Playing This Game Is Supposed to Be Suffering, Right? (Request Subscriptions and Monthly Tickets)
Aside from the game's story and ending, for most players who had already cleared it,
what concerned them most was the new gameplay that Sekiro: Shadows Die Twice would update after they completed the game.
That was Despair Mode.
Unlike Dark Souls and Bloodborne, which had PvP content,
Sekiro: Shadows Die Twice had no online functionality. Players could basically only interact through mechanics such as remnants.
So for many players, Sekiro: Shadows Die Twice did not have much content that required grinding. After all, there were not many builds for players to develop their characters around.
But that did not mean there was nothing else to play after clearing Sekiro: Shadows Die Twice.
It could be said that after completing the New Game Plus story in Dark Souls and Bloodborne, everyone played for the RPG progression elements.
And as long as the New Game Plus difficulty remained unchanged, the second and third playthroughs were not as difficult as one might imagine.
After all, during New Game Plus, most players had already upgraded their weapons and levels.
Compared with Sekiro, the RPG stat elements in Bloodborne and Dark Souls had a tremendous impact on the game's difficulty.
Otherwise, there would not have been talk of the prequel becoming a Musou game once players obtained the Grave Lord Sword early on, or got enough scaling to properly wield the Guan Dao.
But in Sekiro: Shadows Die Twice, the second playthrough was completely different from what most players had imagined.
There were two ways to raise the difficulty in Sekiro. One was to hand over Kuro's Charm, while the other was to ring the bell at Bell Demon's Hall in Mount Kongo Senpou Temple.
And the two modes could be stacked.
The Gauntlet of Strength mode could be unlocked after players cleared the