Sekiro: Shadows Die Twice Image

Universal acclaim - based on 76 Critic Reviews What's this?

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Generally favorable reviews- based on 3423 Ratings

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  • Summary: Your death won’t come easily. Enter the world of late 1500s Sengoku Japan; a brutal, bloody period of constant life-and-death conflict. As tensions rise, a compelling new story unfolds amongst the chaos. Introducing Sekiro: Shadows Die Twice, a dark and twisted new gameplay experienceYour death won’t come easily. Enter the world of late 1500s Sengoku Japan; a brutal, bloody period of constant life-and-death conflict. As tensions rise, a compelling new story unfolds amongst the chaos. Introducing Sekiro: Shadows Die Twice, a dark and twisted new gameplay experience developed by the renowned team at FromSoftware and published by Activision. Directed by Hidetaka Miyazaki, Sekiro: Shadows Die Twice is a third-person, action-adventure game with RPG elements. The single-player game puts players in the protagonist role of a hard-hearted warrior whose mission is to rescue his master, a young lord, and exact revenge on his arch nemesis. As “Sekiro,” or the “one-armed wolf,” players discover the many ways to strategically approach combat and engage enemies. [Activision] Expand
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Sekiro Headless Walkthrough: Boss Tips And Location Guide
Score distribution:
  1. Positive: 75 out of 76
  2. Mixed: 0 out of 76
  3. Negative: 1 out of 76
  1. Apr 28, 2019
    Though Sekiro feels impossibly hard at times, the level of euphoria you experience when delivering a death blow to a tricky boss or when you finally clear a castle grounds of all enemies is almost unparalleled.
  2. 95
    Untethered from the expectations that come with a Dark Souls or Bloodborne game, FromSoftware was able to create a game that maintains the studio's unique identity while allowing them to explore interesting new mechanics and ways of telling the story. Sekiro is challenging, but fair—a game with the goal of allowing the player to grow, rather than the avatar. It blends mechanics and narrative in a way that is too rare in games today, allowing for a deep level of immersion that begs for just one more clash of blades no matter how difficult the encounters get. Seeing each one to its bloody finish is well worth the trials it takes to get there.
  3. Mar 31, 2019
    Sekiro: Shadows Die Twice is an exhilarating journey that demands your full attention. Taking advantage of stealth and mastering its posture-based swordplay is immensely satisfying. Meanwhile, the wonderful, expansive world is a joy to explore thanks to intriguing design and the emphasis on grappling to new heights. Sekiro often feels daunting, leaving you bloodied and broken at its feet, but overcoming each challenge it throws your way fills you with a triumphant sense of accomplishment.
  4. Mar 21, 2019
    It’s a challenging journey through a weird and wondrous world that forces you to learn and master its punishing combat to succeed. However, the sweet thrill of victory keeps you pushing forward despite myriad disheartening deaths. Sekiro is one of the most difficult games I have ever played, but for those seeking adventure, exploration, and a truly realized ninja fantasy, the trek is worth the high demands.
  5. Mar 29, 2019
    Sekiro is From Software’s purest distillation of a game design philosophy that values skill-based combat and isn’t afraid to challenge the player at nearly every moment.
  6. Mar 25, 2019
    The orchestration of intense one-on-one boss encounters that truly test your mettle, and slower-paced stealth sections that let you take on battles at your own pace, is masterful. More so than in previous games, From Software has honed in on the inherent tension found in the challenging nature of its games, and uses it to incredible effect. Sekiro marries the developer's unique brand of gameplay with stealth action to deliver an experience that is as challenging as it is gratifying.
  7. Mar 27, 2019
    Its boss fights highlight the contrived lengths that FromSoftware has gone to in order to satisfy players’ thirst for difficulty.

See all 88 Critic Reviews

Score distribution:
  1. Mar 22, 2019
    I was definitely sure it would be a great game. From Software never fails. I took a few hours to play and that's what I expected. I am inI was definitely sure it would be a great game. From Software never fails. I took a few hours to play and that's what I expected. I am in heaven ! Everything is amazing.
    Great atmosphere, graphics and story. You can fell the soul of previous games. I was really missing this world a lot. Finally got it.
    Thank you FromSoftware once again ! You're the best in the world
  2. Jul 3, 2020
    a Great Game. Finally Fromsoftware got the Game of the Year Award.
    The Game is not too hard ,but also not too easy. Perfectly balanced. The
    a Great Game. Finally Fromsoftware got the Game of the Year Award.
    The Game is not too hard ,but also not too easy. Perfectly balanced. The graphics are nice the combat system is very innovative.
    Overall just a very good game.
    i didnt like some of the areas though.
    thats the most common mistake video game developer make. the dont design it in a way that it seems believable for the npcs to live there.

    so i would actually give this game a 9/10 ,because i dont like giving 10 out of ten cuz nothing is perfect. but i want the user score to get higher so i give 10 points.
  3. Apr 2, 2019
    Perfect balance, amazing fighting system, rich atmosphere make this game a pure brilliant
  4. May 3, 2020
    This review contains spoilers, click expand to view. I played this game so many hours in the last 3 days and i'm going for my fist review now.

