomoes Erbe im gesamten Handlungsverlauf von Sekiro spürbar. Queen Rennala - Elden Ring: Von einer bescheidenen Astrologin zu einer zauberhaften Königin hat Rennalas Reise und ihre beeindruckenden magischen Fähigkeiten ihren festen Platz in der Lore von Elden Ring. Nashandra - Dark Souls 2: Als Königinregentin von Drangleic fordert Nashandras eindringliche Präsenz und fluchbeladene Kräfte die Spieler in einer dramatischen Konfrontation heraus. Ranni Die Hexe - Elden Ring: Als eine der mächtigsten Zauberwirkerinnen im Spiel machen Rannis strategischer Verstand und ihre umfangreichen magischen Fähigkeiten sie zu einer Figur von großer Bedeutung. Quelana von Izalith - Dark Souls: Als Urheberin der Pyromantie ist Quelanas Einfluss bei jedem Flammenzucken im Dark Souls-Universum spürbar. Schwester Friede - Dark Souls 3: Als unerbittliche Drei-Phasen-Boss zeigt Schwester Friede das Potential der Unentzündeten und stellt einen gewaltigen Gegner im Ashes of Ariandel DLC dar. Malenia Die Abgetrennte - Elden Ring: Als furchterregende Kriegerin fordert Malenia die Spieler mit ihren schnellen Angriffen und unübertroffenen Kampffähigkeiten heraus. Königin Marika - Elden Ring: Als unsichtbare Macht hinter den Ereignissen von Elden Ring wird Königin Marikas Einfluss im gesamten Handlungsverlauf des Spiels spürbar. Das Erbe weiblicher Charaktere im Gaming FromSoftwares Erbe starker weiblicher Charaktere spiegelt die Entwicklung der Gaming-Welt insgesamt wider. Viele ikonische weibliche Charaktere haben die Spieler inspiriert und einen unauslöschlichen Eindruck in der Gaming-Kultur hinterlassen. Das Jungfrau-Archetyp in FromSoftware-Spielen Das wiederkehrende Motiv der Jungfrau ist ein Grundpfeiler der FromSoftware-RPGs. Diese rätselhaften Figuren, wie Melina in "Elden Ring", unterstützen oft die Spieler, während sie ihre eigenen geheimnisvollen Pläne verfolgen. Ihre Darstellung schöpft oft aus mittelalterlichen europäischen Geschichten und vermischt Motive wie die Dame in Not mit der stillen Helferin oder mystischen Heilerin.[Quelle] Andere ikonische Frauen im Gaming Außerhalb der FromSoftware-Titel hat die Gaming-Welt den Aufstieg verschiedener einflussreicher weiblicher Charaktere erlebt: Amanda Ripley (Alien: Isolation): Ellen Ripleys Tochter zeigt Überlebensfähigkeiten und Widerstandsfähigkeit, wenn sie mit unüberwindbaren Herausforderungen konfrontiert wird.[Quelle] Faith Connors (Mirror’s Edge): Als "Runner" verkörpert Faith Rebellion und Entschlossenheit im Kampf gegen ein repressives Regime. Diese Charaktere, zusammen mit den mächtigen Frauen der FromSoftware-Spiele, haben ständig Grenzen verschoben und den Spielern vielfältige Darstellungen und herausfordernde Erzählungen geboten. Wenn du diesen tiefen Einblick in die mächtigen Frauen von FromSoftware und andere ikonische weibliche Charaktere im Gaming genossen hast, würden wir gerne deine Gedanken und Erfahrungen hören. Teile deine Lieblingscharaktere
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Here are my favorite bosses from the Soulsborne games, what about you?
Demon’s Souls - Old/False King Allant
Dark Souls 1 - Knight Artorias
Dark Souls 2 - Fume Knight
Dark Souls 3 - Slave Knight Gael
Bloodborne - Lady Maria of the Astral Clocktower
Sekiro: Shadows Die Twice - Owl (Father)
Elden Ring - Malenia, Blade of Miquella/Goddess of Rot
I unfortunately have only played Bloodborne and elden ring, but I can tell you for sure, my two favourite bosses from the two games are:
Father Gascoigne: an amazing first boss for me, with a glorious cutscene and generally a very fun boss fight that I've now got down perfectly I think, his lore with his family made me cry and was a perfect intro to the soulsborne community with a thrilling tale of how he killed my PS4 lmfao
Placidusax (if I've spelt that correctly): whether it's the montages of him being cut down in the final teleport swipe or the epic arena and lore, or the incredibly hard to find boss arena, this ancient dragon takes my top spot for my favourite elden ring boss, maybe second to radagon if elden beast didn't come after him immediately. Placidusax was such a cool boss and I'm a sucker for dragons and their lore concerning Godwyn or just general myth surrounding them, and by god never before has a boss sent shivers down my spine quite like placidusax and his entrance, truly worthy of the previous elden lord
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GAME REVIEW - Ghost of Tsushima
Ghost of Tsushima, developed by Sucker Punch Productions and published by Sony Interactive Entertainment, is a breathtaking open-world adventure that immerses players in the stunning landscapes of Tsushima Island during the Mongol invasion of 1274.
