Two days later, Hutu arrived at Nebula Games' headquarters.

After confirming at the front desk, Hutu went straight to the conference room.

Hutu was quite looking forward to the upcoming plans.

When he got to the conference room, there were quite a few people besides him.

He looked around and saw that they were mostly core staff from Nebula Games' main studio.

This surprised Hutu, but also made him a little excited.

As he was thinking, the conference room door was pushed open.

Seeing Hutu in the conference room, Lucas smiled and nodded at him as he passed, then went to the head seat and turned on the projector.

Loading it from the computer, a concept art piece of Zack was projected onto the screen.

Under the moonlight, lush reeds like white snow fluttered in the wind. A ninja and a samurai stood facing each other in the reeds, their long swords reflecting the moonlight and each other's figures, filling the concept art with a hint of deadly tension.

Above the art, two characters were written: "Sekiro."

"Boss Lucas, is the new game ninja-themed? A stealth genre?" Anna asked with some curiosity.

After all, if the character is a ninja, it naturally brings to mind stealth-based gameplay.

"No, it's different from typical ninja-themed games. If anything, 'ninja' is just an identity," Lucas shook his head with a smile.

"If anything, this game should be a sword fighting style game, and the combat system is geared towards that," Lucas added, introducing Hutu to everyone.

"As for the genre, you can refer to Dark Souls and Bloodborne," Lucas said with a bright smile.

Hearing Lucas's words, everyone was stunned for a moment, and then completely shocked.

Dark Souls and Bloodborne?

So, this is it!?

"Don't be too surprised, it's just the concept for the map and story design. In Sekiro, the action system and the map design will be very different."

"At the same time, to give players a smoother, sword fighting style combat experience, this game will not have a stamina bar," Lucas said, highlighting key points.

Listening to Lucas, after a brief moment of surprise, everyone understood, but also felt a little bit of regret.

Without the stamina bar restriction, it looked like a very normal action game!

Seeing everyone's reactions, Lucas didn't say anything, but quietly opened the combat system design drafts.

......

Compared to Dark Souls and Bloodborne, Sekiro, as a Souls-like game, can be considered a culmination of the series.

In Dark Souls, for normal players, the game actually encourages defense, because shields yield the highest benefit for ordinary players. Many players even beat the game relying on shields.

Bloodborne discarded shields and replaced them with gun parries, which sped up the game's pace and increased player risk.

But in Sekiro, it's completely different. In Sekiro, players can also block, divided into normal blocks and perfect blocks.

It doesn't sound special, but the most crucial point is that Sekiro has a unique attribute: posture, or the torso bar.

Unlike the stamina bar in Dark Souls and Bloodborne, running and attacking are free in Sekiro.

The only thing to watch out for is the posture bar. A normal block will greatly increase the posture bar, and when the posture bar is almost full, you will be guard broken and enter a stunned state. A perfect block only slightly increases posture, and you won't be guard broken even when the bar is almost full.

And more importantly, bosses also have posture bars. When a boss's posture bar is filled, a killing blow will be triggered.

No matter how much health the boss has left, their current form will be instantly killed.

Therefore, in Dark Souls and Bloodborne, players must learn to manage their stamina, and with bosses, it's more about fighting and retreating.

In Sekiro, players don't need to worry about this, offering a more freeing experience. If you have enough skill, you can counter every move and fight the boss like a mad dog.

The game also has a very satisfying mechanic called "clashing swords."

When both players and the boss attack at the same time, it's like a cold weapon fight. Swords collide, making 'ding ding dong dong' sounds like blacksmithing.

In terms of core combat, although it's still a pattern-based turn-based style, the posture bar system truly makes players feel like they are in a sword-and-sorcery battle.

Adding to this, the game has a very unique background setting: the Dragon Heritage Shrine.

This allows players to have one resurrection chance during combat, thereby reducing the game's difficulty and increasing forgiveness.

And every time a boss is defeated with a killing blow, players gain some vitality. If this vitality is stored.

Then, in a boss battle, even if you are killed the first time by the boss, as long as you successfully defeat the boss's first phase and enter the second phase, you can revive once more.

This means a boss battle has three lives, which is very player-friendly.

If an ordinary player were to evaluate Sekiro without considering level design, combat system, or other content design, the most direct answer would be: satisfying.

The sparks from clashing weapons, the blacksmithing sounds during parries, and the intense and exciting boss battles.

Parry, clash, dodge, deflect, fall, revive, fight again.

Even death is a glorious and exhilarating death.

Of course, besides the core combat system, the game's combat gameplay content is also very impressive.

Unlike the vast array of weapons and classes in Bloodborne and Dark Souls, players only have a sword named Kusabimaru in this game. However, Sekiro introduces the prosthetic arm system.

Shuriken can be used for ranged attacks against fragile enemies and to destabilize airborne foes.

The axe can break shields, the umbrella can defend against powerful attacks, firecrackers can stun enemies, and a flamethrower is weak against fire...

These prosthetic arms can also be upgraded in the game, allowing for highly spectacular maneuvers when combined with the combat system.

Furthermore, players can learn different skill paths in the game.

The "Mortal Blade" to sever immortality, the "Senpo Arts" fist techniques, and the "Puppeteer Jutsu" to turn enemies into puppets after a stealth kill.

By using various prosthetic arms and skills in the game, the original 100% difficulty can be reduced to 70%.

In terms of combat gameplay, while Sekiro doesn't have the diverse build strategies of Dark Souls and Bloodborne, it is still very brainy.

If skill is lacking, wisdom will compensate.

(End of chapter)

---

Read +100 advanced chapters on my patre*n

patr eon.com/GustinaKamiya

---

Visit and read more novel to help us update chapter quickly. Thank you so much!

Report chapter

Use arrow keys (or A / D) to PREV/NEXT chapter