The biggest difference from Dark Souls and Bloodborne was the combat system.
It could be said that Sekiro leaned more toward ACT—action games.
Bloodborne and Dark Souls, on the other hand, still leaned more toward RPG elements.
The main reason was that Sekiro had originally been conceived in his previous life as a spiritual successor to a game called Tenchu.
But as development progressed, Hidetaka Miyazaki eventually decided to make Sekiro a standalone game.
It was unlike Souls-like games, and unlike Tenchu.
Sekiro was simply Sekiro.
Though it also had Sculptor's Idols corresponding to campfires and lamps, and ordinary enemies still respawned after resurrection.
The different combat system resulted in an entirely different gameplay experience.
If new players in Bloodborne and Dark Souls could still clear the game through some unconventional methods without improving their skills.
Then no such thing existed in Sekiro.
Lady Butterfly, Genichiro Ashina, then the older Great Shinobi Owl and the Great Shinobi Owl from three years ago, as well as Emma and Isshin Ashina.
No matter which ending route they took, players would encounter true teachers—teachers whose lessons could not be skipped through unconventional methods.
If they could not beat them, then they simply could not beat them. There was no way around it.
That was why many players called Sekiro the most difficult game of all.
Inside the office, Qin Yi, Meng Zuo, and the others looked over the detailed design concept drafts in their hands. They were all utterly stunned.
The illusion from the previous meeting vanished completely once they saw the game's Numerical Design.
Clearly, in terms of difficulty, Sekiro could absolutely be considered one of the most extreme entries in the Soul series.
Perhaps only the Prepare to Die Mode version of Dark Souls could stand against it.
"CEO Chen, this