The game beautifully balances an engaging storyline with visually striking art direction, creating an experience that is both emotionally resonant and visually compelling.
You take on the role of Jin Sakai, a samurai warrior who, after a devastating defeat, must confront the restrictive ways of the samurai code to save his homeland from the cunning and ruthless Khotun Khan, a fictitious grandson of the historical Kublai Khan. Jin's journey is one of redemption and transformation, beautifully rendered in an expansive world filled with vibrant rice fields, serene temples, and lush forests, all under a shower of cherry blossoms.
The attention to detail in the world-building is extraordinary, from the lush forests to the intricately designed temples and shrines. The game's art direction is simply breathtaking, with a color palette that ranges from vibrant orange and red sunsets to tranquil blue and green fields. The weather system is also noteworthy, offering everything from gentle rain to intense thunderstorms.
The narrative is driven by Jin's internal conflict between maintaining his samurai honor and embracing more unorthodox methods to fight the Mongols. While Jin himself might not be the most charismatic protagonist, his adversary, Khotun Khan, brilliantly voiced by Patrick Gallagher, leaves a lasting impression. Khan's calm yet terrifying demeanor and strategic prowess make him a formidable antagonist, enhancing the storyline's depth and engagement.
The voice acting is commendable in both English and Japanese, though the Japanese audio track, featuring the excellent Kazuya Nakai as Jin, suffers from some mismatched lip-syncing. Despite this, the option to play in Japanese, complemented by the Kurosawa Mode that adds a classic film grain and black-and-white filter, enriches the cultural and cinematic experience, paying homage to the legendary Akira Kurosawa.
The combat system in Ghost of Tsushima stands out as a masterful blend of influences from the Batman Arkham series, early Assassin’s Creed games, and Sekiro: Shadows Die Twice, all wrapped in the aesthetic of Kurosawa films. Combat is accessible yet deep, with light and heavy attacks, blocks, and parries creating a satisfying and tactical experience. You have two main options: fight as a samurai, adhering to a strict code of honor, or embrace the way of the Ghost, using stealth and a variety of gadgets to gain the upper hand.
The game's progression system is well-designed, with a skill tree that allows you to customize Jin's abilities to suit your playstyle. You can unlock new moves and techniques that make combat even more satisfying, such as the ability to chain together multiple kills in quick succession. The dynamic score, seamlessly blending traditional instruments like shakuhachi flutes, taiko drums, biwas, and shamisens, amplifies the emotional resonance of each moment.
Ghost of Tsushima: Director's Cut enhances an already remarkable game with refined features and a compelling new storyline in the Iki Island expansion. The Iki Island expansion provides a fresh narrative that delves deeper into Jin Sakai's past and his ongoing battle against the Mongol invaders. Iki Island itself is a beautifully realized new region with unique biomes, wildlife, and cultural landmarks, distinct from the mainland of Tsushima.
Iki Island introduces new enemies that require different strategies and combat techniques, keeping the gameplay fresh and engaging. The expansion also brings new skills and abilities for Jin, allowing players to further refine their combat style and explore new ways to approach battles. The new Mythic Tales and side quests are rich in lore and provide deeper insight into the island’s history and its inhabitants.
Overall, Ghost of Tsushima and its Director's Cut with the Iki Island expansion offer an enriched, deeper, and more polished experience, blending an evocative storyline with stunning visuals and innovative gameplay enhancements. The journey through Tsushima and Iki Island is a captivating adventure that stays with you long after the final sword is sheathed. This game sets a new bar for open-world action-adventure titles and is a must-play for anyone who loves immersive gaming experiences.
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MY SOULS HOT TAKES
(Only the games I played fully)
DARK SOULS 1:
-Artorias is a little bit overrated as a boss fight.
