Sekiro and the question of good game design

Honestly, this is something I wanted to speak about for quite a while and it’s not going to be about how the new FroSoft being hacks or any derogatory rants about the Souls series or anything like that. I did it for months and it doesn’t help, especially since the problem is something else when it comes to Sekiro. I’m not a fan of the Soulsborne series, even though I do like Demon’s Souls and liked it for its sense of a knight facing off against Lovecraftian entities into what I can only call a 3D Castlevania experience but with Berserk references instead of JoJo ones. Before we move on, I’ll say this : it’s a shame that people don’t credit Demon’s as much and only default to Dark Souls, given it was more casual, more accessible and more distributed game so the masses and more importantly the figureheads they annex and follow, be they journalists or another type of public figure like a Wiki moderator or a youtuber or even a streamer, attribute to it those ideas and influence while making it the superstar it is today, for reasons that weren’t exactly the focus of Demon’s Souls. Bloodborne was a good direction though, I’ll give them that. Sekiro is very unique though, because it’s tainted by the very DNA of a series people believed for almost an entire console generation, if not more, that it is the height of gaming design and of a good, challenging hard game when it is this very same Dark Soul that holds back a very decent action game with ninjas, both in ideas an execution.
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