Coming in late (after finishing the game), so these are more final impressions than first. Some very light spoilers ahead.
Pros:
- The combat system is well realized and polished. Dueling has never felt more authentic in any video game I have ever played.
- Intuitive platforming in a From game (wtf?).
- Some incredible/memorable bosses, especially the main story human ninjas/samurai you fight.
- The mini bosses were a really good way of pacing the difficulty spikes. It was fun learning how to fight them all and that many were unique encounters.
- The posture system is cleverly implemented overall (it does have flaws as I will explain in the Cons section).
- Brilliant atmosphere and cool level design.
- I actually really liked the story as simple as it was (plotwise, anyway).
- Monkies!
- Has the best set piece boss in From history. It actually did gimmick bosses well for once.
Cons:
- The Prosthetic Tools overall felt underwhelming. They all had their niche uses, but outside of niches they often felt like a waste of time. Also, the ammo system made them far too limiting once you unlocked the more powerful upgrades. Bloodborne already did this system better with Silver Bullets as you could sacrifice HP for more ammo. Also, farming them was annoying if you got stuck on a boss.
- Confetti. Just fuck Confetti. Transient Curse from DS wasn't ever this obnoxious, especially if attempting to fight Headless minibosses early. Speaking of Headless, From should know everyone hates Tranquil Walk of Peace by now, lol.
- Some bosses felt out of place. Specifically, the Bull, Big Monkey (phase 1 specifically/mate), and the Demon of Hatred. These bosses (the Demon especially) felt like they belonged in Bloodborne or Darksouls, and in many cases required a 100% different playstyle to overcome as opposed to every other boss in the game. The Demon is literally a Bloodborne boss without dodge i-frames or rally, and was the only actually difficult ones of the ones mentioned here.
- Many of the unlockable special attacks felt... pointless? It could just be that many are too niche or simply unbalanced, but I found a couple of them that were just far better than the rest, especially for bosses (Ichimonji, nuff said). This led to the Skill unlock system feeling a bit underwhelming.
- Posture recovery was awkward at times, especially at mid HP range. When the best option to collect yourself in a duel is to straight up run from the boss so you can hold L1 and regen it kind of breaks the immersion. It would have been nice if there were more reliable ways to recover posture in the midst of a 1-on-1 fight. Why Ichimonji recovers a chunk of Posture on a whiff is... weird design, lol.
- I am pretty sure mid-air deathblows (where you leap up at airborne enemies for a 1-shot) are straight up bugged and don't queue properly when the conditions are right.
- OST was a bit forgettable outside of a few tracks
![Frown :( :(](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
- Running during boss battles did some really strange things to Boss AI on certain fights. It's almost as if Sekiro runs TOO fast for them. A few of the larger bosses can be easily cheesed by keeping extreme distance and then dash attacking during recovery frames.
- Dragonrot felt like a pointlessly punishing mechanic that is easily mitigated late game. That, and losing sen/XP felt like an unnecessary holdover from the Souls games.
- As someone who loves the Soulsborne-style games, and therefore is a big fan of highly challenging gameplay, I actually found Sekiro a little too hard. Most of the game was perfectly manageable, but I accidentally did stuff way out of order without knowing it so there was a random huge difficulty spike about 10 hours in. Once I got past that area and returned to where I was supposed to be I stomped everything for the following 10 hours, haha. Then the final few hours of the game ramp up to insane difficulty. I don't know, I guess I am torn about this point. I learned from mistakes, adapted and prevailed, but I can't help but think there were a few fights that were just simply overtuned.
I don't mind that there is only really "one playstyle" as this is not an RPG nor a true Soulesborne game. That said, I kind of wish the skill system and tools offered more viable ways to mix up your gameplay. Maybe there are some ways to do it that I haven't discovered for myself and I will be on the lookout for that in NG+.
I know that is a long list of Cons but that is only because I tend to be more detailed with complaints, lol. Overall it is a fantastic game that gave me a healthy mixture of grief and joy. I would recommend it to anyone that can stomach the difficulty, as there are a lot of fantastic and awe inspiring moments.