
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.
Most likely between $185.7M and $526.2M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $59.99 | 95% | approximately $309.5M |
| Xbox | $59.99 | 86% | Top 100 |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $11.64 on Xbox · Türkiye (−81%). Compare 27 prices in 15 markets →
Reviews
Themes across 3496 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[h2]“犹豫,就会败北啊,Sekiro”[/h2] 作为我的第一部FS社本家的类魂,只狼带给我的体验是绝无仅有的。矮个儿忍者高机动带来的超绝跑图体验,战斗的交互和氛围的沉浸式渲染都让我深深领悟到只狼的成功。 ①战斗设计: 基础:战斗交互做得确实一流。基础交互是格挡.拼刀.识破和踩头,一招一式一板一眼,虽然武器只有楔丸一把,但是配合不下二十种流派招式给我一种在玩act的感觉(而非传统意义的类魂)。 忍义手:这方面的设计能从不少后辈中看到只狼的影子(比如匹诺曹的谎言算是一个相当优秀的学生),在前者无消耗的招式配合有消耗的技能也增添了更多交互可能性,也可作为一个相当有效的削韧手段。根据分支强化也能看到不少小流派以及对策的玩法。 其实我是不大清楚架势条+血条的双重设计的鼻祖是谁,但这种鼓励猛攻,拉扯负收益的设计确实爽啊,一路打铁火花带闪电的反馈拉满。(即使没打过也会觉得相当爽) ②成长设计: 虽然保留了打怪得经验,但是没有传统的血量负重等等小加点了,而是分成了各种流派分别衍生额外招式并且将货币增加量,架势增量,葫芦回血量等等融入小分支(匹诺曹的p器官系统与此类似),极大丰富了战斗(尤其是boss)。 但是惩罚又极大压缩了前期游玩的多样性。钱好歹还可以穿成串,但经验一旦死亡不可避免地丢失一半超级无敌伤,即便有概率因为护佑而保住,也不妨碍新手下一次马上寄掉,负反馈其实特别大,而且也让萌新想靠数值来变强几乎不可能(只能靠死亡来堆积熟练度)。 特别是你就差几百经验就升级的时候,不小心误入boss房还被空气墙挡,初见过boss的可能也几乎没有(比如我就被火牛坑过),当场看着进度条减半。即便有些时候清楚察觉是boss,也会因为害怕此时的条减半而跑出去刷小怪,非常拖游戏节奏,我不是很喜欢这个设计。(毕竟不少魂要么能跑尸,要么能靠前期刷怪叠小数值过) 虽然强化了紧张感,但是前期的多样性和成长正反馈会被压缩,也就让我憋了特别久才能玩到自己想玩的招数,算是一种取舍也确实并非纯粹的缺陷设计。 ③敌人设计: 只狼中绝大多数人形怪设计都不错,兽怪就全是大粪了([spoiler] 点名批评怨恨之鬼,也是交交又互互了[/spoiler] )。在跑图过程中([spoiler] 尤其是仙峰寺和平成宅[/spoiler] )堆怪尤其离谱,基本都需要反复拉扯忍杀清杂兵之后才能打精英怪,非常影响多次挑战的节奏,合理怀疑故意拉长战线了。 全部人形boss全都是一等一的极品,在这块FS是真的上心,[spoiler] 弦一郎,剑圣一心和三年前义父[/spoiler] 算是我百打不厌,各种拼刀交互体验还是得上手才能懂了( ④剧情相关以及一些心得: [spoiler] 义父背叛的突然转折个人觉得有些生硬,而且塑造上我一直处于个中间的态度,很难说有什么情绪波动。 其他拙见也不说了,主要谈谈我最欣赏的悲情枭雄苇名弦一郎。 本身弦一郎就并非苇名正统,出生卑贱但责任心却相当重,又正值一心病重内府入侵关头,选择了不择手段(为了苇名宁愿放弃“为人”的资格)。设定上弦一郎喝下变若水沉淀算是几种不死者里最特殊的一种(其他为蜈蚣寄生的附虫者,喝变若水失败的赤鬼、成功的变若之子,以及龙胤),这种程度下的精神肉体双折磨还能保持理智简直是超人。不敌狼后败逃拿到开门后,为了留住九郎宁愿献祭自身从黄泉拉回剑圣就为了苇名的最后一丝尊严。 然而还是在狼斩下一心的头颅后,把自己燃尽在苇名的最后一场大火之中。[/spoiler] 其实我个人对于这类“恶人”的塑造很痴迷,他们有一套相当完备(或者偏执)的价值观,有自己的一套行事准则并且行为绝不草率,例如jo里的dio和瓦伦泰,海沙的盖恩,进巨里的弗洛克等等,明知代价又选择一条路走到黑,通常都是一种掠夺感或责任感相互矛盾的极致。而且也正如我的引言“犹豫就会败北”,一旦他们对于自己的行为有了迟疑,那么本身的价值观也就崩溃了。 [b]最后综合评分:9.2/10,部分缺陷并没法动摇其核心战斗和不俗的剧情塑造,其也成了不少后辈学习的范本,又以神作的姿态经久不衰,属于是越老越香醇的美酒,相当推荐。[/b]
I have tried to write a detailed review for Sekiro but I actually struggle to find the words. It's the best combat I have ever experienced in a game with a very frustrating and steep early learning curve. But once it clicks, nothing else will scratch this itch. Great story, the visuals hold up and aside from a few outliers, this feels like the most fair soulslike I have played. One of the most challenging games that I have enjoyed all the way throughout. (Runs excellent on the Steam Deck, 95% of my playthrough was there.)
