Sekiro – Shadows die twice

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  • #1612863
    LagannLagann
    Teilnehmer

    Your death won’t come easily. Introducing Sekiro: Shadows Die Twice, a fantastical, dark and twisted new gameplay experience from developer From Software, creators of Bloodborne and the Dark Souls series.

    Directed by Hidetaka Miyazaki, and published by Activision, Sekiro: Shadows Die Twice is a third-person, action-adventure game with RPG elements. The single-player game puts players in the protagonist role of a hard-hearted warrior whose mission is to rescue his master, a young lord who is the descendant of an ancient bloodline, and exact revenge on his arch nemesis. Set in the re-imagined world of late 1500s Sengoku Japan; a brutal, bloody period of constant life-and-death conflict, in Sekiro: Shadows Die Twice you are the “one-armed wolf,” a disgraced and disfigured warrior rescued from the brink of death.

    In the game, players come face-to-face with larger than life foes; unleash an arsenal of deadly prosthetic tools and powerful ninja abilities to blend stealth, vertical traversal, and visceral head-to-head combat in a bloody confrontation.

    Take revenge. Restore your honor. Kill Ingeniously.

    Key Features

    Kill Ingeniously – From Software delivers their best in class combat in this fast-paced, action-adventure game featuring all new mechanics.
    Exploration is key – Players will experience the thrill of exploration and discovery in Sekiro: Shadows Die Twice like never before. Through exploration, players can uncover new items, meet new characters, and encounter hidden enemies.
    Armed – Sekiro: Shadows Die Twice gameplay is centered around sword combat, enhanced by a variety of prosthetic arm attachments that supplement or change the way a player fights. Achieving strategic mastery of “Sekiro” or the “one-armed wolf’s” techniques and abilities, from prosthetic tools, swordplay to stealth and the grappling hook is no easy feat. To overcome difficulties and bring each situation under control, gamers must discover, integrate and use a variety of new tools when heading into combat.
    One-armed wolf – Play as a highly talented shinobi in the service of a young lord raised in isolation. After suffering defeat at the hands of a shadowy Ashina samurai seeking the unique heritage of your master, the two of you are separated. Deep in the mountains, in a dilapidated temple, you reawaken to your fate. You must take back your master and exact revenge on your enemy at all costs.
    Hard to the core – Sekiro: Shadows Die Twice is a hard-core game worthy of the name From Software. Miyazaki designed Sekiro: Shadows Die Twice this way! Fans of From Software will find the gameplay challenging, yet fun and rewarding. The quality of combat, level of challenge, and creative enemies and bosses are something that can only be found in a From Software title.
    Reimagined world – This reimagining of Japanese aesthetic blends a withered, yet vivid, world of the late 1500s Sengoku Japan as the age of warring states nears its end. Witness a world brought to its knees by constant bloodshed; a ravaged world on the brink of destruction. Explore these environments, rich with FromSoftware’s intricate design and steeped with secrets to discover.

    Wird Zeit für einen eigenen Thread.
    Ich fasse nochmal alle bisherigen Infos zusammen.
    Ich bin gespannt was wir in den nächsten Monaten noch so erfahren werden.
    Hoffentlich liegt der Release nicht erst am Ende von 2019

    #1612864
    LagannLagann
    Teilnehmer

    #1612865
    LagannLagann
    Teilnehmer

    Infos, die PC Gamer zusammengetragen hat.

