Compare Sekiro: Shadows Die Twice prices across 50+ stores and find the best deal. Developed by FromSoftware, Inc.. Published by Activision. Released on 3/21/2019. Available on PC, Xbox. Genres: Action, Adventure. Metacritic score: 88/100.

FromSoftware stripped out the build variety and handed you one katana. If you can handle that trade, what remains might be the sharpest action combat ever put in a video game.

My first few hours with Sekiro felt like being handed a manual transmission after years of automatics. The controls were familiar enough to be deceiving, and then a mid-level samurai killed me a dozen times before it clicked that this is not Dark Souls wearing a kimono. It is something genuinely different, and the sooner you accept that, the better your time with it will be. The core of the game sits on a posture system rather than a traditional health-drain loop. You and every enemy share both a health bar and a posture meter. Pressure an enemy with relentless strikes and deflections, break their posture, and finish them with a deathblow. Let them pressure you, and the same happens in reverse. There is no stamina bar to manage, no build to fall back on if you hit a wall. The prosthetic arm carries interchangeable tools, from the Loaded Shuriken to the Spring-Loaded Axe to Firecrackers that can stagger beasts and horses, and there is a skill tree for shinobi combat arts and passive upgrades. But none of that changes the fundamental reality: you will learn to deflect and counter perilous attacks, or you will not progress. The Mikiri Counter alone, which lets Wolf stomp down on a thrusting blade to punish the attacker, is one of the most satisfying moves FromSoftware has ever designed. Mastering it feels like leveling up your actual hands. The game also wraps real stealth mechanics around all of that swordplay. A grappling hook turns the level geometry vertical in ways the Souls series never attempted. You can scout rooftops, pick off isolated enemies with backstab deathblows, and choose how many problems to bring to a boss fight. The world itself, set in a fictionalized Sengoku-period Japan built around Buddhist mythology, is gorgeous and layered, with secrets tucked above every courtyard and behind every paper screen. The story, unusually for FromSoftware, is told with some directness: Wolf is a shinobi tasked with protecting the young lord Kuro, who carries an immortal bloodline, and the narrative branches toward multiple endings depending on your choices and the secrets you find. Resurrection is woven into both the lore and the mechanics. You can revive once mid-fight before a full cooldown, and dying without that charge triggers Dragonrot, a spreading sickness that affects NPC questlines and reduces your Unseen Aid odds. The criticisms are real and worth naming. There is exactly one weapon. If you came from Elden Ring expecting to theory-craft a build, Sekiro will feel like a closed fist. Some optional bosses deploy a Terror status effect that instantly kills you if it maxes out, which cuts against everything the posture system trains you to do and feels like a design hiccup in an otherwise coherent ruleset. A handful of mini-bosses get reused across the world in ways that wear out their welcome. And the lack of any co-op or multiplayer means every wall you hit is yours alone to climb. For some players that is the appeal. For others it is a dealbreaker. For anyone willing to meet it on its own terms, the payoff is real. Boss fights like Genichiro, the Guardian Ape, and the late-game encounters around Isshin are the kind of multi-phase showdowns that other games spend years trying to replicate. The sound design alone, the clatter of a clean deflect versus the thud of a blocked hit, does real mechanical work. When the whole system clicks, it stops feeling like a game and starts feeling like a swordfight. That is a rare thing to pull off. Alex, Scout Team

Sekiro: Shadows Die Twice
ActionAdventure

Sekiro: Shadows Die Twice

Mar 21, 2019FromSoftware, Inc.Activision
GamerScout Says

FromSoftware stripped out the build variety and handed you one katana. If you can handle that trade, what remains might be the sharpest action combat ever put in a video game.

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About Sekiro: Shadows Die Twice

My first few hours with Sekiro felt like being handed a manual transmission after years of automatics. The controls were familiar enough to be deceiving, and then a mid-level samurai killed me a dozen times before it clicked that this is not Dark Souls wearing a kimono. It is something genuinely different, and the sooner you accept that, the better your time with it will be. The core of the game sits on a posture system rather than a traditional health-drain loop. You and every enemy share both a health bar and a posture meter. Pressure an enemy with relentless strikes and deflections, break their posture, and finish them with a deathblow. Let them pressure you, and the same happens in reverse. There is no stamina bar to manage, no build to fall back on if you hit a wall. The prosthetic arm carries interchangeable tools, from the Loaded Shuriken to the Spring-Loaded Axe to Firecrackers that can stagger beasts and horses, and there is a skill tree for shinobi combat arts and passive upgrades. But none of that changes the fundamental reality: you will learn to deflect and counter perilous attacks, or you will not progress. The Mikiri Counter alone, which lets Wolf stomp down on a thrusting blade to punish the attacker, is one of the most satisfying moves FromSoftware has ever designed. Mastering it feels like leveling up your actual hands. The game also wraps real stealth mechanics around all of that swordplay. A grappling hook turns the level geometry vertical in ways the Souls series never attempted. You can scout rooftops, pick off isolated enemies with backstab deathblows, and choose how many problems to bring to a boss fight. The world itself, set in a fictionalized Sengoku-period Japan built around Buddhist mythology, is gorgeous and layered, with secrets tucked above every courtyard and behind every paper screen. The story, unusually for FromSoftware, is told with some directness: Wolf is a shinobi tasked with protecting the young lord Kuro, who carries an immortal bloodline, and the narrative branches toward multiple endings depending on your choices and the secrets you find. Resurrection is woven into both the lore and the mechanics. You can revive once mid-fight before a full cooldown, and dying without that charge triggers Dragonrot, a spreading sickness that affects NPC questlines and reduces your Unseen Aid odds. The criticisms are real and worth naming. There is exactly one weapon. If you came from Elden Ring expecting to theory-craft a build, Sekiro will feel like a closed fist. Some optional bosses deploy a Terror status effect that instantly kills you if it maxes out, which cuts against everything the posture system trains you to do and feels like a design hiccup in an otherwise coherent ruleset. A handful of mini-bosses get reused across the world in ways that wear out their welcome. And the lack of any co-op or multiplayer means every wall you hit is yours alone to climb. For some players that is the appeal. For others it is a dealbreaker. For anyone willing to meet it on its own terms, the payoff is real. Boss fights like Genichiro, the Guardian Ape, and the late-game encounters around Isshin are the kind of multi-phase showdowns that other games spend years trying to replicate. The sound design alone, the clatter of a clean deflect versus the thud of a blocked hit, does real mechanical work. When the whole system clicks, it stops feeling like a game and starts feeling like a swordfight. That is a rare thing to pull off. Alex, Scout Team

Tags

steamsingleplayerachievementscontroller-supporttrading-cardscloud-savesPosture SystemParry-FocusedShinobi StealthGrappling Hook TraversalSingle Weapon CombatMultiple EndingsNew Game PlusResurrection MechanicBoss Pattern Mastery

System Requirements

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Reviews & Ratings

Metacritic
88
Steam
95%(348,049)

Game Info

Developer
FromSoftware, Inc.
Publisher
Activision
Release Date
Mar 21, 2019

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