PC Games BuzzVerdict

Sekiro: Shadows Die Twice

4.5 / 5

2019 · Action-Adventure · PC / Steam


Sekiro: Shadows Die Twice released in March 2019 and represented FromSoftware’s biggest departure from the formula that made them famous. Gone were the RPG elements, the character builds, the multiplayer summons, and the wide arsenal of weapons. In their place, director Hidetaka Miyazaki and his team built a focused action game around a single mechanic: the deflection system. You play as a shinobi in a reimagined late 1500s Japan, armed with a katana and a prosthetic arm fitted with various tools, and the entire game is designed around mastering the rhythm of steel clashing against steel.

It won Game of the Year at The Game Awards in 2019, and community sentiment has only grown warmer over time. Players consistently describe its combat as the most satisfying in any FromSoftware game, and many say it ruined other action games for them by setting the bar too high. That kind of praise doesn’t come without qualifiers, though. Sekiro’s intentional limitations create real friction for certain players, and the debates around difficulty, accessibility, and replay value have followed the game since launch.

The Combat That Drives Sekiro: Shadows Die Twice

The deflection-based combat system is why people can’t stop talking about this game. Rather than dodging and rolling through attacks like in Dark Souls, Sekiro asks you to stand your ground and parry incoming strikes with precise timing. Successful deflections fill an enemy’s posture gauge, and breaking that posture opens them up for a killing blow. The system turns every encounter into a rhythmic exchange, and once the timing clicks, fights become something closer to a conversation between two swords than a traditional action game encounter.

Boss fights showcase this system at its absolute best. Each boss teaches you something new about the combat, demanding that you read attack patterns, adjust your timing, and use the right tools at the right moments. The prosthetic arm offers options like firecrackers, a loaded axe, and a flame vent that can exploit specific enemy weaknesses, adding tactical layers to what might otherwise feel like pure reflex tests. Several boss encounters in Sekiro are widely considered among the best FromSoftware has ever created, and the feeling of finally defeating one after dozens of attempts produces a rush that few games can match.

Sengoku-era Japan deserves credit for standing apart from FromSoftware’s usual dark fantasy. It gives the game a distinct visual identity, from mist-covered castle rooftops to sunlit bamboo forests. Verticality plays a major role in exploration and stealth, with the grappling hook allowing you to approach areas from multiple angles, thin out enemy groups before engaging, and find hidden paths. The world feels tighter and more purposeful than the sprawling maps of Dark Souls, with every area clearly designed around the movement tools at your disposal.

The Replay Value Struggle in Sekiro: Shadows Die Twice

Replayability is Sekiro’s most significant weakness, and players bring it up constantly. You use one sword for the entire game. There are no armor sets, no stat allocations, no character builds, and no weapon variety beyond the prosthetic tools. On a second playthrough, you’re fighting the same enemies with the same moveset, and while the combat is excellent, the lack of meaningful variation means subsequent runs feel much more similar to each other than they would in a Dark Souls or Bloodborne. New Game Plus adds difficulty scaling but doesn’t change the fundamental approach.

Multiplayer’s absence cuts both ways. FromSoftware designed Sekiro as a purely single-player experience, and that focus allows the combat to be tuned with absolute precision. But it also means there’s no cooperative option for players struggling with a particular boss, and no PvP to extend the game’s life after the campaign ends. For a full-priced game, the lack of any online component is a real concern for players who got hundreds of hours out of Dark Souls’ multiplayer systems.

Difficulty is the elephant in the room. Sekiro offers no difficulty settings, and the game is demanding in ways that differ from other FromSoftware titles. You can’t grind levels to overpower a boss, and you can’t summon help. If a fight is stopping you, the only options are to improve your skills or find prosthetic tools that help. This design philosophy sparked intense debate about accessibility, and while FromSoftware was clear about their intention to create a shared challenge for all players, the result is that some people hit walls they simply can’t get past. The initial learning curve is especially punishing for players coming from other action games, as Sekiro actively punishes the dodge-heavy instincts those games build.

One Sword, Perfectly Honed

Sekiro’s defining quality is its refusal to compromise. Every decision in the game’s design serves the deflection system. There’s one weapon because the combat is balanced around that weapon. There’s no multiplayer because the difficulty is tuned for a solo player. There are no builds because every player needs to learn the same fundamental skills. You can disagree with any of those choices, but they’re all intentional, and the result is a combat system with a level of precision and depth that a more flexible game couldn’t achieve.

That commitment to a singular vision is what makes Sekiro polarizing and also what makes it exceptional. It’s not trying to be everything to everyone. It’s trying to be one thing, perfectly.

Should You Play Sekiro: Shadows Die Twice?

Action game fans who want the tightest, most rewarding combat system in the genre should play Sekiro immediately. If you enjoyed the challenge of Dark Souls but wished the combat were faster and more precise, this is the evolution of that idea. Players who appreciate focused, authored experiences over open-ended sandbox design will find a game that knows exactly what it wants to be.

Skip it if you need build variety and replay value to justify your purchase. If you’re looking for a game you’ll play for hundreds of hours with different characters and approaches, Sekiro doesn’t offer that. And if a demanding difficulty with no safety nets sounds more frustrating than motivating, this game will test that limit repeatedly.

The Verdict on Sekiro: Shadows Die Twice

Sekiro: Shadows Die Twice features the best combat system FromSoftware has ever built, a razor-sharp deflection mechanic that turns every boss fight into a duel you’ll remember long after the credits roll. The lack of character builds, multiplayer, and difficulty options means it won’t work for everyone, and replay value drops once you’ve mastered the system with no new weapons or playstyles to explore. But that singular focus is also what makes it special. FromSoftware bet everything on one sword, one moveset, and one very steep skill curve, and the result is a game that, once it clicks, makes every other action game’s combat feel just a little bit slower.