Home Game Reviews Sekiro: Shadows Die Twice – Mastering Kusabimaru’s Dance

Sekiro: Shadows Die Twice – Mastering Kusabimaru’s Dance

Souls Like Sekiro : Shadow Die Twice In-Depth Review

81
Sekiro Shadows Die Twice
Sekiro Shadows Die Twice

Estimated reading time: 13 minutes

It feels like ages since I first dived into the unforgiving world of Sekiro: Shadows Die Twice, yet every memory of it is still razor-sharp. After my long adventures with Elden Ring, I was craving a different flavor of challenge. Sekiro delivered exactly that—a singularly focused combat system built on pinpoint deflections and relentless aggression. It forced me to unlearn many Souls-like habits and adopt a daring, parry-centric approach. Looking back now, I realize that Sekiro holds a unique spot in FromSoftware’s catalog: it’s not just about survival or slow, methodical engagements—it’s about seizing the offensive with near-perfect timing.

Learning the Way of the Shinobi

From the outset, Sekiro forgoes the typical formula of juggling stamina bars and heavy armor. Instead, the core gameplay revolves around a distinct Posture system and an emphasis on deflecting enemy attacks. Initially, coming fresh off the broad range of playstyles offered in Elden Ring, I found it a bit difficult to adapt. In Sekiro, you mainly get your trusty katana, the Kusabimaru, and a single guiding principle: you must face each swing by meeting it head-on, using precision deflections or guards.

WePlayGames Youtube channel: Sekiro’s Showdown with Shichimen Warrior Boss

I’d be lying if I said the transition was effortless. My muscle memory wanted me to dodge-roll at every big telegraphed hit, yet Sekiro rewards you for planting your feet and hitting the deflect button at the perfect instant. Once I accepted that, the game’s flow felt refreshingly different—like a laser-focused test of reflexes, risk, and bold forward pressure. It’s the kind of game that punishes timid or passive play. If you hold back too long or rely on circling around your enemy, you’ll soon find yourself pinned down by swift combos. But meet the enemy blow-for-blow, deflect those strikes, and you’ll break their Posture, exposing them for a brutal Shinobi Deathblow.

Whenever someone asks me, “What’s the biggest difference between Sekiro and other Souls-like games?” I put it simply, forget about rolling and adapt deflection. Yes, you can hold the guard button, but the real skill is in tapping it precisely when an enemy strike lands. That’s the essence of deflection. Block too early, and you’ll drain your own Posture. Block too late, and you eat direct damage. But deflect it with flawless timing, and you’ll hear a distinctive clang, accompanied by a bright spark—that moment is pure adrenaline.

This approach leads to adrenaline-pumping duels, especially against human or humanoid foes. Each swing is a moment of truth: do I deflect, do I dodge, or do I jump to avoid a sweeping strike? The game introduces multiple perilous attacks—sweeps, grabs, and thrusts—that each require different counters, from leaps to Mikiri counters (stepping on the enemy’s weapon). Overcoming these moves requires recognition of subtle cues. You see a certain posture shift, and you know a sweeping strike is coming—so jump straight up and deliver a midair slash to put them off-balance.

The Shinobi Prosthetic: Tools of the Trade

While you don’t have the broad weapon variety typical of Dark Souls 3 or Elden Ring, you do possess a range of Shinobi Prosthetic tools. Early on, I found a loaded shuriken that can punish airborne enemies. Then came the firecracker, which disrupts beasts and certain human foes. The loaded axe helps break wooden shields, while the spear rips armor away from tougher opponents. Each tool is situational, but used skillfully, it can turn the tide in boss fights. Sekiro is a test of situational awareness—figuring out which prosthetic tool fits each scenario best can give you the crucial edge. In a sense, it’s that same sense of puzzle-solving found in other FromSoftware titles, except compressed into your left arm.

One aspect that always struck me is how these prosthetic gadgets aren’t overpowered. They don’t trivialize encounters the way heavy magic might in Elden Ring, nor do they turn you into an unstoppable tank. Instead, they offer tactical openings. The real star remains your skill with Kusabimaru—and, more critically, your deflection timing.

Boss Fights: A Series of Showdowns

Much like its siblings in the FromSoftware family, Sekiro proudly serves up a lineup of punishing boss battles. However, these confrontations feel radically different when you come from Dark Souls or Elden Ring. Sekiro demands precision in a smaller moveset rather than letting you rely on heavier stats or specialized builds.

WePlayGames Youtube : Sekiro’s Showdown with Great Shinobi Owl – Full Fight

There’s no question that Sekiro’s final boss stands among the toughest I’ve ever faced. My personal highlight (or moment of dread) was the confrontation with Isshin the Sword Saint. Let me tell you: he thoroughly tested my reflexes and composure. Over two days, I hammered away at him, losing dozens of times. Each failure taught me a pattern or reaction. By the time I finally dealt that final deathblow, my heart was pounding. Overcoming him felt very rewarding.

