Game Development: Starting with Healing Players
Chapter 686

Official Launch (Request Subscriptions and Monthly Tickets)

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As the wave of Sekiro promotional videos began, more and more players took notice of the game.

Afterward, Chen Xu and Nebula Games gradually released more new information on the official website.

The game title and shop page went live: "Sekiro: Shadows Die Twice."

Players could use a versatile prosthetic arm to aid them in battle: Shuriken, axes, Firecrackers...

In addition, concept art for the game's environments was revealed one after another, including Ashina Castle, Senpou Temple, Waterfowl Village, Fountainhead Palace, and more...

As more and more information was revealed, some of the game's mechanics, combined with the promotional videos, were no longer all that secretive, even if Chen Xu had not explicitly mentioned them on the official website.

"Isn't this CEO Chen's first action game? It looks awesome!"

"What do you mean, first? Have you forgotten Monster Hunter: World, Dark Souls, and Bloodborne?"

"Monster Hunter barely counts, but Dark Souls and Bloodborne lean more toward exploration and RPG elements, don't they?"

"By the way, does anyone else feel a sense of déjà vu? Maybe it's just me, but why does this game look a little like a Soulslike game?"

"You're overthinking it. Its style looks completely different from Soulslike games, okay?"

"Exactly. Judging from the promotional video and the information released, Sekiro: Shadows Die Twice is clearly more action-oriented. And the Wolf can jump in place. Can the Undead, the Hunter, or the Azure Star jump?"

"That makes so much sense!"

"That's just how it is. Don't assume it's a Soulslike game just because there are large monsters. And didn't you see that the protagonist can revive right where he falls? That lowers the difficulty from another angle. I think the gameplay should lean more toward an Input Commands experience."

"Exactly, exactly. I don't know if you noticed a

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