>it legit has all the building blocks for being a mixture of MGR:R and Ninja Gaiden
for sure, it's funny you say that because there's 1 fight in the entire game where the combat system came together for me a bit and it reminded me of both of those games. it was at the Hirata Estate when you're there for the second time, in the last room before the very top where you fight
- spoiler:
Owl
on the roof. first time you're there it was some mini-boss in the room but the second time you're there there's these 2 purple ninjas, one of them being the poison variant, and it was a fairly intense multi-fight duel that was like an MGR and NG fight combined (the equivalent in MGR would be fighting 2 Mastiffs). these guys put constant pressure on you and rush your ass down for a change, and that combined with the number of them you're facing added just enough complexity to where i wasn't able to deal with them in the typical mindless flowchart manner but also wasn't so many enemies to where the game devolves into a clusterass gagglefuck where you just clunkily chip away at an angry mob blob from outside their pathetic movement abilities and attack range.
>If you want a game that has this system but good
interested
>Bujingai Blade
interesting, never heard of this, i'll check that out
>These secondary uses are why I liked Sekiro and kept playing it, but they are constantly overshadowed by dumb stuff like the first use.
i appreciate the tips for Sabimaru but, while i'll acknowledge the minor utility of it, i still think core depth is missing because i don't see how "i am now going to press R2 multiple times in a row to get a long combo on an enemies stunlocked guard to freely squeeze out some extra posture damage" isn't free, i just don't see anything to it. there's some stuff that on paper would be something-- seems like it's mostly offensive combat arts-- but ends up being braindead easy flowchart "press X to win" purely because of the game's enemies/combat design. like Senpou Leaping Kicks/High Monk: see sweep or discover move you can jump over, press L1 + R1. Spring-load Flame Vent: charge R2 when enemy is vulnerable for a slow move. Shuriken: press R2 when enemy goes in the air. Ichimonji: same as Spring-Load Flame Vent. and so on. everything feels exactly like the Red Eyed Ogre/Red Eyed enemy weak to fire/Flame Vent you brought up; nothing more than a "combat puzzle" (or the game straight up telling you the solution like in the case of the Red Eyed Ogre).
for another example, here's some of the defensive options you could do to deal with the purple ninja mob's kick combo: you could parry all the hits, you could use Firecrackers to stun him out of it, you could use Mist Raven to fly behind him, you could Nightjar Slash Reversal and then take a backstep afterwards to dodge the combo, you could start up the Sabimaru combo and then use the built-in dodge to get behind him, you could use the Umbrella to block the hits, and so on.
but none of this takes any skill to do, it's just going through the motions; you see the slow wind-up before he unleashes the combo, you know what's coming, you press "R1 on the hits" or "R2" or "back on analog stick + L1 + R1" or "R2 then R1" or "hold R2" or whatever, and mission success. this is how i see literally everything in this game, including the core defensive and offensive options. it's all just as easy and Simon Says as pressing jump when you see red symbol on screen + enemy going for a sweep (and at least with that there might be an easy-to-read mix-up involved). and it's not like any of these options are even any different, it's all just a matter of what buttons you wanna press to do the same thing to get to the same destination. whereas in ER, positioning is completely different than dodge-rolling for instance.
>In my view they made the game too easy to court the mainstream, but maybe that's me being cynical.
nah that's not cynical, they definitely did. as brutally obnoxious as this phrase is, Sekiro screams "baby's first action game".
>but I get the impression that most players never learn how to get value from it because why bother when Deflect exists?
unfortunately, i have to agree with that sentiment. i don't agree that this is a classic case of "gamer brain" striking again, i don't see any real reason to not parry everything either; it's all the same shit except funnily enough parrying is the only defensive (and offensive) option that takes any mechanical skill whatsoever even if it is 100% trivial in this game, so at least the uncritical part of my brain feels like i actually did something and i get a nice "clang" sound effect. it's just more satisfying relatively speaking, plus it doesn't use any resources. as far as offense goes, sure, i suppose tools and arts are worth doing just for the sake of better damage/quicker fights but i don't think there's any more depth to it than just pressing R1 when it's my turn.
>After beating the game once you have the option to play "charmless" which is a hard mode where you take half damage on normal blocks
eh, doesn't solve any of my issues, it just punishes you for not parrying everything perfectly-- less forgiving but not more interesting.
i don't know, i was expecting a whole lot more with this game; a harder version of Kannagi Usagi is just not interesting to me. i don't know how much longer i'll be force-feeding
Suckiro.