    Sekiro: Shadows Die Twice is set in a reimagining of 1500s Sengoku era Japan. You play as an unnamed shinobi, tasked with protecting a young lord of mystical lineage, who is left for dead when a powerful samurai attacks and chops off his arm.
    It is an action adventure game, not an RPG. There are no stats, armor, weapons, classes, or multiplayer. But there are “Prosthetic Attachments” that you earn as you explore, which can be attached to the “Shinobi Prosthetic” that replaces your hand and help you progress.
    While the protagonist wields a katana in his right hand, the prosthetic arm that constitutes his left can be attached with various offensive and supportive tools. An axe add-on can destroy an enemy’s shield; a firecracker can stun enemies; a torch can set them ablaze; and a shield can block attacks. These tools can be combined with the katana. For example, you can thrust the katana through the torch arm to set the katana on fire.
    Environments are built vertically. You can use a grappling hook to reach cliffs, rooftops, and more. Based on PC Gamer’s impressions, the grappling hook is not locked to specific grapple points. It can also be used in combat to pull in enemies or get behind them.
    Combat is based around posture. Enemies can easily block attacks, but will gradually lose posture. Once lowered enough, you can finish them with a “Shinobi Death Blow.” However, you will also lose posture as you are attacked, unless you block perfectly—which doing will cause the enemy to lose posture instead.
    The Kanji symbols that sometimes appear above the character’s head serve different functions. A danger symbol, for example, signals that the enemy is about to use a special attack.
    Knowing what the incoming attack is and how to avoid it requires reading the enemy’s animations. Enemies will have patterns of attack. Some enemies can use sweep attacks to knock you down that cannot be blocked, but can be avoided with the jump button.
    The game’s “light stealth mechanics” include instant stealth kills, pressing up against walls, hanging off ledges, and crouching in grass to stay hidden. You will be able to finish off any enemy that comes close when hidden.
    You can approach situations in various ways. For example, in one situation a woman would alert the guards if she spotted you. So you can kill her to remain safe.
    The boss battle of the demo is the Corrupted Monk, who is a large woman with a naginata. Her attacks can be predicted and dodged or blocked with the help of the Kanji characters that appear above the player’s head.
    When you die, you can revive immediately and return to combat. Though dying causes enemies to immediately lose interest in you and return to what they were doing. That said, you can use death as an “opportunity” to surprise and kill enemies who were not expecting you to revive. However, there is a limit to how many times you can revive.
    Sekiro has an expansive and interconnected world that players are free to explore.
    Many gameplay scenes will involve “cat and mouse” segments with large monsters. For example, in the demo the player had to wait for moments when the large snake monster that appeared in the trailer was not looking to make his move to traverse a canyon. PC Gamer describes these as appearing more along the lines of environmental puzzles than traditional boss fights.
    There is a currency system, but it is different from the Souls and Blood Echoes systems of Dark Souls and Bloodborne. It is used for some sort of upgrade system for your gear.

    https://gematsu.com/2018/06/sekiro-shadows-die-twice-is-an-action-adventure-game-without-stats-or-classes

    #1612866
    LagannLagann
    Teilnehmer

    #1612869
    SpacemoonkeySpacemoonkey
    Teilnehmer

    endlich ein thread. zieh mir das zeug nacher komplett rein

    #1612872
    ramazzottiramazzotti
    Teilnehmer

    Wichtigste Punkte aus einem Miyazaki Interview:

    – The project began at the end of 2015, after the development of the Bloodborne DLC had ended. They were preparing for a few titles to do after the current DS3 development ends
    – The game design began with the keyword of Ninja, with a lot of stimulus coming from the Tenchu series
    – There was the option to make it a Tenchu game, but Tenchu was originally a series made by many different developers, each with their own characteristics. They thought they would end up imitating them in the end, so they gave up on that.
    – Game development and publishing in Japan and Asia will be handled by From, with Activision handling all other regions. Activision gave a lot of advice regarding many things, including game development.
    – To be clear though, game development and final decisions were always in our hands to begin with.
    – The subtitle was catch copy for the trailer that I had thought of, for some reason the publisher really liked it, and made it part of the title.
    – Shadows refers to the way of the Ninja, and Die Twice hinted at the revive system which is a gameplay feature. In addition, Die Twice also contains the message that players will be doing a lot of dying again.
    – The time is set near the end of the Sengoku warring period in Japan. Like all other games before this, it isn’t an actual location, but it is in a high-altitude cold country(Japan was splintered into countries during this time). Begin at the end of the Sengoku era also holds the nuance that the country may be at its end (as Japan will soon be unified).
    – Realism wasn’t something we were too concerned with. As with Dark Souls, it is constructed according to our own interpretation.
    – The game has a fixed protagonist, but it’s not a linear story-driven game. The story does revolve around the character, but beyond that nothing has changed in our stance to storytelling from the previous games.
    – There are three main actions (gameplay features). First off is the grappling hook that lets you move vertically on a 3-dimensional map.
    Then there is the sword play: the offense and defense of it, and the one-hit kills of the Ninsatsu.
    The third is “killing cleverly.” The game takes pains to allow for different approaches to killing, from making a ninja-like opening by using the hook to take the high ground,
    Killing cleverly is an important theme.
    – Taking on difficult challenges, and then enjoying the experience of overcoming them
    In this game, when you met an enemy you won’t be immediately plunged into battle.
    – The levels are designed to let you observe and think about how to take them on, and you can also “listen in” on enemies who aren’t in combat mode.
    – The ninja prosthetics are to support the combat parts of the game: shuriken, firecracker, hidden axe and other variations. Choose a few items before, then choose on-site t use them (probably like Tenchu?)
    – It’s an action adventure game, so the protagonist has growth tied to a different method than RPGs
    – Map design is close to DS1, with a few exceptions, it is a seamlessly connected 3-dimensional map.
    – The reason for leaving out online play, was to focus on making the fun of the single-player experience
    – The revive system consumes resources, being able to come back to life at will at the same location. Killing an enemy who think you are dead is also a tactic.
    – Revives are at the moment, guaranteed once, with additional revives requiring resources. In order to keep death something to be nervous about, the penalty and restrictions are tuned to keep the game at a good pace.
    – You can say that the sharp penalties are there because of the revive system.
    – As for the difficulty, this time you can overcome ever harder obstacles than before, with the difficulty based not on how well the actions are performed (player-skill) but aimed to be something that can be done with cleverness and work
    – At the very least, we do not intend it to be difficult for difficulty’s sake, but we are also not making it easy.