    As a Dark Souls and Bloodborne-player I thought: Ok, this one will be though but I already have beaten the other FromSoftware-titles so i will be fine. I was so wrong. This game is so far the most difficult one. At least till now. I needed around 10-15 hours to fully understand everything new in this game. At least I can say after after all the learning (and of course dying) the combat is mostly awesome! Blocking in time with the sword to get through the enemy's defence is so much fun! Sekiro also looks so damn beautiful (at least for me who is interested in Japanese culture and history). Exploring the world is also cool.

    The one thing I don't like so far is, you can easily get one or two shot by some enemy's. Don't get me wrong it's ok that they are strong but sometimes you cant block in time after dodging them.

    There is another point which give me trouble so far: Dodging unblockable moves. I really love the mechanic. and it works quiet well vs. the "zombie-coach" but in fights against tough enemy's or bosses it's so hard to guess for which move they are going for. The time-gap is so damn little that i get hit by nearly every attack of those.

    Hopefully it's just me (and not the game) who needs to improve and get better, that i can give this game 10/10 points.


    So far, so good I think i did (and beat) everything possible in this game exept the final endboss (Ishiin).
    I indeed got better in this game after beating the first 2, 3 bosses i also got (at least a bit) better in dodging unblockable moves. I also realized the umbrella-tool helps a lot when it comes to this.
    The fast two-shotting was still a problem for me but i got used to it.
    So these problems got solved, unfortunately other things still bothered me.

    The first thing is the enemy-variety. It looks like From Software got really lazy at least when it comes to the minibosses in the game. It is really sad to see some of them multiple times in the game on non-special places... It's ok to face some big Samurais (they may belong to a noble-guard or something) but for the others it's really sad. I only count 2 unique minibosses (O Rin and the armored knight on the bridge).
    Second: The manifestation-enemys (or minibosses if you want). They are by far the worst thing in the whole game. 5 Headless and 3 Shishimen-warriors. NONE of them was not even nearly fun to fight! During the midgame i try to face them sometimes but I got killed instantly. So i faced them in lategame with full attackpower and health and they die very easy with no special tactics just hit them without pause with your "divined-konfetti-katana". I expected more from FromSoftware, than this ****

    At last i will come to the main-bosses in game. Also in this category they were a bit lazy. The most of them are really great in design, super-difficult and interesting like it should be. But some of them also got reused later in game like the Monk (for which i was really glad, the true monk was one of the best fights in the game), the headless ape (still creepy but kinda boring to fight in the second time) and also genichiro (which was too predictable).
    Talk about Genichiro, it's really hard to push myself to fight him in the end. Why? Because of 4 damn phases..... I immediately got annoyed after beat Phase one when I saw another 3 Phase-Points. Like I said before it's totally Ok when they are strong but i don't wanna fight one guy for 20 minutes! I'm a patiently person but also my patience is limited. I prefer one or two healthbars with a difficult moveset over this guy.

    So sadly I can't get higher than 8 points but let me tell you it was a really great and fun experience so far which is totally worth playing. But compared to Dark Souls it has not that high replay-potential i think.
  5. Mar 24, 2019
    Sekiro: Shadows Die Twice takes Hidetaka Miyazaki's signature world building and deliberate combat in an entirely new direction, ditching theSekiro: Shadows Die Twice takes Hidetaka Miyazaki's signature world building and deliberate combat in an entirely new direction, ditching the RPG aspects present in the Souls and Bloodborne franchises for a more plot focused action game. While some may be upset by this, the trademarks of a FromSoftware game that have lent themselves to the global acclaim attained by Miyazaki's prior works are present in this game, arguably at their strongest implementation so far.

    The vertical design of the world of Ashina allows for more in depth exploration than almost any other game, giving the player a variety of options for each encounter. Barge in, guns blazing, and mow down everyone who stands in your way? Sure. Want to sneak through the grass and stealthily take down hordes of enemies to prevent engaging the entire group? Absolutely. Use your grappling hook to soar between buildings and avoid confrontation all together? Sekiro allows that. Despite removing the RPG elements, the freedom of choice in how a player can tackle combat situations is more diverse than it's ever been. Freedom of movement also lends itself to this player agency, with the player's shinobi being able to parkour up walls, swing across canyons, and shimmy across cliff ledges.

    The death system is very well executed, to an extent. Too many revivals will cause any characters you've interacted with to fall ill with Dragonrot, preventing interaction with them until one returns to an Idol and heals the characters. The downside of Dragonrot rears its ugly head with the Unseen Aid mechanic: A random chance that the downsides of player death (losing half of the current experience and currency) will be avoided that decreases with each instance of Dragonrot caused. While a viable way to punish a player for abusing the revival mechanic, having this potentially grind-saving skill left up to random chance is sure to cause frustration with multiple players.

    In addition, some items crucial to boss battles are hard to come across and very limited in how many the game will allow a player to access. This can lead to increased frustration upon a failed boss attempt or misuse of an item.