Other bosses left strong impressions too: the Guardian Ape, with its unpredictable leaps and roars, or Genichiro, who’s essentially your deflection sparring partner in the game’s early arc. There’s even a second version of Genichiro that hits you with new combos, forcing you to refine your strategy once again.

WePlayGames Youtube channel: Isshin the Sword Saint Full Fight

Refighting Bosses via Memories

In Sekiro, there’s a neat twist: you can revisit boss battles through a special reflection feature. If you ever want to challenge them again (maybe to sharpen your parry skills, or just to prove you can do it more cleanly), you can. This was a brilliant addition that I wish existed in Elden Ring, especially since it’s easy to yearn for a second chance at that epic fight you overcame by a sliver of health.

Interconnected World vs. True Open-World

One major difference you’ll notice: Sekiro isn’t open-world in the sense that Elden Ring is. Instead, the map is more reminiscent of Dark Souls 3—a network of interconnected areas, each with multiple branching paths and shortcuts. You’ll find hidden routes that bring you back to earlier zones or let you bypass certain sections entirely. Also, having the grappling hook encourages you to scan the environment vertically, discovering rooftops or high ledges that often yield secret items or vantage points.

Some folks prefer the endless freedom of Elden Ring, but personally, I enjoyed the structured labyrinth of Sekiro. The pacing is tighter, with carefully placed mini-bosses and dense encounters. Each zone feels curated to test a specific set of skills. And the atmosphere, while not as color-saturated or varied as some modern triple-A titles, has a cohesive style—think feudal Japanese architecture, misty valleys, mountain passes, and looming fortresses. The limited palette of earthy colors ironically feels appropriate here, underscoring the bleak struggles of war-torn Ashina.

Story, Characters, and Lore

Contrary to the cryptic, item-based lore of Dark Souls, Sekiro uses a more direct narrative approach. You’re the Wolf, a Shinobi bound to protect the young Lord Kuro. There’s a personal drive behind your mission: honor, loyalty, and the burden of immortality. This resonates differently than the standard “Undead hero linking the fire” trope. It’s more intimate. Yes, you’ll still find mysteries to uncover if you dig deep into item descriptions, but I appreciated that Sekiro made the main story accessible without sacrificing that signature FromSoftware intrigue.

Key characters like Kuro, Emma, or Owl (your father figure in the story) each have distinct personalities and motivations, revealed over the course of your journey. Kuro’s quest to sever the ties of immortality is central to the plot, and your role is to ensure his safety—even if it conflicts with your father’s designs. The interplay of these relationships unfolds organically, building tension as you approach the game’s pivotal choices. The existence of multiple endings is standard for FromSoftware, but here the final outcomes feel strongly tied to your moral decisions regarding Kuro’s blood.

Difficulty: The Punishment and the Reward

If you ask me which FromSoftware title is the hardest, I’ll say Sekiro is near the top—especially if you count the final bosses. I remember telling friends how Isshin took me two full days of attempts, which rarely happened in other Souls-likes. That’s because Sekiro does not let you rely on overleveling or summoning co-op allies. You can unlock certain skills or slightly upgrade your attack power, but success fundamentally depends on how well you read and respond to the enemy. And while Elden Ring has monstrous bosses like Malenia or Radahn that tested my patience for days too, at least I could switch up builds and try different methods, In Sekiro, there’s no easy crutch. You do it yourself or you don’t do it at all.

But that’s also the beauty. The satisfaction is enormous when you finally break a boss’s Posture and land the Shinobi Execution, especially if you’ve been stuck for hours. Every deflection you chain together feels like a personal victory over the game’s demands, forging a sense of mastery that I rarely get elsewhere.

Cross-Reference: A Nod to Elden Ring and Dark Souls 3

I’ve already mentioned how Sekiro differs from typical Souls-like experiences. But to put it plainly:

  • Elden Ring is the buffet of possibilities—multiple classes, massive open world, and countless ways to handle combat. Sekiro is a focused four-course meal: you have one main weapon, limited progression paths, and a direct storyline. If you love the freedom to experiment, you might miss that here. But if you crave a tight, skill-based challenge, Sekiro is unmatched.
  • Dark Souls 3 feels slower, with stamina-driven fights, methodical rolling, and heavier armor sets. In Sekiro, movement is swift, deflections are king, and the game actively discourages turtling up. Plus, DS3 relies on cryptic storytelling, whereas Sekiro has a clearer narrative thread.

I personally love all three. But if you handed me a controller and said I had to nail a single boss fight for the rest of my life, I’d probably pick something from Sekiro. The swordplay is just that invigorating.