Demorei pra jogar Sekiro, tinha um certo preconceito com temáticas orientais e um medinho da dificuldade mas resolvi experimentar e foi uma baita surpresa, tem uma curva de aprendizado no início mas depois que a gente começa a dominar o parry e entender o sistema de combate a coisa fluí, é recompensante . O gráfico é bonito, bem otimizado, bela direção de arte, desing dos mapas, inimigos e chefes muito bem feitos, personagens carismáticos, a história é boa e segue uma narrativa mais padrão. Não fique com medo de encarar, é difícil mas é honesto e tem um dos melhores combates dos vide games.
10/10. Nothing else comes close. Hesitation is defeat!
Мой первый соулслайк. Игра из за которой я в свое время сломал геймпад, далеко не каждый человек нашел в себе силы пройти ее до конца, судя по статистике достижений. Секиро - игра в которую при первом прохождении ты себя чувствуешь ничтожеством и побитой плешивой собакой, при втором прохождении ты начинаешь получать удовольствие, при каждом последующем оттачиваешь свое мастерство и примерно после 10 прохождения ты уже играешь в нее спинным мозгом, руки сами все делают, и ты просто издевательски легко побеждаешь боссов, которые при первом прохождении вызывали у тебя приступы ректальной боли и тахикардию. Моя жизнь честно поделилась на до и после прохождения Секиро. эта игра научила меня тому, что во всех своих неудачах ты должен и имеешь право винить только себя самого, и лишь твоя принципиальность и упрямство и целеустремленность позволят тебе преодолеть трудности которые пред тобой предстают. (да, Секиро помогла мне стать лучше в реальной жизни) Я удивлен почему не выпустили сиквел этой игры даже спустя 7 лет, ведь игре дали GOTY. в общем если меня бы спросили какую единственную игру я бы порекомендовал всем - это Секиро. это больше чем игра, это психологическая терапия . в общей сложности у меня в этой игре 400-500 часов я думаю. просто решил взять, дабы отдать дань Миядзаки
[i]reviewed post 100%[/i] Knew it was the greatest game of all time when I got the platinum on PS4. Knew it was the greatest when I got the 100% on here. It's just the pinnacle of action gameplay. Greatest combat, enemy, and boss design across any game. Play this. @miyazaki give us sekiro journey to the west pls. Now embarking on Sekiro : Resurrections.
GOTY
[h1] SEKIRO: SHADOWS DIE BASTANTE [/h1] [h3] Fácil de aprender, difícil de dominar [/h3] Sekiro es un juego de acción como ningún otro. Nos ponemos en el papel de un shinobi que hará todo por proteger a su amo Kuro, el heredero del clan Ashina, de aquellos que atentan contra su vida para usurpar su lugar. La historia, personajes y estética son aspectos bien sóildos. Es un juego de acción, pero a la vez te invita a ser inteligente en la forma de enfrentar cada situación. Podes encarar a los enemigos de frente (99% sale mal), o bien tomarte el tiempo de observar y tomar decisiones que te permitan eliminar obstáculos con sigilo o pasar completamente de ellos (cuando sea posible). [h3] Demanda precisión por parte del jugador [/h3] Tiene un sistema de parry bastante importante y muy satisfactorio de dominar. No alcanza con atacar y bloquear. El parry es una mecánica central en los combates. Al principio te comes todos los golpes, pero poco a poco te vas acostumbrando a los tiempos de los ataques enemigos. En mi opinión, el aspecto más divertido de este juego con diferencia. Cuando le agarras la mano se siente increíble. [h3] Conclusiones [/h3] Sekiro pone a prueba y forja tu paciencia y tu determinación. Puede parecer imposible por momentos, pero realmente se trata de perseverar, dejarse llevar, y morir 700 veces hasta que te vas acostumbrando. Es uno de esos que, si te animas a probar y te termina haciendo click, no lo soltas hasta volverte uno con la espada. Cuando por fin te lo pasas, te deja una sensación incomparable. Te sentis capaz superar lo que sea que te propongas. Algo que solo unos pocos títulos en este medio de entretenimiento logran transmitir.
...
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)