Why is Sekiro not a Soulsborne?
Sekiro: Shadows Die Twice is a highly acclaimed action-adventure game developed by FromSoftware, the same studio behind the Dark Souls series and Bloodborne. However, despite sharing some similarities with these games, Sekiro is often referred to as a unique entity that deviates from the Soulsborne formula. In this article, we’ll delve into the reasons why Sekiro is not considered a Soulsborne game.
Definition of Soulsborne
Before we dive into the discussion, it’s essential to define what Soulsborne games are. Soulsborne games are a subgenre of action role-playing games that are characterized by their challenging difficulty, atmospheric settings, and deep storytelling. They often feature exploration-based gameplay, intense boss battles, and a sense of progression through character development and skill mastery.
Key differences between Sekiro and Soulsborne games
While Sekiro shares some elements with Soulsborne games, it differs significantly in several key areas.
- No soul-gathering system: Unlike Soulsborne games, Sekiro does not feature a system where players collect souls or experience points to upgrade their characters. Instead, the game focuses on earning karma points, which are used to unlock new skills and abilities.
- More emphasis on stealth and strategy: Sekiro encourages players to adopt a stealthy approach, using disguises, hiding spots, and creative tactics to overcome enemies and obstacles. This departure from the traditional Soulsborne hack-and-slash approach creates a new type of challenge and requires players to adapt their strategy.
- Linear storytelling: Sekiro’s story is more linear than Soulsborne games, with a greater emphasis on storytelling and character development. While the game still features optional areas and secrets, the main narrative is more directed and guided than the branching storylines found in Dark Souls or Bloodborne.
Design choices and philosophical differences
FromSoftware’s director, Hidetaka Miyazaki, has discussed the design choices and philosophical differences that led to the creation of Sekiro. Some key points to note include:
- Influences from feudal Japan: Sekiro was inspired by the history and culture of feudal Japan, which influenced the game’s setting, characters, and art style. This deviation from the typical Western or Gothic-inspired settings of Soulsborne games adds a fresh perspective to the genre.
- Focus on aesthetics and atmosphere: Sekiro’s design prioritizes atmosphere and aesthetics, with a greater emphasis on creating an immersive and visually stunning world. This focus on style and mood is distinct from the Soulsborne approach, which often prioritizes exploration and discovery.
- New type of challenge and gameplay mechanics: Sekiro introduces new gameplay mechanics, such as the use of prosthetic tools and Shinobi abilities, which change the way players approach challenges and overcome obstacles. These mechanics are designed to encourage creative problem-solving and adaptability, rather than solely relying on brute force.
Conclusion
Sekiro: Shadows Die Twice is a unique game that deviates from the Soulsborne formula in several key areas. While it shares some similarities with Soulsborne games, its design choices and philosophical differences set it apart as a distinct entity. By embracing new gameplay mechanics, focusing on atmosphere and aesthetics, and introducing linear storytelling, Sekiro creates a fresh and exciting experience that appeals to fans of action-adventure games.
Comparison table
| Soulsborne | Sekiro | |
|---|---|---|
| Soul-gathering system | Yes | No |
| Stealth and strategy emphasis | Less | More |
| Storytelling and character development | Branching narrative | Linear story |
| Setting and inspiration | Western/Gothic | Feudal Japan |
In conclusion
Sekiro: Shadows Die Twice is a standout title that pushes the boundaries of the action-adventure genre. By exploring new ideas and departing from the traditional Soulsborne formula, Sekiro creates a unique gaming experience that is both challenging and engaging.