Progression, Skill Trees, and Upgrades

Instead of collecting souls or runes, you gather experience to unlock skill points in separate trees. There’s the Shinobi Arts, Prosthetic Arts, Ashina Arts, and so on. Each tree focuses on a certain aspect of combat—like improving your Mikiri Counter or granting you new aerial moves. Meanwhile, prayer beads found on mini-bosses serve as your primary means of increasing health and posture, and memories from major bosses boost your attack power. This structure ensures your growth stays closely tied to defeating key encounters. In other words, there’s no infinite farming route that trivializes the entire game. You still have to overcome that boss, no matter what.

You also gather crafting materials to enhance your prosthetic tools. Want a deadlier version of the shuriken launcher or a flame vent that deals more damage to certain beastly enemies? Then you must gather rare upgrade items scattered throughout the world. Again, it’s not an enormous loot system, but it’s enough to keep you engaged in exploring every nook and cranny.

Visuals and Performance

Technically, Sekiro may not rival the sheer scale and variety of newer open-world games, but it holds up well in how it presents feudal Japan. The lighting in areas like Ashina Castle and Fountainhead Palace stands out with atmospheric touches that highlight the serene-yet-deadly vibe. The color palette is more muted than, say, the flamboyant realms in Elden Ring, but that suits the setting. On my PC (which handled Dark Souls 3 comfortably), Sekiro ran at a steady frame rate, rarely dipping even during intense battles. The only significant difference is that Sekiro demands near-zero input lag for those perfect parries, so consistent performance is crucial.

Stealth, Verticality, and Level Design

One unique aspect not always found in other Souls-likes is stealth. Press yourself against a wall, creep around corners, or drop down onto unsuspecting enemies from the rooftops. Some mini-bosses become much easier if you can land a stealth deathblow first, halving their health bars. The level layouts encourage scanning your surroundings with the grappling hook to find vantage points. This approach reminds me a bit of Tenchu, an older series that many fans believe Sekiro loosely inherits from.

Vertical traversal—swinging up to rooftops, clinging to cliffs, and bridging big gaps—lends Sekiro a sense of speed and fluidity rarely seen in Dark Souls 3. That said, it does limit your kit in other ways—no fancy incantations or ballistic spells. You’ll rely more on pure swordsmanship, cunning stealth, and a few prosthetic tricks.

Sound, Atmosphere, and Musical Score

My impression: Sekiro leans heavily on atmospheric tension rather than bombastic tracks. Battles are accompanied by tense, sometimes minimalistic music, punctuating moments where you clash swords. The boss themes ramp up with more dramatic flair but never overshadow the action. The clang of steel on steel is the real “soundtrack” of a tough fight. Meanwhile, the environment often feels quiet—broken by wind, rustling grass, or the footsteps of patrolling enemies. It fosters a sense of being a lone wolf in a war-ravaged land, scurrying across rooftops.

As for voice acting, it’s all in Japanese (you can choose English, but I stuck with Japanese for authenticity). The performances are strong—characters like Lord Kuro and Owl deliver lines with enough gravitas to reinforce the game’s emotional stakes.

Overall Impressions

Sekiro: Shadows Die Twice stands out for deviating from the classic Souls formula. Instead of stamina management and build variety, it hones in on reflex-driven deflects and posture-breaking. The result is a faster, more punishing experience that demands near-constant engagement. There’s no resting behind a shield or waiting for an opening. The Wolf is the opening.

But that intensity can be overwhelming. I won’t sugarcoat it: Sekiro might frustrate those who rely on summoning help or prefer to grind levels until they can outlast a boss slowly. Here, you have to face your foes directly. If you accept that challenge, though, the high of perfect deflections is like no other. The game also does a good job of weaving stealth, exploration, and a personal story about immortality and duty. By the end, I’d formed a stronger bond with this protagonist than I usually do in a FromSoftware title. And while the final boss nearly broke me, it is among my proudest gamer achievements.

Major Heroes

  • Wolf (Protagonist Shinobi)
  • Lord Kuro (Divine Heir)
  • Owl (Wolf’s mentor and father figure)
  • Emma (Loyal physician)

Notable Locations

  • Ashina Castle
  • Hirata Estate
  • Fountainhead Palace

About Sekiro

Title: Sekiro: Shadows Die Twice
Type of Game: Action-Adventure, Soulslike
Developer: FromSoftware
Publisher: Activision
Release Date: March 22, 2019
Platforms: PC, PlayStation 4, Xbox One

Where to Purchase

Note: Sekiro: Shadows Die Twice received the Game of the Year Edition, which includes all updates, boss challenges, and new outfits.

LEAVE A REPLY

Please enter your comment!
Please enter your name here