It’s the same gameplay concept on a basic level, but that simply comes with the genre. I don’t think you could really change much more than they did without changing genres.
I mean, make no mistake, it is fundementally different in lots of ways, but in terms of what the engine needs to do to work, what the character needs to do, how the player interacts with the world, at those basic building block production points Sekiro is almost the same as Dark Souls, I so can agree there.
Sekiro can jump, climb, grapple and swim. Those kinds of more agile behaviors add a lot requirements and considerations to the engine and content makers.
Definitely, but I’m also agreeing that a hugely significant chunk of what they’d already accomplished could save time when moving on to Sekiro. They did of course have to work on the engine and new mechanics as well, but it was far from starting from scratch.
I love the Dark Souls games. I use two moves in those games: swing big sword, dodge.
In Sekiro, there were many more moves I was forced to use, with precise timing, and split second reads to know which moves I needed to use. My aging brain cannot do that. So I didn’t enjoy Sekiro.
There is an art to parrying. It’s a deep rabbithole with parrying frames, different weapons being better or worse, and a lot of practice. Parrying in Sekiro is way different than souls parry
It looks fun as hell if you can get it down, but it was just too difficult for me. I really didn’t enjoy dying repeatedly until I figured out the rhythm. The other soulsborne games felt more fair somehow, and often give you a way to make the boss fights significantly easier.
There’s a candy you can use to reduce posture damage so you can start out just holding block instead of trying to parry. That can make learning attacks and timings much easier.
Almost every mini boss can be backstabbed
Most can be made much easier with the right prosthetic tool
Well, it’s still the same as Dark Souls. Engine wise, it’s the same. Someone who made models for Souls, can make models for Sekiro. The debugging tooling is the same, etc etc.
The best example of this is actually Armored Core. They used their engine again, yet the game obviously plays different than anything else they released. And yet, it’s the same techstack, the same engine and the same programmers. Nothing changed.
Compare that to the jump from Oblivion to Skyrim, the engine is no longer recognizable. The models need to be of a very different quality. Etc etc.
The mechanics are pretty different. Grappling (both terrain and enemies), high vertical jumping, less equipment (but strong diverse builds) and very different combat mechanics with deathblows.
I don’t know if it could be much different without literally changing genres.
They also had great success with Sekiro, which was (and still is) very different from their other titles.
It’s still the same engine and general gameplay concept though. The combat was the big difference.
It’s the same gameplay concept on a basic level, but that simply comes with the genre. I don’t think you could really change much more than they did without changing genres.
It really isn’t except it has a decent and intelligible story
I mean, make no mistake, it is fundementally different in lots of ways, but in terms of what the engine needs to do to work, what the character needs to do, how the player interacts with the world, at those basic building block production points Sekiro is almost the same as Dark Souls, I so can agree there.
Sekiro can jump, climb, grapple and swim. Those kinds of more agile behaviors add a lot requirements and considerations to the engine and content makers.
Definitely, but I’m also agreeing that a hugely significant chunk of what they’d already accomplished could save time when moving on to Sekiro. They did of course have to work on the engine and new mechanics as well, but it was far from starting from scratch.
I love the Dark Souls games. I use two moves in those games: swing big sword, dodge.
In Sekiro, there were many more moves I was forced to use, with precise timing, and split second reads to know which moves I needed to use. My aging brain cannot do that. So I didn’t enjoy Sekiro.
You’re only forced to use one move: parry. The moves you can’t parry, you just dodge. You can finish the game just with that.
Give it a try again! Sekiro is a rhythm game, and when it clicks, the combat becomes one of the most fun of all FromSoft games.
I used parry on like 2 bosses across 3 Dark Souls games. And each time it was a pain in the arse.
There is an art to parrying. It’s a deep rabbithole with parrying frames, different weapons being better or worse, and a lot of practice. Parrying in Sekiro is way different than souls parry
It looks fun as hell if you can get it down, but it was just too difficult for me. I really didn’t enjoy dying repeatedly until I figured out the rhythm. The other soulsborne games felt more fair somehow, and often give you a way to make the boss fights significantly easier.
There’s a candy you can use to reduce posture damage so you can start out just holding block instead of trying to parry. That can make learning attacks and timings much easier.
Almost every mini boss can be backstabbed
Most can be made much easier with the right prosthetic tool
Consider giving it another shot someday!
Well, it’s still the same as Dark Souls. Engine wise, it’s the same. Someone who made models for Souls, can make models for Sekiro. The debugging tooling is the same, etc etc.
The best example of this is actually Armored Core. They used their engine again, yet the game obviously plays different than anything else they released. And yet, it’s the same techstack, the same engine and the same programmers. Nothing changed.
Compare that to the jump from Oblivion to Skyrim, the engine is no longer recognizable. The models need to be of a very different quality. Etc etc.
The mechanics are pretty different. Grappling (both terrain and enemies), high vertical jumping, less equipment (but strong diverse builds) and very different combat mechanics with deathblows.
I don’t know if it could be much different without literally changing genres.