
Game of the Year - The Game Awards 2019 Best Action Game of 2019 - IGN Carve your own clever path to vengeance in the award winning adventure from developer FromSoftware, creators of Bloodborne and the Dark Souls series. Take Revenge. Restore Your Honor. Kill Ingeniously.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
About
Genres
Sums Steam only; Xbox publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $59.99 | 355.9Kreviews | 95% | — | $309.3M |
| $59.99 | 14.4Kratings | 86% | Top 100 | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 3251 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
es demasiado bueno
Very satisfying if you’re good at parrying. Apparently, I’m not.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 19: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Japanese*, Korean, Polish, Russian, Simplified Chinese, Thai, Traditional Chinese +1 more
Hours played at review time, across 3.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
you die more than twice
Genishiro je t'emmerde
shekiro
Sekiro isn't a souls-like but close enough that people lump it in with From's other titles. I suck at this game and I love it. This game takes time to learn, not mentally, you can know exactly what to do but you won't get the feel for it until somewhere around half-way in. This game is actually much more fun on the second playthrough. Looking at the game based on specific categories Visuals This game feels colorful compared to most Fromsoft games but still dark enough to give excellent vibes. The game is nearly 8 years old and still looks excellent. The animations are top notch and the art direction is excellent. The white snake is an example of all of these. Firstly, someone actually looked at a snake when designing this one, it's well modeled and well animated. It's got front fangs reminiscent of a viper but looks almost pythonish, but it's a fantasy creature so I can forgive the weird anatomy, that said it still looks like a scaled up actual snake. This attention to detail is just a great example of From's art design. Difficulty Somewhere between trivial and impossible. Early on it feels more like the latter, later the latter then the former again. It's not that the difficulty is all over the place really, a second playthrough confirms that, more that there is a learning curve to understand the combat. Bosses Generally excellent with let's say 1 really ♥♥♥♥♥♥ (optional) one and 1 that's just not very good. The only complaint you might have is that most of the bosses are some variation of "Dude with a sword." But, well, it's a Samurai game, of course that's the case. Level Design Honestly, excellent. It has a near perfect balance of linearity to open exploration. Areas feel rewarding to explore but still feel as though you might stumble upon a secret. It's not quite as interconnected as say DS1's first half, but is very consistently good. Controls Amazing once you get to grips with them. Don't play it like a souls game and you'll like it a lot more. Story The easiest to follow Fromsoft story in recent memory. You can actually figure it out on your own, especially on a second playthrough. It's well written, well voice acted (At least in JP with Eng subs) and there's enough here to get genuinely invested without reading every item description. Performance Good, though I did have some issues with exclusive fullscreen on windows where it would have weird lag spikes, running it borderless solved this. In Linux borderless had issues but exclusive worked fine. It's a solid PC port even if it won't go over 60fps. Overall -> Looks 9/10 Level Design 10/10 Story 9/10 Difficulty 7/10 (in terms of pacing, curve and feel) Bosses 8/10 Performance 6/10 (Performed fine but had some issues running on PC)
This is the worst one that they've ever made and From's got some real terrible games in their catalog. It's almost impressive.
Maymunlar birlikte de güçlü tek başına da güçlü
I avoided it for 7 years cause I heard it described and praised as a "rhythm game" which turned me off cause I dont like that genre and it feels too much like "ur a slave to the icons coming down the screen". And all the videos emphasizing parrying which I always felt was a tedious mechanic in most games. After playing it, Sekiro is not really like that at all and I don't think thats why its so beloved. And I havent seen people discuss below so I wanna essay rn lol. The real reason I think Sekiro is so enjoyed is cause its the only souls-ish-like that rewards you for being aggressive and also the only one that rewards you for ur defense. In Sekiro your offense is actually also your defense and your defense is also your offense. Thats whats so fun about it. Everything you do is directly rewarded and there are actually ALOT of defensive options, which means its actually way more flexible than Elden Ring. In ER you're mostly just forced to dodgeroll alot of stuff. There is no reward for dodging 10 hit combos, ur actually punished the longer the combo is because it can reset bosses hidden stagger meter and it drains ur stamina. Which I think is why people complain so much about ER bosses. Its also very passive and boring to just sit there waiting for the bosses 10 hit combo to end only for them to jump away afterwards so u get barely any reward for it. But in Sekiro the bosses health is really their posture meter (if it hits 0 they die) and every deflect does damage to it. So when a boss does a long combo u feel good because the boss is taking damage from doing it if u deflect. So ur defense is actually also offense. They also made the parrying SUPER FORGIVING way way way more forgiving than dodge rolling DS/ER. U can just spam the block button and its fine, u can also just hold block and its fine. Most bosses dont even punish u for ur guard breaking. I basically went through the game just guessing or mashing the deflect and it just was fine lol. U dont need to tediously memorize crazy timings just like deflect what u can and if u mess up its registered as a block even if ur finger is off the trigger cause ur mashing. The anims are also pretty straight forward so just guessing the timing usually works unlike ER where it feels like they purposely make the anims wacky and have misleading timing. U can also just not deflect. Strafing, and jumping are op in the game. As is just holding run button. Alot of the unblockable attacks ur meant to dodge u can also just jump. U have multiple prosthetic defensive options too. Its very open ended. Also in Sekiro, for most bosses, if you hit them, it stuns them out of their combo and even their special unblockable moves. So ur offense is also ur defense and ur rewarded for it. So basically anything u do ur rewarded for. If u attack u can interrupt boss combos by forcing them to take dmg or block. If u deflect u hurt them. Jumping on them also hurts them sometimes. W/e u do is rewarded. Thats why its so fun, unlike some ER bosses where it just feels like ur being abused and enslaved by the game for little reward. Its also imo way easier than the hardest DS and ER bosses. None of the bosses took me that long except like 1 which was optional and is made like a DS boss not a sekiro boss (demon of hatred) though even that one u can make way easier if u use certain prosthetics (and the hold run is op). Even that one was way easier than hardest ds3 bosses and half the ER bosses. Anyway I would actually recommend Sekiro as From's easiest souls-like-ish. Its also not very long and very well paced. The setting and story are also IMO alot better than DS and ER. But not as good as Armored Core 6. Anyway hope you enjoyed my essay lol...
Gelmiş geçmiş en iyi oyun. Ve bir oyundan fazlası.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
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