Every time he died, he had to watch the word "Death" appear all over again.
Zhang Yi had also noticed something: every time he died, the font used for "Death" was completely different. At least, after dying so many times, he had never seen the same version twice.
If this had not been deliberately designed by Nebula Games, he absolutely would not have believed it.
At the same time, in most cases, unless one was highly skilled or the Boss's Posture Bar had already filled up, reviving only meant getting killed by the Boss again. After all, he only came back with half health.
Zhang Yi was not the only one who felt the game's malice. The other players were suffering too, especially those who had not used Zhang Yi's underhanded methods to reach this stage, but had instead fought their way to the Red Demon through Sekiro's parrying-based combat system.
Many players who had been tempered by Dark Souls, Bloodborne, and other Soulslike games had been full of confidence when they first learned that Sekiro: Shadows Die Twice was a Soulslike game.
But reality soon taught them a lesson, making them fully understand that the old man was still the old man.
And most importantly, Sekiro: Shadows Die Twice required an entirely different combat mindset from previous Souls-like games.
After all, the fastest way to kill a Boss in Sekiro: Shadows Die Twice was not to slash it to death, but to fill up its Posture Bar.
Combined with the lack of a Stamina Bar, this gave many players a certain feeling.
That was, Greedy Attacks and trading blows.
If players attacked once and then ran away, they would find that the Boss Battle was genuinely difficult.
But if they truly committed to trading blows, they would discover that