
Set in a mythic late-1500s Sengoku Japan, Sekiro is FromSoftware's sharpest break from its own Souls formula: no character builds, no co-op summons, no levelling past a wall, one shinobi and a combat system built on posture rather than health. Deflecting a strike at the last instant, instead of rolling clear, breaks an enemy's guard and opens a lethal blow, while a grappling hook, stealth, and prosthetic tools widen the approach without diluting that core.
That single-minded design earned near-universal acclaim, a Metacritic in the low 90s, and Game of the Year at The Game Awards 2019, critics singling out its swordplay's clockwork precision. It became the centre of the industry's loudest accessibility debate: with no easy mode and no summons, the steep early wall turns some players away. For anyone willing to learn its timing, the payoff is among the genre's most satisfying; for players who need options to ease the strain, it stays a closed door.
Single Player Only
Overall, player feedback on Sekiro: Shadows Die Twice is overwhelmingly positive, highlighting the game as a masterclass in design and combat mechanics. Many players appreciate the challenging nature of the game while praising its immersive storytelling and impressive visuals. However, some criticisms arise concerning its difficulty and potential lack of variety in gameplay.
Based on 102 reviews from playstation, steam
10 Minutes Of Sekiro: Shadows Die Twice Gameplay | Gamescom 2018