this post was submitted on 29 Jul 2026
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My complaints with the game weren’t based on the difficulty. Elden Ring was just a lifeless world that used “open world exploration” to pad the playtime. In contrast, I loved Sekiro because it was a tight concise game with solid progression and a sense of exploration without needing to cross vast swaths of nothing in between each area.
Plus I tend to dislike games that use animation locks as an artificial form of difficulty. In Sekiro, you’re consistently the fastest character in the game. The game feels responsive. If you fail to parry an attack, it’s because you as the player failed. But with most FromSoft games, they use slow animations as a way of artificially introducing difficulty.
There's plenty of fast weapons in the game. The huge range of different playstyles with different builds is a big part of the appeal.
This is an ignorant take. It's fine if you didn't like the game but this is just objectively wrong. There's an enormous amount of information to be found exploring the world, it just isn't thrown in your face like most games.
It sounds like it would take a HUGE amount of time regardless of how good someone is, which is why I avoid playing it myself.
Checks "artificial difficulty" off my FromSoft bitching bingo card.
All difficulty in video games is artificial - the only real distinction is "difficulty I like" and "difficulty I don't like".
It's fine if you don't like Souls combat, but own your own shit and don't hide behind empty bullshit insults like "artificial difficulty".
Slow animations is a way to make multiplayer manageable. Add latency, and slow animations are barely reactable.