So, I'll be repeating myself a bit from the other threads, and I'm coming to this pretty green in the grand scheme of things, but I really enjoy talking about this game so I'm going to talk about it. I also think this is a pretty unique viewpoint compare to the rest in this thread; I played Bloodborne mostly last March, and before then had only given Demon's Souls about fifteen minutes when it was a PS+ offering. I slammed my head against Central Yarnham for, no lie, seven hours dying over and over again to various mobs, never once coming across the Cleric Beast or Father Gascoigne. That game had me baffled as to why I wasn't being allowed to level up or improve in any way other than just getting better and figuring out what it was trying to tell me.
I was also the sort of person who found the parry mechanic pretty intuitive, and so I fought the Cleric Beast over a dozen times but beat Gascoigne on my third try, as well as most Hunter and Hunter-like bosses. It was mostly the beasts, like Rom and Darkbeast Paarl, that gave me trouble. Weirdly, Bloodstarved Beast also clicked with me almost instantly. So, in all the run up to Sekiro, watching gameplay and listening to people talk about it, I thought to myself, this is going to be my fucking game.
In normal, exploring scenarios, I love Sekiro's gameplay. I love how it makes every minor encounter matter, but how the gameplay loop so embodies the scenario the game is attempting to present to the player. Bloodborne couldn't help but feel like a video game due to its simple but subtle combo system and all the gamey mechanics it had (plus the ability to over level), but an enemy you fight once in Sekiro will always be that enemy. I love that, because returning to the Estate Path to grind gold/items and wasting everyone in your path isn't something you're doing because you have more strength or HP, at least not entirely, but because you've gotten better with your sword. That is a cool ass concept, and I can't really remember the last time a game made me feel that way.
However, while beating a boss is exceptionally cathartic in a way I also can't really compare to anything else in my gaming experience, there are so damn many, and at least in my experience when you hit a wall with a boss that wall is built sturdy. I watched Ben fight the Ashina Elite and gradually improve, which steeled me to give him another shot; I have put in three one hour shifts since that stream and made absolutely zero progress. I might literally not have the finger dexterity to win that fight, and the lack of RPG mechanics at that point absolutely sucks. I spent $60 on this game and I am loving its minute to minute combat and exploring its world; if I literally can't continue doing that at some point soon just because I can't move my fingers fast enough, it'll be hard not to resent the game a bit.
The thing I point back to is the other game I obsess over every spring/summer, MLB The Show, which is also essentially a game in which you read animations and time button presses to parry and defeat your opponent. I struggle to play that game on the All-Star/Normal difficulty and am an utter disaster on anything above that, but that game at least gives me the option to play on a sort of "Normal Minus", or even Rookie, and still enjoy the game of baseball with players past and present. As I get older and my hands get slower, it's harder and harder not to be saddened a bit by this reality, but it is what it is.
In short, I find the moment to moment gameplay more engaging than Bloodborne, but I find the macro/meta/whathaveyou philosophy behind it an encumbrance that is keeping me from booting this game up more often than not, whereas I was playing nothing but Bloodborne when it was the game on queue.
- Challenge (which I am separating from gameplay even though they can go hand-in-hand)
I'll keep it brief since I got into this a little in the last category. I think Sekiro's idea of challenge is mostly very, very cool, but I think they make certain things unnecessarily difficult like using the same signal for unblockable sweeps as thrusts. If the counter move isn't going to work on sweeps, they should have done a better job indicating the difference since that signal obscures the wind up animation, especially in tight quarters fights, and even if I've learned it will always mean a sweep with a given enemy (again, Ashina Elite) muscle memory will have me dodging forward into a death.
The deflect timing is what it is; on some fights, like Lady Butterfly and Lone Shadow Swordsman, it eventually clicks and feels magical. On others, like Seven Spears and Ashina Elite, it feels absurd and becomes discouraging. I really can't call it. I will say that Bloodborne had bosses like that, particularly Rom, where I felt like I understood the mechanic or the encounter design and just couldn't execute, and in those moments I appreciated that they offered up copouts like the Tonitrus that could trivialize brick walls. Bloodborne would prove to you that it was hard, and then wink and nod at ways it didn't have to be that way. Sekiro doesn't seem interested in that kind of thing at all.
From watching the Souls content on this site and playing Bloodborne, I can say Sekiro feels a little less imaginative than those, but I'm also early and I'm not disappointed, it just is the thing that it is and it's going to look that way. I will say that prologue encounter with Genichiro is a stunning nod to both the final arena of Bloodborne and MGS3, I wished we spent more time there.
Otherwise, I not only beat Bloodborne but thoroughly watched Aegon of Astoria's Let's Talk Lore series on Bloodborne, which took nearly an entire summer to do and exposed a ton of stuff I'd never even considered. Bloodborne may be my favorite video game setting of all time and I'm not even a Lovecraft guy; from item descriptions to sculptures to fucking emotes, that game was incredibly dense with intent and lore reasons.
I don't feel like I can speak to this yet, but I will say the slightly mechanical way the A.I. operates pre-engagement is a little sillier now that the enemies are regular people.
I'll keep it brief here, as well. So far I think beating even a mini-boss is far more cathartic than the time I beat Rom, or Darkbeast Paarl, or Vicar Amelia. Partly that's because I summoned for the first time out of curiosity for the latter and that guy one-shot her while I stumbled across the Tonitris' strength against Rom for the former, but also because it just feels so fucking impossible the first time you meet every single deathblow enemy in Sekiro. I'm starting to think they ask too much of you as a player if this specific style isn't your style usually, or maybe more specifically if you do play games like this the way Sekiro asks you to play them, but usually on "normal" difficulty or overleveled or however you choose to qualify it. I'm hoping to figure out how to hurdle over this tomorrow night/Wednesday, but I'm increasingly worried that the emphasis on boss encounters is going to sink an otherwise fantastic game eventually.
I don't recall ever really being taken aback by a track in Bloodborne. There was a lot of good music, but none of it stuck with me. There have been times I'll load up the Senpou Forest just to stand still and listen to that super Final fantasy VIII, Uematsu type score for a half hour while I do other stuff. That track is wonderful and wins the category all on its own.
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