Tumgik
#shadows die twice
Text
4 Types of Soulsborne Bosses
1. Giant Beast
2. Giant Beast with sword
3. Ancient Supreme Power: Destroyer of Worlds (easier than you think)
4. Some Dude w/ weapon (will kill you a thousand times before you figure out how to get them to half-health)
992 notes · View notes
ami-fly · 10 months
Text
Tumblr media
123 notes · View notes
butbabeitsnotreal · 9 months
Text
Tumblr media Tumblr media Tumblr media Tumblr media
sekiro: shadows die twice
89 notes · View notes
johnlocsin-johnyakuza · 4 months
Text
Find yourself a girl that loves you the same way Genichiro loves Ashina
20 notes · View notes
almarockero · 1 year
Text
Tumblr media
98 notes · View notes
setzeri · 2 years
Text
Tumblr media
Tomoe receives the ill news.
303 notes · View notes
parasitehead · 2 years
Photo
Tumblr media Tumblr media
Sekiro gifs ▸ [15/∞] ⟶ Hirata Estate
87 notes · View notes
Text
Welp I just beaten sekiro for the last time. Beat every boss, heard every dialogue, watch every ending and if there is one thin I can say is:
*cries*
3 notes · View notes
pattern-53-enfield · 1 year
Text
3 out of 4 endings achieved for Sekiro, and the Shura one was one of the grimmest things I've had to do in a game, just utterly hopeless.
Onwards to the apparently super-complicated "true" ending.
7 notes · View notes
sad-trademark · 2 years
Text
Tumblr media
33 notes · View notes
mr-fent · 1 year
Text
One thing I've noticed in playing some games with the soulslike tag is how unlike Dark Souls they are. So many of them seem to believe that the selling point of Dark Souls is the combat mechanics, which ends up reducing these games to simple action/hack and slash titles with a stamina bar, and a dodge/block/parry mechanic. With only these elements, The Legend of Zelda: Breath of the Wild, is a soulslike, yet that isn't the simple defining factor.
What sets Dark Souls, and other FromSoftware games apart from the copycats (aside from the more refined formula), is the leveling system. The loss of EXP on death unless you reclaim before dying again, EXP being currency for shops. These are the elements that make a game get the tag of soulslike. But no soulslike ever accurately accounts for why that loss adds to the difficulty. Dark Souls has heavy RPG elements, with regards to stats and metagaming for certain builds. Most soulslikes omit this aspect of the game. Opting for a preset character with a limited pool of ability upgrades. They account for the EXP mechanic by just making each upgrade, or any item in the shop, prohibitively expensive.
Story wise, most soulslikes also miss the mark. These games feel like they're made by the people who skip the dialogue and cutscenes, then complain the story was too esoteric. Usually soulslikes lack any story at all, and as a result, never inform players of key gameplay mechanics, because they can claim it's "environmental storytelling". I recently played Mortal Shell, where the start of the game gives you zero information about why anything is happening. There is no indication of where to go from the start. Dark Souls practically holds your hand in it's starting area compared to most soulslikes.
Difficulty wise, many soulslikes end up severely unbalanced because they don't have difficulty and level scaling over a 50+ hour play time, so they usually just set the difficulty from the beginning, meaning these games end up with absolutely punishing early games, but pitifully easy endgames. There's no comfortable difficulty level of having a fair challenge, because nothing scales.
I also fail to understand why the design philosophy for soulslikes is to cram the Dark Souls experience into as small a package as possible, and subscribing to the design philosophy of Dark Souls II: Scholar of the First Sin, which is to say, "fuck it, put enemies everywhere. Then maybe they won't notice how short the area really is." The lack of an estus equivalent (or the lack of any information that makes it easy to miss said estus equivalent) is also baffling, since without fail, all of these games have items reminiscent of life gems. Another thing in Dark Souls II that fans hated.
There are also a lot of cheap difficulty tricks. Mortal Shell put a bear trap in front of the heal/level up NPC once, and it was not there when I died and returned. Mortal Shell also has an ability you can unlock that occasionally causes a poison cloud on a riposte. It seems to only poison the player, and with the longest poison cool down in the game it seems. Why? Why do so many of these games feel the need to have the artificial difficulty that Dark Souls was accused of having.
13 notes · View notes
educationaldm · 11 months
Text
youtube
Armour Expert, Tobias Capwell, analyzes arms and armor from videogames.
2 notes · View notes
kotokanai · 2 years
Text
isshin ashina sketch (sekiro)
Tumblr media
16 notes · View notes
johnlocsin-johnyakuza · 7 months
Text
Finally, The Dual I always wanted.
youtube
7 notes · View notes
yunglence · 1 year
Text
Tumblr media
Sekiro Sketches (2022)
[Study]
3 notes · View notes
kaneda18 · 1 year
Text
Trails of blood in Sekiro and wondering about Monster Hunter style weapon swapping in Soulsborne
Tumblr media
View On WordPress
2 notes · View notes