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Sekiro: Shadows Die Twice (new From Software game)

Vaarna_Aarne

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We gonna get Metal Wolf Chaos in there though. Maybe it's a matter of time now.
Metal Wolf Chaos remaster is outsourced to Devolver tho.

But Miyazaki has said several times in the past two years after Dark Souls 3's release that 1) they are working on three games right now, one of which is Armored Core 6 (the other two are Sekiro and the Sony VR game with a weird name), 2) he's planning on working on Armored Core games and other games instead of Souls from now on. Last December when they had this Armored Core anniversary stream event From's marketing manager told people to just wait a little longer before they're ready to reveal anything. Which probs means somewhere around next December or early 2019 when Sekiro production starts to wrap up.
 

Damned Registrations

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We gonna get Metal Wolf Chaos in there though. Maybe it's a matter of time now.
Metal Wolf Chaos remaster is outsourced to Devolver tho.

But Miyazaki has said several times in the past two years after Dark Souls 3's release that 1) they are working on three games right now, one of which is Armored Core 6 (the other two are Sekiro and the Sony VR game with a weird name), 2) he's planning on working on Armored Core games and other games instead of Souls from now on. Last December when they had this Armored Core anniversary stream event From's marketing manager told people to just wait a little longer before they're ready to reveal anything. Which probs means somewhere around next December or early 2019 when Sekiro production starts to wrap up.
It can come out much sooner if it's another mobile game.

They were cranking those games out every year for a long while there. They really shat the bed after the move to the PS3. Should have doubled down on 4's style instead of branching off into mobile games and reinventing the wheel for 5. I'd imagine multiplatforming between those two consoles was painful as well, if they were doing that they should have thrown in PC as well.
 

Vaarna_Aarne

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While I agree that For Answer is hands down the best Armored Core game any day, I will say that Verdict Day is a solid runner-up. I suppose V is better than 4 too, albeit a big part in that is that 4 was in many ways just a preview for For Answer so it had a lot less meat on its bones, and while V too was a preview for Verdict Day it had just a tiny bit more and its mission design was better than 4's.


Also personally I figure the main thing is really just wanting to make another big jump in graphics and probably something like big seamless maps instead of strictly instanced missions (particularly because everyone always gave From crap for Armored Core games being "substandard" in terms of graphics). The series has never been anywhere near as popular as Souls turned out to be (much less outside of Japan), so I figure the real "harm" for the franchise in this regard has really been that needs of the DS trilogy and subsequent upped production standards for From. I doubt the mobile games really accounted for anything in regard since they were really just ports of extant games.

As for the PC thing, that's probably just how it's only been very recently that Japanese haven't really seen PC as a platform of any note, they did have to get armwrenched into making a Dark Souls port for PC nearly a year after original release. From what I understand, until last few years PCs were rare among Japanese (and Japanese studios for the most part focus on the home market first, dirty foreigners second), and there was a stereotype that PCs were solely for eroge. Dark Souls was the game that actually changed this for the Japanese, since turns out there is money for this. Before that, like say with For Answer, you go tell those Japs that they should port to PC and they'd think you're insane.
 

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To be fair, giving you your shield in a room just beside a long hallway with an archer at the end was pretty fucking heavy handed. But it also cheerfully crushes you to death with a giant bowling ball because you didn't look up the stairs. I want more of the latter, less of the former. Instead of a dude with a weak bow and a nearby shield, the shield should have been far away, and it should have been a deadly arrow trap that kills you if you didn't block or avoid it. Souls games are at their best when they're making you feel like an idiot for failing or a genius for succeeding, not this mediocrity shit.
 

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As far as the AC series goes, I didn't get a chance to play 5 or it's sequel much, but my complaint on that front isn't that it's a bad game, but rather that it was a bad time to change things so much. Like they did some crazy mechanical changes from 3 to 4 because it was a new console and they had to redo the engine and graphics anyways, that made sense. Doing that again when they could have done another game like 4 with most of the same assets for much cheaper was a dumb move. AC3 had like, 5 fucking sequels and I didn't even mind because the only thing you want when you finish a good game is to be able to forget it and play it again.
 

Vaarna_Aarne

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I guess it really depends on what sort of definition for dumb it is. I personally figure the real reason for the change is probably either that Naoyuki Tanahashi wanted to make a different kind of mecha sim than what Miyazaki did with 4 and For Answer, or alternatively that because it's a niche franchise the risk was seen as necessary for the off-chance of making better sales. From the perspective of For Answer being the best mecha sim ever I'd say yea it's dumb to build on top of that and take it higher. But on the other hand I have to consider that For Answer probably didn't sell all that much (in fact, the only numbers I know of suggest that For Answer for a total bomb, selling a tenth of what AC4 did outside of Japan) because mecha games are not in demand, especially at the time it was published.

EDIT: According to Siliconera the Japanese release of V also sold five times as much as 4 did in its first week, so that's probably something too.
 

