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YOUTUBE LINK: https://www.youtube.com/watch?v=6svs5J1NWc8

Hey folks!

So there's been a raging discussion online about the difficulty of Sekiro, the idea of adding an easy mode, and how we should just let developers make the game they want.

I found the whole thing a bit funny so instead of turning off Twitter and Reddit I filmed and edited an episode of Bonus Level with my thoughts on the matter. Or really, my thoughts on how people should use this moment to gain some wider perspective.

Hope you enjoy! New videos from GDC coming soon by the way, keep your eyes peeled

/ runs back to editing

Danny

Files

Sekiro, Difficulty & the Importance of Perspective (Noclip Bonus Level)

Could Sekiro benefit from an easy mode? Does increased accessibility put the developer's creative vision at risk? Perhaps the truth isn't a matter of fact, but a matter of perspective. Access more videos: https://www.patreon.com/noclip Check out our new website here: https://www.noclip.video Buy merch here: https://store.noclip.video

Comments

Hillfort Games

The issue i have with sekiro`s difficulty isnt much to do with learning the game and getting good at it, but with the couple of bosses which arent really a natural progression in the game`s design of the difficulty. The guardian Apes are the best example. I spent three days learning how to fight that thing because it`s moves, tactics and style was just so out of place that i felt like i was playing a different game. When i did finally beat it, i didnt feel the same achievement as i had with other bosses at all. It frankly just wasnt fun to fight or beat, i just wanted to move on and get back to the game I had put 30 hours into already. To my dismay, the very next boss i ran into was the exact same ape in a different variation and ive yet to go back to the game- i probably wont either. To me, a boss is suposed to be a culmination of everything you have learnt- that was something i got all the way through Bloodborne and Souls but not so much in Sekiro. So i guess, its less to do with being hard, and more to do with the curve into it because after bosses like the guardian ape, i went back to the normal mobs and minibosses littered around and i had pretty much forgotten how to play the game because of how frangmented and different that specific boss felt. It just feels like there is more of that in this one more than the other souls games. That and the boring busy work of having to run from point A-B to get to the bosses over and over again while youre trying to learn doesnt add to the game. I love the game outside of the few bosses which just feel out of place.

killerpancake illustration

Really appreciate this and hoping conversations get more chill and productive in the future. 💕

ILoveATitleDrop

To be honest? I'd completely disagree with your assessment of the guardian ape battles. If only because I think those battles teach you to 1) make use of proper sideways jumps and dodges and 2) reinforces the fact that damn near every attack can actually be deflected - even those that don't use blades.

ILoveATitleDrop

Note that both of those lessons are ones that come in really handy for the follow-up fights later in the game, where enemies will punish you for dodging straight back instead of fighting in the full 3D plane and for panicking when faced with new types of attacks that you decide not to deflect. All in all I found that the frustrating parts of the game came when I didn't want to use the full range of tools the game gave me to deal with the challenge. If I got too blinkered? That's when the dragonrot would spread like wildfire