    #1612873
    ramazzottiramazzotti
    Teilnehmer

    Also haben wir nen fixen Protagonisten, es ist Single Player ( kein PvP etc.), ein Level Design das sich DS1 zum Vorbild genommen hat und das aufleveln so wie wir es gewohnt waren ist passé (da Action Adventure und kein RPG).

    Ob ich das alles so gut finde weiss ich noch nicht. DS1-mäßiges leveldesign ist natürlich geil, aber schon auch viele punkte die ich nicht so prickelnd finde momentan.

    #1612920
    SpacemoonkeySpacemoonkey
    Teilnehmer

    für mich liest sich das alles wie ein traum. bekomme genau das was ich wollte 🙂
    einfach mal was anderes. und die rpg fans müssen sich denke ich keine sorgen machen. bloodborne 2 oder was anderes soulsartiges wird sowieso irgendwann kommen

    hier geht enb mal über die infos

    #1612923
    ramazzottiramazzotti
    Teilnehmer

    Wahrscheinlich schon. Geld drauf wetten würde ich beim krank-genialen Miyazaki aber nicht. Mal schauen wie es letztlich alles wird. Hab schon auch Vertrauen das man mit Sekiro etwas geniales abliefern wird. Schaun wir mal 😉

    #1612926
    Rudi RatlosRudi Ratlos
    Teilnehmer

    Trailer sah auf jeden Fall schon mal fett aus!

    #1612954
    genpei tomategenpei tomate
    Teilnehmer

    Das einzige Game der E3, das bei mir “Gefühle” erzeugt. 🙂

    #1612959
    Daisen WarsDaisen Wars
    Teilnehmer

    Soweit ist es gekommen das der Made in Italy Trigger Finger für ein anderes Genre Gefühle bekommt……

    #1612962
    genpei tomategenpei tomate
    Teilnehmer

    Hä? Nur weil ich meine Shmup Leidenschaft an die verdammt große Glocke hänge, heißt es noch lange nicht, dass ich Äctschn gegenüber immun geworden bin, werter Daisen! 😛
    Übrigens zocke ich in letzter Zeit kaum etwas anderes als Racing Games. Old schoolige natürlich! 😉 Ach ja, und Power Blade 2 ( NES) , natürlich!
    Aber wenn du dir mein Ava ganz genau anschaust, weißt du eigentlich sofort, was es heißt, für “Genpei tou ma den” zu schwärmen, und bei Sekiro, besagte “Gefühle” zu bekommen…
    Im Gegensatz zu dir ist dort nämlich nichts aus der Shmup Ecke abgebildet. 🙂

    #1613129
    LagannLagann
    Teilnehmer

    #1613148
    DGSDGS
    Teilnehmer

    Mit jedem Gameplay Breakdown läuft mir immer mehr das Wasser im Mund zusammen. Hab DeS, DaS und BB schon nur mit jeweils einer Waffe(ngattung) und einer Rüstung gespielt, sowie nur auf Ausdauer und Kraft gelevelt. Ich brauch gar nicht mehr, weder Magie noch allzu viel RPG Elemente. Okay, die Trickwaffen in BB hab ich natürlich allesamt probiert. 🙂

    Zudem scheint FromSoftware eine ordentliche Prise Stealth-Action drunter zumischen und durch den Greifhaken scheint es mehr Vertikalität zu geben? Klingt fast nach dem perfekten Spiel, für mich. 🙂 Nur das Design gefällt mir hie und da noch nicht ganz. Hoffentlich münden die blutigen, dunklen Szenerien in ähnlich verstörend schönen Orten, wie in den geistigen Vorgängern. Aber da mach ich mir eigentlich keine Sorgen.

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