According to the game's chief designer, grappling-hooks and white-knuckle fighting will highlight one of the year's most anticipated releases.
Image from"Sekiro: Shadows Die Twice." By Christopher Byrd March 20 at 4:22 PM Hidetaka Miyazaki, president and game director of FromSoftware, is one of the most renowned game designers of his generation. The director of “Demon’s Souls” , “Dark Souls” and “Bloodborne" recently took the time to answer some questions about “Sekiro: Shadows Die Twice,” a game about a one-armed ninja, set for release on March 22.
“Sekiro: Shadows Die Twice” was inspired by the Sengoku period of Japanese history. But the marketing materials have been quick to point out that the game is not rooted in historical facts but rather draws aesthetic inspiration from the times. What attracted the team to this period? Were there any key texts or artistic works that proved useful reference points throughout the development process?
Death has always been an important component in the Souls games whereby players would lose their souls — the materials used for leveling up — if they died but would then have one chance to revisit the spot where they died to reclaim those dropped souls before they disappeared forever. The new game ditches this system. Can you explain how death functions in “Sekiro?”
Miyazaki: I feel there are many differences. For example there is no character creation aspect; the protagonist is a set character and the growth and customization mechanics are quite different. However, the main differences I feel are the dynamic movement made possible through the grappling hook, and the intense, white-knuckle combat. Another difference is the variety of choices one has surrounding combat; from stealth to the various Shinobi prosthetics.
Miyazaki: It can be said for sure that “Sekiro: Shadows Die Twice” was designed to be more of an action game than “Dark Souls” or “Bloodborne.” However, at the same time, “Sekiro: Shadows Die Twice” provides the player with a wider variety of means in overcoming many of the game’s challenges; the freedom in character movement , strategic use of the grappling hook, stealth, etc.
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