-The Capra Demons are SUPER fun to fight as regular enemies
-Gaping Dragon and Gravelord Nito have some of the best boss theme
-Khalameet is really mid and disappointing
-The NPC’s arent as amazing as I thought they’d be
-Great Gray Wolf Sif was a mechanically mid fight, AMAZING fight presentation and lore wise
DARK SOULS 3:
-Curse Rotted Greatwood is a good boss fight
-Champion Gundyr is easy as hell
-Ancient Wyvern is a fun experience
-Crystal Sages is a really annoying fight
-I don’t care for the ending where you marry Anri and become a lord or something
SEKIRO SHADOWS DIE TWICE:
-THE SOUNDTRACK IS SO UNDERRATED AND AMAZING THE SLANDER AGAINST IT IS A PSYOP BY THE COMMUNITY
-The ending where the Divine Child absorbs Kuro’s soul is mid and takes away from the significance of the decision to either kill Kuro or sacrifice Wolf
-Prosthetics are a bit useless
-Apparently people dislike Demon of Hatred???? I thought it was peak
-Non essential Npcs were VERY forgettable, but the essential Npcs are some of the best in the series
ELDEN RING:
-Fortisaxx sucks shit as a fight
-Fortisaxx’s theme is overrated, still good doe
-Godskin Duo is a decent fight, the pillars in the stage balance it out
-Rykard is top 3 boss fights for me
-The blood splatters Mohg leaves on the floor are pretty annoying, still a good fight doe
-Lord’s Apparition is one of the best boss themes in the game
-Malenia’s boss theme could have gone harder considering the significance of her
-The Erdtree Avatars are fun as hell idk why
-Fire Giant is AMAZINGGGG yall lied to me
My Souls Hot Takes
Decided to write up a couple of my less popular opinions for souls games. Please don't get upset over any of these, if you disagree that's totally valid
Dark Souls 1:
Bell Gargoyles is my favorite base game boss
I don't like Ornstein and Smough that much
Gwyn's theme is nowhere near as sad or dramatic as its made out to be in my opinion
Painted World isnt fun to me at all
Tomb of the Giants isnt that bad
I miss the whimiscal 80s fantasy aesthetic the series lost in the following entries even if i understand it narratively
Dark Souls 2:
I'm not just a hater or fail to appreciate an underrated gem, I simply dont enjoy this game
I think Darklurker is mid and the runback gimmick is stupid
The world and lore arent that much better to me than any other souls games and dont save the game
Life Gems are actually pretty okay
Old Dragonslayer is really not that big of a deal
Royal Rat Vanguard is the single worst boss in souls to me
Fume Knight is just kinda alright to me, I enjoy Sir Alonne much more
The health cap loss fucking sucks i hate it
Its perfectly fine to both love and hate this game please calm tf down
Dark Souls 3:
Soul of Cinder isnt that exciting, I might just be biased though bc i started the DS games with 3
Jailers arent that bad, Thralls are way worse
Ancient Wyvern kinda funny tbh
I really really dislike Sister Friede
The random wolf guy in ariandel is the wost boss in 3
Corvian Knights are the coolest enemy in the trilogy
The game isnt actually as ugly and monotone as people say
Pontiff Sulyvahn is sooooo mid to me I could not care less for his parry bait jojo stand ass goofy fight
Yhorm is such a nothing boss without the siegward narrative to me
Demon Prince solos literally any other duo boss and its not even close
R1 and O spam is a dark souls staple to me, not DS3 exclusive at all
Dragonslayer Armor and Oceiros are insanely underrated
Sekiro:
Demon of Hatred actually slaps
Corrupted Monk actually slaps
Great Shinobi Owl is really mid to me, too gimmicky
Guardian Ape has the same issues as DoH just to a lesser extend
The 2 giant beast (serpent and carp) area hazards are so good
Souls should give underwater another shot imo
Most of the minibosses are kinda bad to me
Bloodborne:
Laurence is actually peak
Not really a fan of Maria's fight, gonna replay the game soon to see if it'll finally click
Winter Lanters are pretty cool
Micolash fans are weird why are there so many
Yharnam Sunrise is the most boring ending of any souls game
As much as i would love it, I cant feasibly see a logical contuination of the Bloodborne universe
Saw Spear mid idc
Chalice Dungeons are both infinitely better and worse than people say I really dont know how to feel about them
Simon's Bowblade is one of the coolest weapons in fiction
Elden Ring:
Morgott is underrated
Dragons are underrated
Placidusax's theme is kinda eh to me
Radahn and Malenia are equal, both fandoms can stfu, it said fought to a standstill for a reason
Rykard is genuinely a good fight even with the gimmick in mind
I don't care for vyke, frenzy, shabriri or any other madness hoobla
I hate using great spears so much
Summons are VALID. If they were cheating they wouldnt be in the game. Get over yourself
Idc how much you can counter it I dont like malenia's waterfowl dance and health regain
Godskin Duo isn't that bad, the REAL enemy is valiant gargoyles
Royal Revenants, Birds and Runebears at least have the decency to be rare... Imps and Lobsters though
Volcano Manor is underrated as fuck, such a unique level for a souls game with so much cool lore and visual flare
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SENPOU MONKS RELATED TO THE DRAGON’S HERITAGE!?
I’ll get more into the lore later when it’s not 3:30 am and I’ll bring my evidence and stuff, but based on what the main monk says it sounds as though the dragon from the west gave him The Worm which makes him undying, similar but not the same to the wolf’s condition of resurrection. Our divine heir also has the Dragon’s Heritage, which means he’s related to a dragon in some way. Is it the same one???
That’s as far as I’ve gotten in the game, if it’s a stupid obvious answer don’t tell me I want to see the dragon(s) for myself!
#Sekiro shadows die twice#sekiro sdt#sekiro lore#sekiro shadows die twice lore#lore#senpou temple#mount kongo#mt. kongo#the worm#dragon's heritage#divine heir
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