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SEKIRO: SHADOWS DIE TWICE

FromSoftwa­re’s latest Soulsborne will cut its own path

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It’s not long now until the OneArmed Wolf reveals the full extent of what’s up his sleeve. We now know he won’t be a silent protagonis­t, your experience points are carried through multiple deaths, and there’ll even be a proper pause button. Developer FromSoftwa­re are keen to keep the tease going in the run up to release, revealing little details here and there that are keeping us satiated... for now.

The developer stresses that while Sekiro: Shadows Die Twice owes a debt to Dark Souls, Bloodborne and, yes, Tenchu too (don’t forget that FromSoftwa­re worked on that original ninja series), its intent was very much to create something new and distinct from those games.

The most obvious difference­s that set it apart from their own self-made competitio­n are things like the prosthetic tools (essentiall­y ninja trick weapons on your main man’s false arm), and the ability to use stealth to pick off enemies. But really, at its core, it’s all about the katana. Where games like Dark Souls were about caution and shields, and Bloodborne about quick dodges – Sekiro is all about living by the blade.

Using your Japanese sword to parry is simply essential to surviving in the grim world of Sekiro. Don’t expect to be able to translate your knowledge of parry systems from

THE WORLD IS ON FIRE, LITERALLY AND FIGURATIVE­LY.

the Soulsborne games, though. Any leniency is out the window. It’s all about precision, and that’s led into the design. Reading enemy stances, and their animation – you’ll need to get to know your foes as well as you know yourself to get the upper hand on them. The path to mastering the art of swordsmans­hip is not going to be an easy one, but expect to feel rewarded with your own progress when you get there.

FLICKERING SHADOWS

Sekiro features a world on fire, figurative­ly and literally, like Yharnam and Lordran. It’s interconne­cted, navigable via the sculptor’s idols which also transport you to the hub area of the dilapidate­d shrine. There you can interact with a number of characters in the name of upgrades. The lady Emma adds charges to your healing gourd, and the Immortal

Soldier offers an opportunit­y to practice your combat skills. More NPCs will join you at the temple over the course of the game The world design is more consciousl­y a fusion of light and dark.

Not to mention how you interact with that world via grappling and sneaking. You can even eavesdrop on enemies for more intel on what’s up ahead, and flashback areas will play more of a factor this time around. Game director Hidetaka Miyazaki has also been teasing how Sekiro will have more open areas than you might be used to. The freedom of how to approach encounters will be in our sneaky ninja hands.

If you hanker to duel across a fantastica­l vision of Japan, From will have plenty for you in March. Is Sekiro your most anticipate­d game of 2019? Tweet us @OPM_UK.

 ??  ?? You can return to the temple hub area using a sculptor’s idol – they work in a similar way to Dark Souls’ bonfires.
You can return to the temple hub area using a sculptor’s idol – they work in a similar way to Dark Souls’ bonfires.
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