Vaarna_Aarne

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Dark Souls was the game that actually changed this for the Japanese

I think what first changed it was Final Fantasy VII back in the day, I'm not sure there were any PC ports of Jap games before that.
Nah that's just an anomaly really, Dark Souls was the one that actually set the ball rolling on the current wave of PC ports and Steam releases for Japanese games after decades of essentially nothing from the Japanese dev end. The other big one was Valkyria Chronicles, which got a PC port *six* years after its original PS3 release which then turned out to become the biggest seller on Steam when the port came out. One can look up articles with a bunch of people involved in the localization industry for Japanese games talking about how it's only been in the very recent years that the idea isn't just brushed off instantly in Japan to port to PC, or not having to explain to Japanese suits what exactly is this strange and mysterious "Suteemu" no one in the room has ever heard of before. But now because ports have proved to bring in money (even for games where the console release outside of Japan would be only barely worth it or not worth it all) contrary to the long-held Japanese preconception, they're going in whole hog with Sega for example porting their backlog to PC by the bucketload and others following suit.

EDIT: Again, it needs to be pointed out, From didn't even consider a PC port of Dark Souls until Namco got a gigantic online petition for one.
 

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One can look up articles with a bunch of people involved in the localization industry for Japanese games talking about how it's only been in the very recent years that the idea isn't just brushed off instantly in Japan to port to PC

Gonna take your word for it. This begs the question tho what made them so blind to the PC potential. Because on the surface it seems extremely dumb to snub the PC market for decades. Like, do Jap corporations hate money or what?
 

Big Wrangle

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The PC gaming scene in Japan has been rather small, hence the lack of attention. Over time, however, overseas sales started to matter more. In many instances games make more money outside Japan. It's a slow as fuck decision, but that's the gist of it.
 

Lutte

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The PC gaming scene in Japan has been rather small, hence the lack of attention. Over time, however, overseas sales started to matter more. In many instances games make more money outside Japan. It's a slow as fuck decision, but that's the gist of it.
To a certain extent, home consoles have kept losing ground over handhelds too. It's what living in a country where your average prole lives in a tiny rabbit cage does to people. That plus their lack of free time and desire to game while using public transportation makes mobile gaming in general very big.
http://www.pushsquare.com/news/2018/01/japanese_sales_charts_ps4_outsells_switch_two_weeks_in_a_row
Nintendo making a home console/handheld hybrid was their best business decision ever when it comes to their home market.

Also lol@vita still actually selling anything.
 

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https://www.gameinformer.com/previe...g-from-software-title-isnt-another-souls-game

Sekiro: Shadows Die Twice

Why The Upcoming From Software Title Isn't Another Souls Game

by Derek Swinhart on Jun 16, 2018 at 10:59 AM
Publisher: Activision
Developer: From Software
Release: Early 2019
Rating: Rating Pending
Platform: PlayStation 4, Xbox One, PC

Sekiro is a major departure from what has been seen in From Software's Souls series, and mastermind Hidetaka Miyazaki's next game is not just Bloodborne or Dark Souls set in feudal Japan. There are a number of reasons why this is the case, and you can expect to find something different compared to previous titles using the Souls formula. Lets take a look at 10 things we noticed about Sekiro that separate it from the other Souls games and how these changes could help Shadows Die Twice entice new players and old fans alike.

The info was assembled from a variety of interviews and hands-off demos from around the industry during E3, including Polygon, Digital Trends, Gamesradar, and PCgamer.

1. A Jump Button:
None of the games in the Souls series feature a jump button, and the only way a player can go airborne is to sprint and leap together. It is unwieldy, imprecise, and frustrating, and the world is not designed with verticality in mind outside of ladders and elevators. The rare "platforming sections" in the Souls games are the weakest parts of the series. Sekiro has a dedicated jump, which is used to traverse the world, dodge enemy attacks, and explore the more varied level design.

2. A Grapple:
Sekiro features a grapple mechanic that is used to pull yourself quickly and closer to enemies for attacks, and to have more freedom to explore the world. The grapple, mixed with the ability to jump, makes the act of traversing feudal Japan in Sekiro different from anything you experience in a Souls game.

sekiro8.jpg

3. Stealth Mechanics:
The closest you get to stealth in a Souls game is slowly trudging up behind an enemy and getting a backstab in. Sekiro has dedicated stealth mechanics, such as crouching in tall grass, silent kills from hidden areas or rooftops, and sidling up against walls for cover. Players can slowly take out weaker enemies one-by-one before engaging larger, tougher enemies in combat.

sekiro6%20%281%29.jpg

4. No Stats Or Classes:
In Sekiro you are a set character, and have no stats to manipulate or classes to pick from. The game is designed around being a Shinobi in feudal Japan, and From Software has designed the world and weapons to fit that character. With stealth, traversal and swordplay all major parts of the game, focusing on being a ninja is the only option in Sekiro. From Software has stated there may be some replacement for stats but it won't be anything like what has been previously seen in their Souls games.

