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I made a bold statement that he cheated in the achievements - NOT that he cheated in the game itself. It's incredibly easy to cheat in achievements on steam. To see if others have done this, look at the date that they've unlocked those achievements!
And as for RNG in DS: I've only played a limited amount of Dark Souls, and it was Dark Souls 2. A very poorly designed game from the ground up (Which seems to be the consensus), but my inexperience and youth at the time accentuated those issues.
Still, there is no RNG at DS2 either ... just weird hitboxes and super delayed and telegraphed attacks you just need to get used to, easy to exploit these for easy kills and backstabs.
Some say the strong point of DS 2 is the DLC, where DS2 shines, but I can not be bothered to get there either.
Sekiro is a single player action game, not an Action RPG like Dark Souls.
The reason for this is that Sekiro focuses on a single set of combat mechanics which you progressively get better at over the course of the game. All your gameplay choices are directly tied to the few mechanics you are given, any deviations are merely small additions to give some variety.
Dark Souls by contrast is not about learning combat, it’s about building your character the way you want and finding what strategies you can use to deal with enemies. The list of what you can do is much broader and is more heavily based on choices you make.
And while yes, other RPGs have a narrative where we play as a certain character, they usually also give you a lot of gameplay variety to make up for it. Either you get to choose from a massive grab bag of potential questlines, the game gives you party members that let you strategize how these different play styles work together, or you can customize the abilities or combat mechanics of your character(s).
Sekiro does not do any of that. It just says, you are Wolf, here’s your sword, here’s how to fight, go have your adventure.
Alright, this is an awesome counter-argument! Before I say anything else, seriously, thank you for taking the time to put this together.
You make a compelling case for classifying Sekiro as an action game based on its primary design philosophy and the way the player interacts with the game--especially when weighed against the broader scope of possible approaches/strategies in Dark Souls. Honestly, this is one of the better argument of definition by negation examples I've seen in a hot minute.
I'll have to give this some thought (not that you particularly care, but I enjoy thought exercises like this, even if they're over silly things). At the moment, I'm still willing to stand by the idea that Sekiro functions as an ARPG largely because outside of its action elements, it functions more or less similarly to RPG designs from the 90s (I'm specifically thinking of Final Fantasy VI and Chrono Trigger here). The character can only progress along certain pathways--and while FF VI did have a modicum of customization in it relative to the use of magicite to learn spells, both it and CT featured a cast of characters with *very* narrow, limited development pathways.
True, leveling up was easier (and had a much higher ceiling on an initial playthrough; CT had NG+, but it was still perfectly possible to hit double-star level/99 even on the first run), but the basic principle remains the same.
That said, I think your argument may well be stronger than mine. I'm going to chew on it a bit.
Thanks again for giving me something to think about.
Despite it being the most recommended for a new player that is strugling at certain parts (build up stronger to stand more punishment and deal more damage), if what you said was true the GIT GUD meme wouldnt even exist ... and to think the real GIT GUD is about mindset, not about player skills ... or learning a "mythical build that solves all problems" (it dont exist, no build will make a terrible player finish the game if he dont learn at least the basics of "moment of attack", unless it is a super overleveled build and the game decide to take it easy on the player).
The list of possible mechanics is broader at any DS ... but it dont mean Sekiro is tied to the popularly spread "deflect to win" only either.
There’s literally that part in Undead Parish with the boar, which coaxes you towards an item (alluring skulls) you can use to make the boar kill itself...
Yes you can learn all the timing of boss attacks and dodge them, but at some point it’s a self-imposed challenge.
I know DS can be played the tank with overleveling build and all ... but it also makes the game boring with boring gameplay and tedious grinding for gear and level.
Well...
It doesn't need DLC because the base game was made so great, unlike a lot of games nowadays where they only release 50% of the game because they want to charge you more for the rest of the content over time. If you want fashion download mods there's plenty of ways to change appearance with them. Multiplayer would just detract from the main single player experience, and the game is not the same each time you play, there are multiple endings, and the difficulty can be increased each play through. The replay-ability comes from perfecting your techniques until you can literally just stand in front of any enemy in the game and perfectly parry every attack, dodge flawlessly, and always know how to counter everything until you complete every fight perfectly without taking damage even at the maximum difficulty.
I get you don't possess the skill and patience to understand any of this so you're just objectively wrong on all levels. But that's to be expected of someone who thinks dark souls is an example of a good game.
If you're delusional enough to still think Trump hadn't lost the election I can discard whatever you have to say.
DS3 > Sekiro > DS1 > The Surge 2 > The Witcher 3 > For Honor > Darksiders 3 > Nioh > The Witcher 2 > The Surge 1 > Lords of the Fallen > Monster Hunter World > Senua > DS2 SotFS > DS2
opinions .. that above is mine, but DS is far from being bad in every way (but optimization wise . . that is actually very bad).