Miyazaki is proud that the players are applying what they learned in Sekiro to real life. Sekiro: Shadows Die Twice She was selected as the best match of the year at the gala Game Awards presented by Geoff Kighley. The biggest Software game we know so far, is a real challenge for players.
Even specialists in other company games like Dark souls or Bloodborne has had to reboot to tackle the style of direct combat, rhythm and quest where fighting for player skill and persistence is more evident than ever. This has made eliminating Sekiro: Shadows Die Twice a real success for many, that persistence and the ability to give up may be applied to other aspects of daily life.
On this subject I spoke to a brother-in-law Gamespot a few weeks ago at a recent awards ceremony. During the interview Tamoor Hussain, to handle the same question:How do you feel about knowing that people play Sekiro and overcome the challenges of the game, gain strength for themselves and take them to real life?".
"This is something I'm really excited about, I'm really excited to hear. I usually don't play games to teach something to the player. However, as someone who focuses on his game design philosophy around this idea of a player who feels happy and overcomes challenges, hearing that players take valuable lessons from this is one of the best recommendations I can get. It is very encouraging. ” replies the old Japanese.
After this answer, Hussain did not hesitate to ask Hidetaka Miyazaki what part of the game he was proud of. “Personally, I can't help getting points for improvement, which may be the reason why I haven't thought about this. Needless to say, I'm proud of Sekiro, simply unable to decide for myself which parts I'm most proud of. However, One thing I can say for sure is that we feel very proud when we hear about players applying what they have learned about our games in their real life. ”, Miyazaki concludes
Apart from having one character, Sekiro: Shadows Die Twice It's a game from Software where you are a real protagonist, more than ever. This is thanks to, in principle, its fast-paced, harmonious, addictive and rhythmic system where the player and his skill are everything.
It is true that the game gives you different skills and new equipment that will help you improve on the adventure, in fact what they do is put you on the same level of new enemies coming at you, leaving everything in your hands. Do you a courageous, honest, and unjust decision These days it becomes a challenge for a player when everything is in their hands and it seems to me that this is the right thing to be rewarded for.
An intolerable update
The combat system from the Software you brought along with Demon & # 39; s Souls is in its own right not only for reference, but in some form, many games copied the style or the characters at some of their points, but the fact is that, especially after Dark III's delivery, the system started to be "brown" ". It is true that Bloodborne knew how to give it a different touch, inviting the player to put themselves at increased risk, but, in fact, it was the same.
In turn Sekiro: Shadows Die Twice you put everything into a block, using new meters that make the enemy's life no longer necessary and that you want to get tired, or at the right time to get rid of it. Without a doubt, the rhythm program is more, and more realistic the best thing that has happened to action video games in the last 10 years.