5. No Other Weapons, Only The 'Shinobi Prosthetic':
While Players have access to a number of options and gadgets, the only main weapon at this time is the katana mixed with your prosthetic limb. The focus is on perfecting your skill with the sword and utilizing gadgets to buff your blade or change up your playstyle. The limb offers a number of options, such as a limited block ability, an axe that can break enemy defenses, or firecrackers to stun your opponents. The gadgets can be mixed with your weapon, like using the firecrackers to light the katana on fire. The prosthetic arm used to activate them looks like the closest analogue to trick weapons in Bloodborne.

sekiro5%20%281%29.jpg

6. No Armor:
A new departure will be that no extra armor can be found, in line with the theme of being a ninja and cutting out the RPG elements. From Software has already stated that Sekiro is not a role-playing game and insinuated that the only form of upgrading will be involved with the gadgets. The major reason to explore is to find new options for your prosthetic.

7. Emphasis On Story:
While Sekiro won't be the next Mass Effect, it has a greater focus on story compared to the Souls games, starting with the fact that you play as a fixed character. Players don't customize their identity or choose a class. You only play as a Shinobi, Sekiro, or "The One-Armed Wolf." Characters have more of a focus, and their relationships evolve over the course of the game. Despite this, Sekiro will probably have telltale elements From Software's world-building and cryptic storytelling. Miyazaki told Polygon in an interview “It’s not going to be a thickly story-driven affair, but we think it’ll be a nice change of pace from what you’ve seen so far.”

sekiro4%20%281%29.jpg

8. Resurrection
The title of the game Shadows Die Twice is not just a cool subtitle; it is intrinsic to a major change from previous games by From Software. You can use death to your advantage and choose when to resurrect your character. An enemy can kill you but you have the ability to wait for them to let their guard down, come back to life, and take advantage with a surprise attack. The ability has consequences and is limited, but changes the death-mechanic that has been the staple of the Souls series.

9. Posture
The major stat in Sekiro is posture, and much like stamina you have a meter representing it. Your enemies also share that same weakness, and parrying their attacks lowers it, allowing you to take advantage with a powerful and brutal attack. Depending on the opponent, whether it be a larger enemy or a boss, it can either instantly kill them or do a significant amount of damage. You have to focus on dodging attacks with your jump, timing your blocks to cause a parry, and striking when you have the advantage. These acts lower your enemies posture and open them up for a devastating attack. If you focus too much on blocking, or receive damage, it lowers your posture, and the enemy can finish you off as well. A kanji appears that represents what sort of attack is incoming, giving you a chance to know whether it can be blocked, parried, or must be avoided altogether. It doesn't make it any easier though, as you still have to learn attack animations to know where and when to dodge, or to parry their attack when possible.

sekiro1.jpg

10. No More Bonfires Or Lanterns
So far, Sekiro does not have a traditional lantern or bonfire system like the Souls games. Removing the need for souls or blood echoes as a currency allows From Software to change the way they look at checkpoints and death in their game, such as with the new resurrection system. Whether the game has a more typical checkpoint system or its own version of bonfires is unknown. It will be interesting to see how From Software plays with the idea of progress in a game that does not have as concrete indicators of it as the Souls games.

Something New
Sekiro: Shadows Die Twice is looking to be something wholly new by From Software, and that is incredibly exciting. The game is shaping up to be From's vision of a character action game as opposed to a feudal Japanese action/RPG. That focus should allow fans of the Souls to experience something new, and also interest newcomers to the typically impenetrable series.
 

LESS T_T

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The PC gaming scene in Japan has been rather small, hence the lack of attention. Over time, however, overseas sales started to matter more. In many instances games make more money outside Japan. It's a slow as fuck decision, but that's the gist of it.
To a certain extent, home consoles have kept losing ground over handhelds too. It's what living in a country where your average prole lives in a tiny rabbit cage does to people. That plus their lack of free time and desire to game while using public transportation makes mobile gaming in general very big.
http://www.pushsquare.com/news/2018/01/japanese_sales_charts_ps4_outsells_switch_two_weeks_in_a_row
Nintendo making a home console/handheld hybrid was their best business decision ever when it comes to their home market.

Also lol@vita still actually selling anything.

Also that multiplatform development is getting relatively easier on both hardware and software side, and that Steam gives you access to regions that consoles are not that big (CHINA and Southeast Asia, for example) as well as usual big markets. (I can quite understand people who play multiplayer games hate Chinese Invasion on Steam but if you want more and more Japanese single-player games coming over to PC/Steam, to be honest China is a blessing.)
 

Cross

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No character creation is fine if it's not an RPG, but are they forgetting that it's normal for action-adventure games to have different weapons, armor and other items? Those are not 'RPG elements'.
 
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Vaarna_Aarne

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I would rather have a single weapon with a full gamut of moves and abilities, than a large number of weapons where the primary difference is statistical.


Also, the death mechanic thing is obviously Blade of the Immortal, but that thing was picked on fast in this thread.
 

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