![]() ![]() Instead of hacking away at an enemy's health bar, Kitao says famed director Hidetaka Miyazaki wanted to capture the feel of "swords clashing." While Kitao was unwilling to give too many specifics on combat systems, I can safely say that Sekiro is unlike anything we've seen in other From Software games. It even has uses in combat, like pulling enemies in or using it to get behind an enemy for a deadly slash. From what I saw, the grappling hook feels natural to use and isn't locked down to specific grapple points. Environments in Sekiro are designed with verticality in mind, and you're free to use your grappling hook to leap onto cliffs, rooftops, and more. Then, of course, comes the grappling hook. ![]() During the demo, the player thrust his katana through his torch-arm, igniting it so each swing would deal fire damage. These tools will combo with your sword attacks in surprising ways. There's also a shield that can block damage. The demo showcased a Shinobi Firecracker, which could stun enemies, as well as a torch addon that could set them alight. ![]() An axe, for example, might help you destroy enemy shields. The character always wields the same katana in his right hand, but his left hand can swap between a ton of tools that have offensive and utilitarian uses. If you liked how Bloodborne's weapons transformed into wildly different types, you'll probably love this new system. ![]() You won't be making your own character or leveling up stats, but you will be finding all manner of cool gadgets that attach to your 'Shinobi Prosthetic' that replaces your lost hand. From Software's Yasuhiro Kitao describes it as an action adventure game, making it sound more akin to Zelda where exploration will yield new items that help you progress. ![]()
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