"Belief" lol
The game plays largely NOTHING like any of the Souls games.
Uses a set character, doesn't have multiplayer, lack character customization, etc.
I'm not saying it as a way to say it's less of a game or anything. Just the fact that lumping it with the others that ALL have those things and more is ridiculous.
Well, to start with, this is an informal subgenre so I understand people can have their own definitions. I understand why Sekiro is unique. This is me from another thread:
- First with a working pause function
- Combat focused around a singular parrying playstyle
- Relatively straightforward narrative
- No multiplayer or summons whatsoever
- Closest these games have come to a real-world setting
- An actual skill tree
- Allows resurrections multiple times after dying
- Rot mechanic to encourage urgency
- HESITATION IS DEFEAT posture-based boss fights
This question comes down to what people believe makes a souls game a souls game. Is it certain mechanics or the gameplay experience those mechanics bring out? And that's why I asked what your reason for that belief is. What is it that makes a 'souls game' a 'souls game' that Sekiro lacks? (maybe this topic should be its own thread, but, eh).
I've seen this opinion a lot across discussions and excluding Sekiro completely just confuses me.
To me, Sekiro is what happens if you take a souls game and hyperfocus on a certain playstyle
within souls games. As in, most of the aspects people seem to think exclude it just seem like hyperfocused souls-game features to me.
The features that are new in Sekiro just seem like additions and subtractions to/from the base of a souls game, the way horse-riding, ashes, and the mimic are in elden ring, or the way no shield, dual weapon forms, and rally mechanics are in bloodborne.
To me, In terms of combat mechanics:
It's a souls game with a focus on bladed souls-game melee combat, a souls game with a focus on souls-game parrying, a souls game with a focus on the souls-game bosses that were fast and aggressive, a souls game with a heavy focus on the posture/stagger mechanics that all souls games secretly have, a souls game with outright skills that serve the same purpose as special weapon effects, a souls-game that doesn't let you grind but rewards you with the same experience level-up potential when you defeat a boss.
And In terms of themes and overall narrative, I'll quote myself from another thread:
I consider it a part of the others because they all share common themes through gameplay and narrative (or whatever narrative they try to put together) working together. Death, undeath, rebirth, rulers and the ruled, changing of the times, things that are insurmountable only really appear that way until you overcome them, etc. Those are core parts of souls games far more than summoning or stats will ever be, to me
I get it, in a way. Sekiro is very unique even among the unique souls games. That uniqueness is different enough for you that Sekiro is a separate game. But based on the above, you can probably see why I think saying it isn't a souls game is odd