The shinobi. Assassins that were present in ancient japanese history, told to be "masters of ingenuous assassination", mastering several fields of other martial arts at the time, along with methods of espionage, chemistry and more. Sekiro: Shadows Die Twice is FromSoftware's newest title, and it markets itself with "intense shinobi sword-clashing and stealth", and it's heavy gamey feel is no shortcoming, making what I believe to be another standard-setter from FromSoftware, this time on the art of unconventional warfare.
In this, I want to go in detail with how I percieve Sekiro's major exploration cycle, which, in my analysis, makes up the big catch of what makes Sekiro's mechanical design so solid and organic.
In Sekiro, parrying is the name of the game. Deflecting oncoming attacks with a precise press of your block button adds a layer of skill that one needs, seeing how learning enemy movesets is necessary. The reward is the only relevant posture damage, the most proeminent method o