Sekiro is great; I'm the one who sucks
I’m convinced that somewhere out there, the perfect Sekiro player must exist. A sword-swinging demigod trapped in a world of hapless chuds, this mythical beast’s reaction times are eminently exquisite, their sense of when to strike superb. In their day-to-day life, milquetoast millions walk past them, unaware that a shinobi mastermind moves in their midst, brain and hands perfectly equipped to bring down a horde of evil samurai with a series of perfectly timed parries and strikes.
I am not this person. When it comes to Sekiro: Shadows Die Twice—the latest exercise in compulsive frustration from From Software, the same team that brought you such controller-crushing masterpieces as that bit with the goddamn ghost archers from Dark Souls III—I, to put it bluntly, absolutely fucking suck.
This is not a novel feeling when subjecting oneself to From’s output, especially in the early going. These are, after all, the people who made Dark Souls, the game that more-or-less single-handedly redefined a lot of people’s expectations of what a “hard” video game should be. (And then continued to tweak that expectation upward with each subsequent title.) Each of the company’s action-RPG epics (Dark Souls and its various sequels, plus Victorian-Lovecraftian werewolf delight Bloodborne) have come with a mandatory re-calibration period, forcing players to get in tune with the particular flow of each game’s combat. But Sekiro doesn’t just ask that you get on-board with its peculiar rhythms, rooted as they are in breaking your opponent’s balance with relentless but well-timed strikes. (This might be the most metal video game about posture ever made.) No, it absolutely demands it, with a rigor that borders on, and often outright bleeds into, the territory of maddening frustration.
What’s funny about these friction points is that they only really kick in when the game demands a fair fight, which it—blessedly—almost never does. Rather than the plodding knights and wizards of From’s earlier games, Sekiro drops you into the tabi of one of those historical masters of the dirty trick, a disgraced Japanese ninja by the name of Wolf. Instead of cautiously advancing down a series of corridors, shield in hand, waiting for the next skeleton to come spinning out of the darkness, Wolf takes the initiative and, he’s kind of a dick about it. His arsenal of nastiness includes sprinting up walls, tossing sand in his enemies’ eyes, and shanking the hell out of anybody dumb enough to let him get close to their back. Not even (most of) the game’s bosses are immune to his Nixonian bag of tricks; the majority of Sekiro’s boss arenas are set up for skulking, allowing you to get the drop on an enemy general and immediately shave off fully half their life bar in one riotous shower of blood. Between these stealth elements, and the unprecedented freedom of movement on display—my jaw dropped when an enemy knocked me into water, and, instead of sinking like a rock with a bitterly mocking “You Died,” I simply started swimming, of all things—Sekiro is at its most infectious as it encourages you to find your own path through its sprawling, vertiginous levels.