    Sekiro: Shadows Die Twice is undoubtedly one of the best games of the current console generation. Yes, it's got flaws, but high paced combat, a gorgeous and well developed world, and versatile combat make it an experience that is not to be missed.
  6. Mar 29, 2019
    Pre-release promotion material and official change of genre somehow enwrapped me into believing that Sekiro might indeed be somethingPre-release promotion material and official change of genre somehow enwrapped me into believing that Sekiro might indeed be something different from Souls series. Thankfully it was an illusion: like predecessors, Sekiro is all about combat and exploration. Though not in classical ratio.

    The genre is ‘action-adventure’ now but there are some important remnants of RPGs. ‘Souls’ are now experience and money. Half of the both exp and money is irreversibly lost upon death. Exp goes into skill points needed to buy abilities: passive, conditional and active. Money is needed to trade and to upgrade prosthetic arm. Prosthetic arm is fitted with multiple tools that have numerous upgrades costing randomly dropped materials, so we can label prosthetic arm as a loose imitation of equipment progression. Character development simplified into two stats: vitalily, upgradeable by Prayer Beads found in the world, and attack power, increased upon defeating bosses. The last part is ‘healing gourd’ aka estus flask, serving and upgradeable in absolutely same manner as in DS2 and DS3. As you can see, aside from lacking of character builds, Sekiro is as RPG as DSs were RPGs (can DSs be called RPGs is another question), especially given the fact that Sekiro is still about that “think up the story yourself”, weird oddities and hidden pseudo quests.

    The problem is that the journey of taciturn shinobi Wolf in service of young lord Kuro, whose blood can bestow immortality, is plainly *less* that of any soulsborne game. It comes from two objective factors. First, and more crucial one, is limitation of the setting. It is totally understandable but still regrettable that feudal Japan, XVI age, cannot provide the same grandiose and contrast locations that purely fictional world can. I mean, typical Japanese castle filled with typical japanese houses? Snowy mountains leading to them? Grass fields? Sakuras? Too *plain*, especially compared to DS1. The only two locations that surprised me were Sunken Valley and Ashina Depths. And not because it was something unseen before, but because it was unexpected. The second factor is above mention lack of material gain in exploration. Prayer beads, gourd seeds, 8-9 tools and occasional story item is comprehensive list of worth finds. How much shorter is it compared to predecessors? (Well, note for the new players - it’s still better than countless generic text/audio logs or coins/vases/masks/ships/cups/..., which is somehow predominant gameplay device nowadays). But still, the world is seamless, big and beautiful, all in good old traditions. The ability to fall from high heights and hook oneself to distant cliffs is breathtaking. From Software was afraid to fail vertical level design but they managed it well. So is it worth exploring? Yes. Is it good? Yes. Is it the best? Not at all.

    Now for the funny part: combat. Let’s lay bare few bitter truths first: combat arts are useless, prosthetic tools are useless, stealth is a joke. By useless I mean low percentage of useful tools/arts, and complete unnecessity to use them. Stealth is helpful (especially as a first strike to mini-bosses) but secondary: if they removed it, no one would have noticed. It all comes down to deflections. You and your opponent have posture bars that is filled upon taking damage, guarding (blocking) or when your opponent timely guard your attack aka deflect. When enemy’s bar fills up shinobi is allowed to execute deathblow which instantly decacipate opponent (bosses requires several deathblows). When shinobi’s bar fills up he is stunned briefly. You still have your dodges but they will do you much less good than in DSs. Well, actually dodges is essential part of hit’n’run tactics to kill things (which is, by the way, the only path to success on higher difficulties) but my point is that deflections are the bliss. Miyazaki stated his intention was to capture the feel of "swords clashing" and it’s right here, just as he said. You attack and you deflect. Yes, it’s reflexes, yes, it’s QTE, like many player already drew comparison, but damn it’s beautiful. The feel is here and it's awesome. The mobility of Sekiro is awesome too. The great three (attack, deflect, dodge) creates a real martial flow.

    And yet we cannot toss this sad fact about Sekiro aside: most of the bosses are a reflex trainers. There are no strategic approaches, no use of head brains (unless you’re a hit'n’runner). From Software clearly intended to create a “difficult” game and wasn’t really creative about it. Some bosses are pumped with ridiculously high amount of posture/health and design of some of the others is outrightly horrible (hello, Long-arm Centipede Giraffe). The percent of useless mechanics in the game is unbecoming.

    Sekiro is “git gud” game. Exploration is still fun but locked behind reflex combat. Don’t try to be a Shadow unless it is exactly what you are looking for.
  7. Nov 30, 2020
    publicidad falsa, "sekiro: las sombras mueren dos veces" nisiquiera he terminado el tutorial y ya mori mas de dos veces sin nisiquiera poderpublicidad falsa, "sekiro: las sombras mueren dos veces" nisiquiera he terminado el tutorial y ya mori mas de dos veces sin nisiquiera poder entender quien es nuestro personaje ni de que se trata el juego Expand

See all 865 User Reviews


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