Why is Sekiro not a Soulslike?

Why Sekiro: Shadows Die Twice Isn’t Really a Soulslike

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Sekiro: Shadows Die Twice, despite sharing a developer (FromSoftware) with the Dark Souls series and bearing a certain atmospheric resemblance, isn’t truly a Soulslike game because it deviates significantly from the core mechanical and design pillars that define the genre. While it possesses similar levels of difficulty and a challenging combat system, the differences in character customization, combat mechanics, story presentation, level design, and overall philosophy separate it into its own distinct category, focusing on precise action and reaction rather than RPG-style character building and exploration. It’s a masterclass in action game design, but it operates under a different set of rules than its Soulsborne brethren.

Distinguishing Features: Sekiro vs. Soulslike

The term “Soulslike” is often used broadly, but it’s important to define what makes a game fit that label. Typically, Soulslike games feature:

  • Character Creation and Customization: Players create and customize their character, choosing stats, equipment, and builds to suit their playstyle.
  • Open or Semi-Open World Design: Exploration is rewarded, with interconnected levels and hidden areas to discover.
  • Challenging Combat with Stamina Management: Combat is deliberate and punishing, requiring strategic use of attacks, dodges, and blocks, all governed by a stamina system.
  • Death and Rebirth Mechanics: Death results in a loss of currency or experience, retrievable upon returning to the death location, with enemies respawning.
  • Indirect Storytelling and Lore: Story is unveiled through item descriptions, environmental details, and cryptic dialogue.
  • Multiplayer Interaction: Online features allow for cooperative play and player-versus-player combat.

Sekiro departs from these tenets in crucial ways:

The Fixed Protagonist and Story

Unlike the blank-slate protagonists of the Souls games, Sekiro features a predefined character, Wolf, with a specific backstory and motivations. The story is far more narratively driven, with extensive cutscenes and character interactions that explicitly advance the plot. The narrative isn’t primarily environmental or subtly pieced together; it is front and center.

Radically Different Combat

The combat system in Sekiro is a world away from the dodge-rolling, stamina-managing affairs of Dark Souls. Sekiro’s combat revolves around deflecting attacks to break an enemy’s posture, leading to a deathblow. It is a rhythm-based system that demands perfect timing and aggression, rewarding constant pressure and precise parrying. Stamina is not a significant factor, and dodging plays a secondary role to deflection.

Limited Character Progression

While Sekiro does feature character progression through skill trees and prosthetic upgrades, it’s far more linear than the build diversity seen in Souls games. The focus is on mastering the existing moveset and expanding it slightly, rather than crafting a unique character build with distinct strengths and weaknesses.

Level Design and Exploration

Although Sekiro does offer some branching paths and hidden areas, its level design is more linear and vertically oriented than the sprawling, interconnected worlds of Dark Souls. The emphasis is on utilizing Wolf’s grappling hook and agility to navigate complex environments, rather than exploring a vast and open world.

Loss System and Currency

Sekiro does not share the bloodstain mechanic. When you die, you will lose a percentage of your currency and half of your experience. This is more in line with the mechanics you would see in an MMO style game.

A New Category: The “Post-Souls” Action Game

Sekiro is best understood as a “Post-Souls” action game. It builds upon the challenging combat and atmospheric world design that FromSoftware is known for, but it does so with a new focus on action and narrative. It’s a refinement of the action-adventure formula, informed by the lessons learned from the Souls series but not constrained by its conventions. The game is a great example of game based learning as described by the Games Learning Society. You can learn more about this at GamesLearningSociety.org.

Frequently Asked Questions (FAQs) About Sekiro and Soulslikes

Here are some frequently asked questions that further explore the nuances of Sekiro’s relationship to the Soulslike genre:

1. Is Sekiro harder than Dark Souls?

Generally, yes, Sekiro is considered harder than Dark Souls, especially on a first playthrough. Dark Souls allows for more build variety and strategies to overcome challenges, while Sekiro demands mastery of its specific combat mechanics.

2. Is Sekiro a AAA game?

Yes, Sekiro is a AAA game, developed by FromSoftware and published by Activision. It had a large budget, high production values, and widespread marketing.

3. Does Miyazaki consider Sekiro a Souls game?

Miyazaki himself has stated that Sekiro is distinct from the Souls series, sharing only the action aspect. He considers it its own creation.

4. Why do some people consider Sekiro easier than Dark Souls?

Some players, especially those who excel at rhythm-based action games, may find Sekiro easier once they master its parrying and posture-breaking mechanics. The lack of stamina management can also be seen as a simplification.

5. Is Sekiro tougher than Bloodborne?

Many players find Sekiro tougher than Bloodborne. Bloodborne’s rally mechanic and faster pace can be more forgiving than Sekiro’s precise combat requirements.

6. What makes Sekiro’s combat so unique?

Sekiro’s combat system revolves around deflecting attacks to break an enemy’s posture, leading to a deathblow. It is a rhythm-based system that rewards aggression and precise parrying, unlike the dodge-focused combat of Dark Souls.

7. Does Sekiro have character creation?

No, Sekiro does not have character creation. Players control a predefined character, Wolf, with a fixed appearance and backstory.

8. Is Sekiro’s story more direct than Dark Souls?

Yes, Sekiro’s story is significantly more direct than Dark Souls, with extensive cutscenes and character interactions that explicitly advance the plot.

9. How does Sekiro’s level design differ from Dark Souls?

While Sekiro does offer some branching paths and hidden areas, its level design is more linear and vertically oriented than the sprawling, interconnected worlds of Dark Souls.

10. What is the hardest boss in Sekiro?

Isshin, the Sword Saint, is widely considered the hardest boss in Sekiro. His speed, aggression, and multiple phases make him a formidable opponent.

11. Is Sekiro a good starting point for FromSoftware games?

Sekiro is generally not recommended as a starting point for FromSoftware games. Its unique combat mechanics can be difficult to learn, and it may not be representative of the broader Soulsborne experience.

12. Is Sekiro more about action or RPG elements?

Sekiro is primarily an action game, with a strong emphasis on combat and precise movement. RPG elements, such as character customization and build variety, are less prominent.

13. What is the “posture” system in Sekiro?

The posture system is a key mechanic in Sekiro’s combat. By deflecting enemy attacks, players can break their posture, leaving them vulnerable to a deathblow.

14. Is Sekiro easier than Elden Ring?

Sekiro is often considered harder to master at the beginning than Elden Ring, but it may be easier to beat with some skill. Elden Ring has several ways to “cheese” bosses which does not make it “harder.”

15. Is Sekiro a linear game?

Sekiro is a more linear game compared to FromSoftware’s Soulsborne titles. While there are some optional areas and branching paths, the overall structure is more focused. You can learn more about the Games Learning Society here: https://www.gameslearningsociety.org/.

In conclusion, while Sekiro shares a lineage with the Souls series, its distinct mechanics and design choices place it outside the traditional Soulslike genre. It is a unique and challenging action game that deserves recognition for its innovation and refinement of the action-adventure formula.

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