As the wave of Sekiro trailers began, more and more players noticed the game.

Later, on the official website, Lucas and Nebula Games successively released new information.

The game title and store page went live: "Sekiro: Shadows Die Twice."

Players could use a variety of prosthetic arm tools to aid in combat, such as shuriken, axes, and firecrackers…

In addition, the game's concept art was also revealed, including Ashina Castle, Senpou Temple, the Waterfowl Village, the Divine Realm, and more…

With more and more information revealed, some of the game's mechanics, combined with the trailers, were not too secretive, even though Lucas hadn't explicitly stated them on the official website.

"Is this Boss Lucas's first action game? It looks so intense!"

"What do you mean first? What about Monster Hunter: World, Dark Souls, and Bloodborne? Were they eaten?"

"Monster Hunter is debatable, but aren't Dark Souls and Bloodborne more focused on exploration and RPG elements?"

"Speaking of which, does anyone else feel a sense of déjà vu? Is it just me, or does this game look a bit like a Souls game?"

"You're overthinking it, the style looks completely different from Souls games!"

"Exactly, based on the trailers and information, Sekiro: Shadows Die Twice clearly leans towards action. And the wolf in the game can jump on the spot. Can't the Undying, Hunters, or the Blue Star jump?"

"That makes a lot of sense!"

"Of course, that's how it is. Don't just assume it's a Souls game because you see a large monster. And haven't you seen that the protagonist in the game can revive on the spot? This further lowers the game's difficulty, I think the gameplay should lean towards executing combos."

"Right, right. Did you guys notice a detail? Sekiro: Shadows Die Twice doesn't support brainwave controllers."

"It really doesn't!"

"But if it leans towards the combo execution experience of a fighting game, that's actually pretty hardcore!"

"Indeed, purely action games, in my opinion, are actually the most hardcore."

"What's the big deal? Can't you just choose easy difficulty? And you can just watch videos of pros playing for fancy moves. Can't we just clear the game with normal attacks?"

"That's true! Anyway, I've pre-ordered Sekiro: Shadows Die Twice on the easiest difficulty."

As the promotion for Sekiro: Shadows Die Twice spread, players' discussions also grew.

Initially, many players were indeed skeptical about this game, after all, Boss Lucas had a history of too many surprises.

However, soon with the rational analysis of some so-called "smartypants," many players felt a sense of realization – that they were right!

The main reason for this was that Sekiro: Shadows Die Twice was too unique.

If players could see the in-game map design, such as the locations of Sculptor's Idols and monster distribution, they would immediately understand that this game was by no means simple.

But the key was that only combat content and sword-fighting demos had been revealed to the public so far.

This created a peculiar illusion for players, that this might be a purely action game.

Coupled with the promotion by many "smartypants," this led players to believe that Sekiro: Shadows Die Twice might be hardcore on higher difficulties, but it should be a cakewalk on lower difficulties.

While waiting for Sekiro: Shadows Die Twice, many players, while anticipating it, were also looking for similar games.

However, they all returned empty-handed. There really was no game on the market that captured the feeling of "deflecting" shown in Sekiro: Shadows Die Twice's trailers.

But what was interesting was that players who returned empty-handed inadvertently boosted the popularity of some "war mowing" themed games.

After all, if you can't deflect, then cutting down enemies is the next best thing, right?

Many players felt that Sekiro: Shadows Die Twice was purely an action game.

And if action games are hardcore on high difficulty, then they are a walk in the park on low difficulty, right?

So, on lower difficulties in Sekiro, it would definitely be a game of flashy sword play and monster slaughter, no question!

Countless players held this assumption until the game was officially released.

.........

"Ben, it's time, it's time." In the Nebula World, seeing that the time was approaching when Sekiro: Shadows Die Twice would unlock, Zack quickly called Ben via voice chat to remind him.

"You don't need to tell me, I've been waiting! But why is Sekiro: Shadows Die Twice different from previous games, it doesn't support brainwave controllers this time." Ben seemed a little puzzled.

When Detroit: Become Human first launched, he wasn't very used to this new control device.

But now, with many game developers' major titles supporting brainwave control, he felt it was quite convenient and comfortable when used alongside traditional controllers.

It was therefore strange to him that Sekiro: Shadows Die Twice didn't support it this time.

This was clearly intentional by Nebula Games. As one of the earliest companies to support this control mode, Nebula Games had no technical issues.

"Does this even need to be asked? Didn't some experts analyze it online? Sekiro will be an action game, and with this type of action game, it's difficult to perform advanced maneuvers using brainwave control." Zack didn't think too much about it.

In fact, this was also the main reason why many players thought Sekiro: Shadows Die Twice would be an action game.

Because action games consider combo execution and chaining, and they differ from traditional games, the level of detail in action games is usually measured in frames. Therefore, they are more suited to traditional controllers.

"But I don't think it matters much to us." Ben said with self-awareness.

"Of course, we're going for the lowest difficulty!" Zack replied with a smile.

Challenge?

Why bother with challenges when mowing down enemies is so satisfying!

For the first playthrough, just breeze through the story. In the second playthrough, we can research different strategies for more advanced challenges.

If it's too difficult, then we'll just watch videos and achieve goals mentally.

If our hands can't perform fancy moves, can't our minds come up with them?

Zack had already planned it out.

The two chatted happily for a bit, and soon it was time for the game to unlock.

The first thing that caught their eye was the Nebula Games logo.

'Rustle…'

Next, a gust of wind could be heard.

The game screen gradually appeared before their eyes, and at the same time, a deep, aged male voice came through their ears.

(End of chapter)

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